Double Strike
Range: 4 m
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 | 25 Force | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Range | 4 meters | |||||||||||||
| Cast time | Instant | |||||||||||||
| Cooldown | n/a | |||||||||||||
| GCD | 0 seconds | |||||||||||||
Related
- Classes (1)Classes (1)
- See also (4)See also (4)
- Comments (3)Comments (3)
- Screenshots (1)Screenshots (1)
- VideosVideos
| Name | Level | Class | Cost | Range | Cooldown |
|---|---|---|---|---|---|
| Double Strike | 4 meters | 6 secs | |||
| Double Strike | 4 meters | 7.5 secs | |||
| Double Strike | 4 meters | 6 secs | |||
| Double Strike | 4 meters | 4.5 secs |
As a Jedi Kinetic Shadow I find myself using this skill more often than any other.
At lower levels It was equal to other skills such as Project, but with all the buffs it gets from talents it becomes one of your most used skills.
Talents:
Psychokinesis:
Reduces the force cost by 2 and Project by 6
Force Synergy:
When you crit from any ability your MELEE crit chance is increased by 9% for 10 seconds ... Double Strike is your PRIMARY melee ability
Applied Force:
Increases the damage of Double Strike by 6%
Particle Acceleration:
This is where Double Strike really begins to shine (you can get this talent at level 20)
There is a 30% chance everytime Double Strike does damage to reset the cooldown of Project, and make the next Project an automatic critical hit. In addition if you activate Force Potency before casting said Project spell it will do an additional 50% damage!
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