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Jabbithole has been updated for WildStar Reloaded. Weekly updates shall resume as usual. Thanks for the patience!
Esper LAS
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48 ability points left [reset]
55
AMP points
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[reset]
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[reset]
Dash Regen I
Cost: 1 AMP point
Increases Dash Regeneration by 7%.
Cooldowns I
Cost: 1 AMP point
Increases Cooldown Reduction by 5%.
CC Duration I
Cost: 1 AMP point
Decreases CC Duration by 5%.
Dash Regen II
Cost: 1 AMP point
Increases Dash Regeneration by 7%.
Cooldowns II
Cost: 1 AMP point
Increases Cooldown Reduction by 5%.
CC Duration II
Cost: 1 AMP point
Decreases CC Duration by 5%.
Dash Regen III
Cost: 1 AMP point
Increases Dash Regeneration by 7%.
Cooldowns III
Cost: 1 AMP point
Increases Cooldown Reduction by 5%.
CC Duration III
Cost: 1 AMP point
Decreases CC Duration by 5%.
Molasses
Cost: 4 AMP points
Being CC'd grants an Absorption Effect that lasts for 5s and absorbs 31 damage. This can only occur every 10s.
Mental Overflow
Cost: 4 AMP points
When your Psi Points are full and you would gain another one, you gain a Mental Overflow instead.
Mental Overflow: For the next 8s, casting a Finisher will consume Mental Overflow and grant 1 Psi Point per stack. Stacks 2 times.
Mental Overflow: For the next 8s, casting a Finisher will consume Mental Overflow and grant 1 Psi Point per stack. Stacks 2 times.
Inspirational Charge
Cost: 4 AMP points
Landing a Finisher grants an Empower.
Empower: The Cast time of Telekinetic Strike and Mind Over Body are reduced by 0.25s for 5s. This can only occur every 15s.
Empower: The Cast time of Telekinetic Strike and Mind Over Body are reduced by 0.25s for 5s. This can only occur every 15s.
Iron Reflexes
Cost: 4 AMP points
When you are CC'd you gain a Defense.
Defense: Increases Armor by 35% for 5s. This can only occur every 15s.
Defense: Increases Armor by 35% for 5s. This can only occur every 15s.
Defensive Maneuvers
Cost: 4 AMP points
Dashing grants a Defense.
Defense: Damage Mitigation is increased by 6% for 5s.
Defense: Damage Mitigation is increased by 6% for 5s.
Cheat Death
Cost: 6 AMP points
Upon dying, enter an immobile spirit form, which allows you to continue casting spells for 6s.
Fixation
Cost: 2 AMP points
Unlocks the Fixation ability.
Feedback
Cost: 6 AMP points
When your shields become depleted, you apply a 60% Snare to 5 foes within 5m for 10s. This can only occur every 30s.
Focus Recovery I
Cost: 1 AMP point
Increases Focus Recovery Rate by 0.1% per second.
Support Power I
Cost: 1 AMP point
Increases Support Power by 2.5% of your current maximum.
Focus Cost I
Cost: 1 AMP point
Reduces Focus cost of spells by 5%.
Focus Recovery II
Cost: 1 AMP point
Increases Focus Recovery Rate by 0.1% per second.
Support Power II
Cost: 1 AMP point
Increases Support Power by 2.5% of your current maximum.
Focus Cost II
Cost: 1 AMP point
Reduces Focus cost of spells by 5%.
Focus Recovery III
Cost: 1 AMP point
Increases Focus Recovery Rate by 0.1% per second.
Support Power III
Cost: 1 AMP point
Increases Support Power by 2.5% of your current maximum.
Focus Cost III
Cost: 1 AMP point
Reduces Focus cost of spells by 5%.
Build Up
Cost: 4 AMP points
Healing an ally with a Builder grants 1 stack of Build Up to the ally.
Build Up: At 3 stacks, restore an additional 18 health and remove all stacks.
Build Up: At 3 stacks, restore an additional 18 health and remove all stacks.
Focus Mastery
Cost: 4 AMP points
While below 20% Focus, your Support Finishers generate 40 Focus. This can only occur every 10s.
Hard to Hit
Cost: 4 AMP points
Your heals have a 15% chance to grant a Defense.
Defense: Increases Deflect Chance by 8% for 10s.
Defense: Increases Deflect Chance by 8% for 10s.
Inspiration
Cost: 4 AMP points
Landing a Basic Heal grants healed allies a Defense.
Defense: Reduces Damage Taken by 8.5% for 5s.
Defense: Reduces Damage Taken by 8.5% for 5s.
Spectral Shield
Cost: 4 AMP points
When you critically heal an ally they gain a 21 Absorption Shield.
Healing Touch
Cost: 6 AMP points
Whenever you use a Support Finisher on an ally below 60% health you restore an additional 24 health. Can only occur once every 4s per target.
Mirage
Cost: 2 AMP points
Unlocks the Mirage ability.
Companion
Cost: 6 AMP points
When healing, you have a 20% chance to summon a Companion. It restores 10 health per second and lasts for 10s. This can only occur every 10s.
Armor Pierce I
Cost: 1 AMP point
Increases Armor Pierce by 2%.
Assault Power I
Cost: 1 AMP point
Increases Assault Power by 2.5% of your current maximum.
Strikethrough I
Cost: 1 AMP point
Increases Strikethrough Chance by 1%.
Armor Pierce II
Cost: 1 AMP point
Increases Armor Pierce by 2%.
Assault Power II
Cost: 1 AMP point
Increases Assault Power by 2.5% of your current maximum.
Strikethrough II
Cost: 1 AMP point
Increases Strikethrough Chance by 1%.
Armor Pierce III
Cost: 1 AMP point
Increases Armor Pierce by 2%.
Assault Power III
Cost: 1 AMP point
Increases Assault Power by 2.5% of your current maximum.
Strikethrough III
Cost: 1 AMP point
Increases Strikethrough Chance by 1%.
Reckful
Cost: 4 AMP points
Landing a 5 Psi Point Assault Finisher grants an Empower for 8s.
Increases Critical Hit Chance by 8%.
Increases Critical Hit Chance by 8%.
Follow Through
Cost: 4 AMP points
Landing an Assault Finisher grants an Empower.
Empower: Assault Power is increased by 8% for 8s.
Empower: Assault Power is increased by 8% for 8s.
Superiority
Cost: 4 AMP points
While above 70% Health, gain Empower.
Empower: Increases Damage Dealt by 8%.
Empower: Increases Damage Dealt by 8%.
The Power!
Cost: 4 AMP points
Landing a Critical Hit grants an Empower.
Empower: Increases your Multi-Hit and Multi-Hit Severity by 5% for 8s.
Empower: Increases your Multi-Hit and Multi-Hit Severity by 5% for 8s.
True Sight
Cost: 4 AMP points
While above 3 Psi Points gain an Empower.
Empower: Increases Strikethrough Chance by 8%.
Empower: Increases Strikethrough Chance by 8%.
Quick Response
Cost: 6 AMP points
Landing a Critical Hit with a Finisher grants a 100% chance to reduce your cooldowns by 45%. This can only occur every 15s.
Spectral Swarm
Cost: 2 AMP points
Unlocks the Spectral Swarm ability.
Figment
Cost: 6 AMP points
While above 70% health, damaging a foe has a 20% chance to manifest a Figment that deals 13 magic damage per second for 10s. Can only occur every 10s.
Critical Hit I
Cost: 1 AMP point
Increases Critical Hit Chance by 2%.
Critical Hit Severity I
Cost: 1 AMP point
Increases Critical Hit Severity by 4%.
Critical Hit II
Cost: 1 AMP point
Increases Critical Hit Chance by 2%.
Critical Hit Severity II
Cost: 1 AMP point
Increases Critical Hit Severity by 4%.
Critical Hit III
Cost: 1 AMP point
Increases Critical Hit Chance by 2%.
Critical Hit Severity III
Cost: 1 AMP point
Increases Critical Hit Severity by 4%.
No Pain No...
Cost: 4 AMP points
Taking damage has a 10% chance to generate a Psi Point.
Not Snackworthy
Cost: 4 AMP points
Activating Spectral Form grants an Empower.
Empower: Increases Assault and Support Power by 10% for 5s.
Empower: Increases Assault and Support Power by 10% for 5s.
Tactician
Cost: 4 AMP points
Standing still for 1s grants an Empower and a Bastion.
Empower: Increases Magic Damage Dealt by 4%.
Bastion: Increases outgoing healing by 4%.
Empower: Increases Magic Damage Dealt by 4%.
Bastion: Increases outgoing healing by 4%.
Refund
Cost: 4 AMP points
Whenever a Finisher is Deflected, gain 3 Psi Points. Can only occur every 5s.
B-I-N-G-O
Cost: 6 AMP points
Landing a critical hit with a Builder has a 100% chance to generate 1 Psi Point. This can only occur every 5s.
Fisticuffs
Cost: 6 AMP points
Taking damage from a foe grants a Defense.
Defense: Increases all Mitigation by 6% for 5s.
Defense: Increases all Mitigation by 6% for 5s.
Lifesteal I
Cost: 1 AMP point
Increases Lifesteal by 2%.
PvP Power I
Cost: 1 AMP point
Increases PvP Power by 1%.
Lifesteal II
Cost: 1 AMP point
Increases Lifesteal by 2%.
PvP Power II
Cost: 1 AMP point
Increases PvP Power by 1%.
Lifesteal III
Cost: 1 AMP point
Increases Lifesteal by 2%.
PvP Power III
Cost: 1 AMP point
Increases PvP Power by 1%.
No Remorse
Cost: 4 AMP points
Deals an additional 9 magic damage to Snared Foes.
The Humanity
Cost: 4 AMP points
Landing a Finisher on a foe below 30% health deals an additional 21 magic damage.
Duelist
Cost: 4 AMP points
Landing a hit with an Assault Finisher has a 50% chance to grant an Empower.
Empower: Increases your PvP Power by 4.5% for 5s.
Empower: Increases your PvP Power by 4.5% for 5s.
Shocked
Cost: 4 AMP points
Landing a hit has a 25% chance to apply an Expose.
Expose: Reduce the enemies PvP Defense by 4% of their current maximum for 5s. This can only occur every 1s.
Expose: Reduce the enemies PvP Defense by 4% of their current maximum for 5s. This can only occur every 1s.
Slow it Down
Cost: 6 AMP points
Landing a hit has a 25% chance to apply a Snare.
Snare: Reduces movement speed by 30% for 5s.
Snare: Reduces movement speed by 30% for 5s.
Rupture
Cost: 6 AMP points
Landing a hit on a foe has a 25% chance to spawn a Health Orb at their location, it can be picked up to restore 40 health. This can only occur every 5s.
PvP Defense I
Cost: 1 AMP point
Increases PvP Defense by 1%.
Maximum Shield Capacity I
Cost: 1 AMP point
Increases Maximum Shield Capacity by 3%.
PvP Defense II
Cost: 1 AMP point
Increases PvP Defense by 1%.
Maximum Shield Capacity II
Cost: 1 AMP point
Increases Maximum Shield Capacity by 3%.
PvP Defense III
Cost: 1 AMP point
Increases PvP Defense by 1%.
Maximum Shield Capacity III
Cost: 1 AMP point
Increases Maximum Shield Capacity by 3%.
From the Grave
Cost: 4 AMP points
Upon death, heal all allies within the area for 223 health. This can occur every 2 minutes.
Stand Strong
Cost: 4 AMP points
When dropping below 35% health you gain a Defense.
Defense: Increase Armor by 50% for 6s. This can only occur every 30s.
Defense: Increase Armor by 50% for 6s. This can only occur every 30s.
Psychic Barrier
Cost: 4 AMP points
Taking damage has a 50% chance to grant a Defense.
Defense: Deflect Critical Hit Chance is increased by 12% for 5s.
Defense: Deflect Critical Hit Chance is increased by 12% for 5s.
Bounce Back
Cost: 4 AMP points
Taking damage from a Critical Hit, you have a 25% chance to restore 23 health.
Me Worry?
Cost: 6 AMP points
Dropping below 50% health, grants a Beacon and generates 1 Psi Point every 2s for 10s. This can only occur every 30s.
Beacon: Increases healing received by 10% for 10s.
Beacon: Increases healing received by 10% for 10s.
Payback
Cost: 6 AMP points
When your spells are interrupted gain 1 Interrupt Armor for 5s. Additionally, your next heal will heal allies for an additional 28 health. This can only occur once every 10s.