Begun Training to Skilled
Crackle out sparks of Ionise for the first time while fighting a Training Droid.
1 Day Cooldown
Successfully fire a miniscule amount of Ionising energy out of your fingertip.
1 Day Cooldown
Short out the electricity for a room using Ionise for the first time.
1 Day Cooldown
Extend the length of your Ionizing beam's range to around two meters.
1 Day Cooldown
Use "Stun Droid" for the first time against a non-combat droid.
1 Day Cooldown
Feat
Skilled to Proficient
Use Ionise on a Electronically Locked Door to forcibly open it.
4 Day Cooldown
Attempt to use "Stun Droid" on a droid constructed for combat. Have it fail and lose something precious to you. Contemplate your failures.
4 Day Cooldown
Extend your Ionise's reach to approximately five meters.
4 Day Cooldown
Disable an electronic-based trap set for you using Ionise.
4 Day Cooldown
Using Ionise, disable an assailant's Blaster Weapon in a Legitimate Combat Encounter.
4 Day Cooldown
Feat
Proficient to Highly Proficient
Use "Disable Droid" against a combat droid for the first time in a legitimate combat encounter.
2 Week Cooldown
Use Ionise to breeze through a Stealth Scenario by disabling any security measures you come across.
2 Week Cooldown
Feint your usage of Ionize as Force Lightning, Force Shock, or Electric Judgement, before disabling your opponent's lightsaber in a Legitimate Combat Scenario.
2 Week Cooldown
Damage an item important to an enemy player character using Ionise.
2 Week Cooldown
Chain your Ionise to destroy multiple droids at once for the first time in a legitimate combat encounter. These droids must be Tier 3 or higher.
2 Week Cooldown
Feat
Highly Proficient to Mastery
For the first time, use the “Destroy Droid” application of Ionise on an equal Tier Battle Droid in a legitimate combat scenario.
5 Week Cooldown
Disable something of critical importance that assists with the progression of the plot arc you find yourself in, doing so with Ionise.
5 Week Cooldown
Destroy ten Tier 3 droids (or higher) using a single chain blast of Ionise in a legitimate combat encounter.
5 Week Cooldown
Disable a Shielded Starfighter in flight, disabling the shield and then the fighter itself in a Legitimate Combat Scenario.
5 Week Cooldown
Combine both of your hands to fire off a larger, concentrated Ionize Beam to completely disable or destroy a Tank-Class Vehicle or Battle Droid in a Legitimate Combat Encounter.
5 Week Cooldown
Feat
Mastery to Extreme Mastery
Split your Ionise Beam into numerous smaller chains to delete an entire battalion of basic Battle Droids in a Legitimate Combat Scenario.
8 Week Cooldown
Use a two handed Ionise beam to rip through a Corvette-Class Starship's shield, leaving it vulnerable to attacks by allies.
8 Week Cooldown
Produce an Ionise so powerful that it can damage organic lifeforms.
8 Week Cooldown
Using only Ionise for offence, completely and utterly destroy a Faction's Research Centre and leave all of the data there unusable.
8 Week Cooldown
Break through EMP Hardening for the first time using Ionise in a legitimate combat encounter against a Tier 1 opponent or higher.
8 Week Cooldown
Feat
Extreme Mastery to The Mastery
Destroy a small droid army using Ionise.
10 Week Cooldown
Disable a Star Destroyer-Class or larger Capital Ship's shields, allowing your allies to make the move to destroy it.
10 Week Cooldown
In a Legitimate Combat Scenario, completely dismantle all the equipment of a Tier 0 with Ionise.
10 Week Cooldown
Generate an Ion Storm for the first time using Ionise, changing the course of a battle that is vital on a Galactic scale.
10 Week Cooldown
Challenge the current Strongest Droid or Cyborg in your Home Universe, and come out alive to tell the tale.
10 Week Cooldown