Dark Charge
Dark Charge
Instant
Force: 100
Charges your lightsaber with dark energy, giving your attacks a 50% chance to drain life force from the target, dealing 594 internal damage and healing you for 832. This effect cannot occur more than once every 4.5 seconds. Increases your armor rating by 115%, shield chance by 15% and threat generation by 100%. While active, melee bonus damage is reduced by 5%. Requires a double-bladed lightsaber or electrostaff. Does not break Stealth.
Note: Damage and healing values are based off a level 50 character in green gear. Our staff are still adjusting and adding effects to the formulas, so bear with us as we continue to improve these numbers for launch.
Ability Details
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| Cost | 100 Force | |||||||||||||
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| Range | n/a | |||||||||||||
| Cast time | Instant | |||||||||||||
| Cooldown | n/a | |||||||||||||
| GCD | 0 seconds | |||||||||||||
Related
6 comments found
By CrashPilot at 2011-12-06 14:28:02
At the moment it seems that the healing received by this stance / buff is next to nothing at high level. Seems the scaling is bad if present at all. Most (heavily debated) tank builds ignore speccing into this to increase it's effects. However the game is not out yet so the scaling may be changed at release.
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- Nothing to do here (yet)!
The healing is hardly different from what a Sorcerer might get from a tick of Parasitism. Every little bit helps, and you don't have to do anything to make it happen-- just use an attack. Even white damage normal attacks grant the healing.
Edit: The healing from Dark Charge as of patch 1.1 has now been increased, and changes to a skill due to talent points should now be showing correctly as well as receives scaling, according to the patch notes. Dark Charge was useful enough before the change-- I cannot wait to try it out again now. If only threat generation for tanks was a little higher....