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Spellslinger LAS

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%.
Focus Stone
Cost: 4 AMP points
Using Gather Focus grants a Focus Stone for the next 180s.

On Use: Restores 300 Focus, 74 health, and 10 Spell Power.
Readiness
Cost: 4 AMP points
While in combat and Spell Surge is inactive, restore an additional 3 Spell Power every 2s.

Surge Focus Drain duration is reduced by 1s.
Speed of the Void
Cost: 4 AMP points
Using Gate, Spatial Shift, Void Slip, or Phase Shift grants Swiftness and restores 12 health every 1s for 3s.

Swiftness: Increases Movement Speed by 25%.
Evasive Maneuvers
Cost: 4 AMP points
Dashing grants a Defense for 2s.

Defense: Decreases damage received by 7%.
Reorient
Cost: 4 AMP points
Dashing restores 33% Endurance, and grants an immunity to Daze for the next 2s.
Homeward Bound
Cost: 6 AMP points
Taking damage that would kill you instead places you in the Void for 4s and restores 40 health. Can only occur every 60s.
Void Pact
Cost: 2 AMP points
Unlocks the Void Pact Ability.
Spell Armor
Cost: 6 AMP points
Getting hit by a CC grants 56 Absorb for 5s. While the Absorb is active, Damage Taken is reduced by 50%. Can only occur every 20s.
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%.
Burst Power
Cost: 4 AMP points
Landing a Critical Heal generates 6 Spell Power. Can only occur every 6s.
Augmented Armor
Cost: 4 AMP points
Landing a heal on an ally affected by Affinity, Runes of Protection, or Healing Salve applies a Defense.

Defense: Increases Armor Rating by 8% for 10s.
Savior
Cost: 4 AMP points
Landing a direct heal grants Savior to the target for 4s.

Savior: If you are below 30% health, restore an additional 11 health every 2s for 4s.
Clarity
Cost: 4 AMP points
Using an ability grants a 10% chance to gain an Efficiency.

Efficiency: Reduces Focus costs by 20% for 4s.
Holy Roller
Cost: 4 AMP points
Using a Support Ability grants 1 stack of an Empower.

Empower: Increases Support Power by 1% for 10s. Stacks 7 times.
Desperation
Cost: 6 AMP points
When your Focus drops below 15%, generate 150 Focus every 2s for 8s. Can only occur every 120s.
Healing Torrent
Cost: 2 AMP points
Unlocks the Healing Torrent ability.
Healing Aura
Cost: 6 AMP points
Using a Spell Surged ability causes you and the 4 most injured allies within 35m to restore 4 health every 1s for 5s.
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%.
Deadly Chain
Cost: 4 AMP points
Landing a physical or magical attack grants 1 stack of Empower based on damage type.

Physical Attack Empower: Increases Physical Damage by 2.5% for 8s. Stacks 3 times.

Magical Attack Empower: Increases Magical Damage by 2.5% for 8s. Stacks 3 times.
Piercing Shots
Cost: 4 AMP points
Using a Spell Surged ability grants an Empower for 4s.

Empower: Increases Armor Pierce by 4% per stack. Stacks 3 times.
Critical Surge
Cost: 4 AMP points
Landing a Critical Hit generates 6 Spell Power. Can only occur every 6s.
Multi-Burst
Cost: 4 AMP points
Flame Burst is now usable after landing a direct Multi-Hit.

When Flame Burst Multi-Hits, your Multi-Hit Severity is increased by 8% for 8s.
Killer
Cost: 4 AMP points
Killing a foe reduces active cooldowns by 1s and restores 6 Spell Power. Can occur 3 times every 1s.
Gunslinger
Cost: 6 AMP points
After landing a hit with an Assault ability that has a cooldown, grant an Empower for 8s. Stacks 3 times.

Empower: Increases Critical Hit Chance by 3.5% per stack.
Assassinate
Cost: 2 AMP points
Unlocks the Assassinate Ability.
Surge Damage
Cost: 6 AMP points
Using a Spell Surged ability grants an Empower for 4s.

Empower: Increases Damage Dealt by 10%.
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%.
Power Surge
Cost: 4 AMP points
While Spell Surge is active, Assault and Support Power are increased by 8%.
Frost Snap
Cost: 4 AMP points
When foes affected by your Flash Freeze or Chill take damage, reduce your cooldowns by 0.5s. Can occur once every 1s.
Trigger Fingers
Cost: 4 AMP points
Landing a hit with Quick Draw reduces your Assault and Support Ability cooldowns by 0.5s and your Utility Ability cooldowns by 0.25s.
Locked and Loaded
Cost: 4 AMP points
Upon entering combat, and every 1s thereafter while in combat, grant an Empower.

Empower: Increases Critical Hit Severity by 8% per stack. Stacks up to 3 times.

Stacks are removed upon landing a direct Critical Hit or Heal.
The One
Cost: 6 AMP points
Using a Spell Surged ability grants a Defense for 4s.

Defense: Increases Deflect Chance by 9%.
Urgency
Cost: 6 AMP points
When using a Spell Surged ability drops your Spell Power below 25, grant an Empower for 6s.

Empower: Assault and Support Power increased by 10%.
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%.
True Sight
Cost: 4 AMP points
Landing a hit on a foe beyond 15m will deal additional damage.

15-24m: 6 physical damage.
25m+: 7 physical damage.
Shock & Awe
Cost: 4 AMP points
Interrupting or Stunning a foe grants you an Empower for 5s.

Empower: Your next attack has a 100% chance to critically hit.
Danger Danger
Cost: 4 AMP points
Grants a Swiftness for 8s when below 30% health.

Swiftness: Increases Movement Speed by 12%.
Penetrating Rounds
Cost: 4 AMP points
Landing a Critical Hit applies an Expose.

Expose: Decreases PvP Defense Rating by 5% for 5s.
Headhunter
Cost: 6 AMP points
Killing an enemy player restores 10 Spell Power.
Overpower
Cost: 6 AMP points
Landing a hit on foes that are under the effects of any CC deals an additional 9 magic damage.
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%.
Fury
Cost: 4 AMP points
When an absorb that you applied to an ally is removed, grant an Empower to that ally for 6s.

Empower: Increases Assault and Support Power by 5%.
Enhanced Shields
Cost: 4 AMP points
When an absorb that you applied is removed, grant a Defense to that ally for 5s.

Defense: Shield Mitigation is increased to 100%.
Flame Armor
Cost: 4 AMP points
When you or your allies under your absorb take direct damage, return 4 magic damage to the attacker.
Frost Armor
Cost: 4 AMP points
When you or your allies under your absorb take direct damage, apply Snare to the attacker. Can only occur every 10s per foe.

Snare Reduces Movement Speed by 30% for 4s.
Final Salvo
Cost: 6 AMP points
Taking damage that kills you will grant a 211 Absorb Shield for 10s to 5 allies within 30m.
Hyper Shield
Cost: 6 AMP points
Landing a direct Critical Heal grants a 22 absorb for 5s.