Stims buffer
Author: t | 2025-04-24
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STIMS Buffer - Buffer Overflow (PoC) (SEH Overwrite)
With 600 health and no shielding.Counter-Intelligence (Perfect)[]Counter-Intelligence (Perfect)You automatically spot targets who damage you, and while not inside a vehicle, you are also notified on the HUD when spotted by an enemy.MAX units can equip. Works in vehicles.Counter-Intelligence is an Exceptional implant that automatically spots any hostile players who damage the user or their vehicle.If the hostile player has a Suppressor attached to their weapon, or is using the MKV Suppressed, this effect will not trigger.In addition, while the user is not inside a vehicle, the implant will also warn the player whenever they are spotted, by turning the implant's icon red (from the typical blue) while the player is spotted, and also briefly displaying the implant's icon near the crosshair.If used inside a vehicle, the user does not have to own the vehicle nor do they need to be in the driver/pilot seat to automatically spot players who damage it, allowing gunners and passengers to make full use of this implant. However, the user will not be notified that the vehicle is spotted at any time.This implant is a variant of the Counter-Intelligence implant, and cannot be equipped simultaneously with it.Experimental Stims (Perfect)[]Experimental Stims (Perfect)Passively increases the carry capacity of all stims by 1, and using a stim will provide 12 seconds of another rank 5 implant's benefits. The implant chosen is random from this list: Safe Fall, Vampire, Battle Hardened, Heavyweight, Response Jacket. Experimental Stims only triggers when there is no active benefit.Experimental Stims is an Exceptional implant
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5 implant's benefits. The implant chosen is random from this list: Safe Fall, Vampire, Battle Hardened, Heavyweight, Response Jacket. Experimental Stims only triggers when there is no active benefit.Experimental Stims is an Exceptional implant that provides the benefit of another implant, at rank 5, for twelve seconds after the user consumes a Medical Kit, Restoration Kit, or Infradine.The implant will also passively increase the number of stims the user can carry by one, up to a maximum of five.One of the following five implants will be chosen for this effect, at random, when the user triggers Experimental Stims.Battle HardenedHeavyweightResponse JacketSafe FallVampireThe icon and name of the implant will appear on the right-hand side of the user's screen to indicate which is active, and the implant will last for twelve seconds. The user gains all the benefits of that implant at rank 5 for the duration, and must wait for the twelve seconds to elapse before they can apply another buff with Experimental Stims. Firewall (Infiltrator)[]FirewallInteracting with allied base turrets or spitfire turrets embed them with firewalls which must be disarmed by enemy infiltrators before hacking. Firewalls last 360 seconds and grant turrets an additional 25% maximum health.Infiltrator only.Firewall is an Exceptional implant that allows Infiltrators to interact with Phalanx Turrets and Spitfire Auto-Turrets to increase the turret's health by 25% for six minutes (360 seconds).To apply a firewall to an allied turret, walk up to the turret and hold the 'Interact' hotkey (e by default.)While this effect is active onSTIMS Buffer for Windows - CNET Download
Time Sort by Order Show Display Refine results Found 24 results. 317 have been filtered out. Currently filtering by: categories. (Clear filters) TSL Hak Pad (Ultimate) An "in-game" cheat utility allowing several options including items, training, disguises, credits and MUCH more. Compensates for TSL's "invisible" cheat console. View mod page View image gallery 7.9MB 1.5k -- TSL Hak Pad USM Shop Add-On This will add a USM Saber Shop dialogue node in the Storefronts section of the Hak Pad. Requires BOTH USM & Hak Pad install. View mod page View image gallery 3KB 323 -- View mod page View image gallery 0KB 244 -- View mod page View image gallery 257KB 244 -- View mod page View image gallery 246KB 72 -- No Vertical Camera Prevents the camera from moving up or down when using the mouse to orientate the character. View mod page View image gallery TSL Multi-Stim Designed for intense situations and necessity of quick access on the battlefield, this specialized stim is enhanced to provide the user with the combined effects of the Hyper Adrenaline Stims in one quick dose. (Alacrity, Strength, Stamina and Enchani Battle) 206KB 58 -- TSL Multi-Stim Designed for intense situations and necessity of quick access on the battlefield, this specialized stim is enhanced to provide the user with the combined effects of the Hyper Adrenaline Stims in one quick dose. (Alacrity, Strength, Stamina and Enchani Battle) View mod page View image gallery Multifunctional Mod The goal of this mod is to make you feel like all unique items are truly unique... At least a little bit. This mod restores all unique Jedi-related items that were cut from the game, all unique items that belongs to your party members, and items (only some of them) that are basically unavailable, without using EXP exploits or cheats / mods. 32.0MB 57 -- Multifunctional Mod The goal of this mod is to make you feel like all unique items are truly unique... At least a little bit. This mod restores all unique Jedi-related items that were cut from the game, all unique items that belongs to. Download STIMS Buffer latest version for Windows free to try. STIMS Buffer latest update: FebruDownload STIMS Buffer 1. for free
You're browsing the GameFAQs Message Boards as a guest. Sign Up for free (or Log In if you already have an account) to be able to post messages, change how messages are displayed, and view media in posts.BoardsMass Effect 3TGI + HarrierSKA_ 11 years ago#11yes, 6 in stims if you are using them for survivability is overkill. hell, 4 is overkill but you don't need that 5 in fitness with constant cloaking.it's not easy being this awesome and modestsquidney2k1 11 years ago#12Yeah, you should only need the 2 Stims because you should be using the Warfighter V gear which yields 2 more. You can always cloak and run for more.TGI is a very, VERY powerful character, and that power only grows when equipped with the Harrier. It's easy to pick the Harrier since it will shred everything, but since the TGI gives excellent damage bonuses to Assault Rifles in general, you can actually utilize other guns that you may have overlooked as being underpowered for higher difficulties (Gold/Platinum).Even ARs like the Phaeston, Lancer, Collector Rifle, and even the GPR (with headshots) become quite capable in the hands of the TGI.One of my favorite weapons on the TGI is the SpitfireBest games of last gen: Mass Effect series & Bioshock series \m/ (O_o) \m/>o_o\> AMENO >o_o\>Superfluou5 11 years ago#13LoL at some of the recent harrier comments. The alts/trolls can be very funny at times. I think I used to go 4/4 stims and health. Stims can act weird with a bit of lag so the extra health is a lifesaver. On gold and below I went full chain overload and for platinum I would go damage and shield damage.Gt: l2eal Deal ---- That's an L in the beginning.See you in quick match!Havoc49J 11 years ago#14I second not need 6 in StimSTIMS Buffer Crack Free Download
That provides the benefit of another implant, at rank 5, for twelve seconds after the user consumes a Medical Kit, Restoration Kit, or Infradine.The implant will also passively increase the number of stims the user can carry by one, up to a maximum of five.One of the following five implants will be chosen for this effect, at random, when the user triggers Experimental Stims.Battle HardenedHeavyweightResponse JacketSafe FallVampireThe icon and name of the implant will appear on the right-hand side of the user's screen to indicate which is active, and the implant will last for twelve seconds. The user gains all the benefits of that implant at rank 5 for the duration, and must wait for the twelve seconds to elapse before they can apply another buff with Experimental Stims. This implant is a variant of the Experimental Stims implant, and cannot be equipped simultaneously with it.Infravision (Perfect)[]Infravision (Perfect)While equipped, the player will highlight infantry and vehicles within 125 meters, while reducing vision at long range.MAX units can equip. Does not work in vehicles. Infravision is an Exceptional implant that changes the user's vision to infrared while equipped, highlighting all units within 125 meters.A thick 'fog' effect prevents vision past approximately 130 meters.This implant is a variant of the Infravision implant, and cannot be equipped simultaneously with it.Minor Cloak (Perfect)[]Minor Cloak (Perfect)Remaining stationary for 8 seconds will cloak the user. Movement will break this cloak, though short bouts of movement will let you return to cloak more quickly after breaking it.Descarga STIMS Buffer GRATIS gratuitamente
Warn the player whenever they are spotted, by turning the implant's icon red (from the typical blue) while the player is spotted, and also briefly displaying the implant's icon near the crosshair.If used inside a vehicle, the user does not have to own the vehicle nor do they need to be in the driver/pilot seat to automatically spot players who damage it, allowing gunners and passengers to make full use of this implant. However, the user will not be notified that the vehicle is spotted at any time.Countershade[]CountershadeKilling an enemy will conceal your radar signature from detection devices for 8 seconds. Triggering this implant while underwater applies this effect until you resurface.Countershade is an Exceptional implant that prevents the user from being detected by any detection device for 8 seconds after being awarded a kill, with the effect remaining active semi-permanently if the user is awarded the kill while underwater—only ending if they surface.Disengage (MAX)[]DisengageActivating Emergency Repair will also create an impulse wave that throws enemy infantry a short distance and increases your sprint acceleration speed by 25% for 3 seconds.MAX only.Disengage is an Exceptional implant that causes the player to emit an impulse shockwave upon activating Emergency Repair, knocking back all nearby infantry.Triggering this effect also increases the sprint acceleration of the MAX by 25% for 3 seconds, decreasing the time taken to reach maximum sprint speed.Experimental Stims[]Experimental StimsPassively increases the carry capacity of all stims by 1, and using a stim will provide 12 seconds of another rankVenturing into the World of STIMS Buffer: A Comprehensive
Packs.I do 3 Stim, 5 Fitness for the shield recharge. The people who spam Stims for a damage boost are severely hampering their team by depleting the grenade supply. I like to use a PPR and never need to hit a single ammo box the entire game. 6 ammo packs is more than sufficient to supply you with Stims for a platinum match.tbrad8806 11 years ago#15I only take stim-packs to 4. There still a live saving ability, and if you take it up to 6 it turns into a crutch. Your other characters will suffer if your to use to cracking a stim every time you get into trouble.MojoMisc 11 years ago#16grenade capacity 5 vs warfighter packageit depends on these factors(but not dependent on one another)1. how good your teammates are2. the mapi prefer grenade capacity because it's good in all situations.Urdnot_Runt 11 years ago#17Mew_World_Order posted...overphx posted...Don't use Harrier. It blows on platinum. PPR for the win.This. This 1,000 times over. The Harrier is a noob weapon and the PPR has MUCH better damage output/ammo power synergy. The only reason people use the Harrier so much is because the PPR has an actual learning curve and takes real skill, something most noobs are too lazy to develop.Lol really? PPR is a laser beam, the harrier at least benefits from some trigger controlGT: gethtonescode_kirin 11 years ago#18Honestly, TGI kills fast enough without 12% additive working in his favor. 3 extra stims will be much more useful in the worst case scenarios, where 12% extra damage is like whatever.Assault Loadout is also an amazing alternative if you're using a Typhoon. Hot reload + 100% additive up to 9x a match can be handy.Origin ID: Quattro_Bajingophishface (Topic Creator)11 years ago#19Thanks for all the advice. But for the first time ever, I'm going to. Download STIMS Buffer latest version for Windows free to try. STIMS Buffer latest update: Febru
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VampireUncommonAssimilate · Battle Hardened · Catlike · Critical Chain · Heavyweight · Ocular Shield · Ransack · Response Jacket · Revenant · Scavenger · Sensor Shield · SidewinderClass SpecificAerial Combatant · Air Drop · Paratrooper · Combat Surgeon · Mending Field · Karma · Deep Operative · Mobility Mesh · Nanomesh Specialist · Overcharge · Robotics Technician · ElectrotechRareAssassin · Covert Drop · Deadshot · Failsafe · Firestorm · Fortify · Nightmare · Overdrive · Rapid Response · SymbioteExceptionalAvoidance · Berserker · Bionics · Carapace · Cold Heart · Counter-Intelligence · Countershade · Disengage · Experimental Stims · Firewall · Infravision · Juggernaut · Logistics Specialist · Minor Cloak · Phylactery"Perfect"Avoidance · Berserker · Bionics · Carapace · Counter-Intelligence · Experimental Stims · Infravision · Logistics Specialist · Minor CloakAuto Granted[]Safeguard[]v • eSafeguardUpon being revived, damage taken is reduced by 20% for X.Safeguard 1Safeguard 2Safeguard 3Safeguard 41.5 seconds1.75 seconds2.5 seconds3.5 secondsSafeguard 5Upon being revived, damage taken is reduced by 20% for 3.5 seconds; and you instantly restore 200 shield health.Safeguard is one of the starting implants, alongside Target Focus, available to all players at rank 1 immediately upon creation of their character.While equipped, Safeguard grants the player a damage reduction effect against all damage types temporarily after being revived. This benefit is granted no matter the source of the revive, whether a Nano-Regen Device, Nanite Revive Grenade, or the Phylactery or Karma implants.At rank 5, Safeguard will also immediately restore 200 shields upon revive.Target Focus[]v • eTarget FocusDisplays the target'sBuffer-Stim – Vetlife trading group
You are in.Critical Chain: Headshot kills grant increased rechamber speed for a short time.Sidewinder: Increases strafing speed at the cost of lower strafing acceleration and deceleration.Fortify: Interact with capture points to bolster your shield health for a short time.Symbiote: You receive a passive small arms resistance so long as you've taken small arms damage recently.Covert Drop: Taking damage from a fall will cloak you on landing.Failsafe: When your shield breaks, it restores ability energy.Salvage - MAX only: Killing other MAXes will instantly restore a chunk of health.Paratrooper - Light Assault only: Taking damage restores jump jet fuel.Electrotech - Engineer only: When your shield breaks, you send out a pulse that repairs nearby equipment.Mobility Mesh - Heavy Assault only: Reduces the mobility penalty while your overshield is active.Mending Field- Medic only: Nearby allies who are critically wounded heal passively up to a certain amount of health.Firewall - Exceptional - Infiltrator only: You can now "hack" allied turrets to embed them with a firewall which *increases their health pool.Disengage - Exceptional - MAX only: When Emergency Repair is activated, you will knock back nearby enemy infantry and increase your sprint acceleration speed slightly for a time.Avoidance - Exceptional: You no longer trip proximity mines, and spitfires require you to be 50% closer to acquire you.Bionics - Exceptional: Reduces health pool by 400 while increasing personal shields by 400.Cold Heart - Exceptional: Increases heat cooloff for a short period after a headshot kill.Experimental Stims - Exceptional: Gives a random movement speed, reload speed,. Download STIMS Buffer latest version for Windows free to try. STIMS Buffer latest update: FebruVulnerability : isehlt : STIMS Buffer - Buffer Overflow SEH - DoS
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With 600 health and no shielding.Counter-Intelligence (Perfect)[]Counter-Intelligence (Perfect)You automatically spot targets who damage you, and while not inside a vehicle, you are also notified on the HUD when spotted by an enemy.MAX units can equip. Works in vehicles.Counter-Intelligence is an Exceptional implant that automatically spots any hostile players who damage the user or their vehicle.If the hostile player has a Suppressor attached to their weapon, or is using the MKV Suppressed, this effect will not trigger.In addition, while the user is not inside a vehicle, the implant will also warn the player whenever they are spotted, by turning the implant's icon red (from the typical blue) while the player is spotted, and also briefly displaying the implant's icon near the crosshair.If used inside a vehicle, the user does not have to own the vehicle nor do they need to be in the driver/pilot seat to automatically spot players who damage it, allowing gunners and passengers to make full use of this implant. However, the user will not be notified that the vehicle is spotted at any time.This implant is a variant of the Counter-Intelligence implant, and cannot be equipped simultaneously with it.Experimental Stims (Perfect)[]Experimental Stims (Perfect)Passively increases the carry capacity of all stims by 1, and using a stim will provide 12 seconds of another rank 5 implant's benefits. The implant chosen is random from this list: Safe Fall, Vampire, Battle Hardened, Heavyweight, Response Jacket. Experimental Stims only triggers when there is no active benefit.Experimental Stims is an Exceptional implant
2025-04-185 implant's benefits. The implant chosen is random from this list: Safe Fall, Vampire, Battle Hardened, Heavyweight, Response Jacket. Experimental Stims only triggers when there is no active benefit.Experimental Stims is an Exceptional implant that provides the benefit of another implant, at rank 5, for twelve seconds after the user consumes a Medical Kit, Restoration Kit, or Infradine.The implant will also passively increase the number of stims the user can carry by one, up to a maximum of five.One of the following five implants will be chosen for this effect, at random, when the user triggers Experimental Stims.Battle HardenedHeavyweightResponse JacketSafe FallVampireThe icon and name of the implant will appear on the right-hand side of the user's screen to indicate which is active, and the implant will last for twelve seconds. The user gains all the benefits of that implant at rank 5 for the duration, and must wait for the twelve seconds to elapse before they can apply another buff with Experimental Stims. Firewall (Infiltrator)[]FirewallInteracting with allied base turrets or spitfire turrets embed them with firewalls which must be disarmed by enemy infiltrators before hacking. Firewalls last 360 seconds and grant turrets an additional 25% maximum health.Infiltrator only.Firewall is an Exceptional implant that allows Infiltrators to interact with Phalanx Turrets and Spitfire Auto-Turrets to increase the turret's health by 25% for six minutes (360 seconds).To apply a firewall to an allied turret, walk up to the turret and hold the 'Interact' hotkey (e by default.)While this effect is active on
2025-04-02You're browsing the GameFAQs Message Boards as a guest. Sign Up for free (or Log In if you already have an account) to be able to post messages, change how messages are displayed, and view media in posts.BoardsMass Effect 3TGI + HarrierSKA_ 11 years ago#11yes, 6 in stims if you are using them for survivability is overkill. hell, 4 is overkill but you don't need that 5 in fitness with constant cloaking.it's not easy being this awesome and modestsquidney2k1 11 years ago#12Yeah, you should only need the 2 Stims because you should be using the Warfighter V gear which yields 2 more. You can always cloak and run for more.TGI is a very, VERY powerful character, and that power only grows when equipped with the Harrier. It's easy to pick the Harrier since it will shred everything, but since the TGI gives excellent damage bonuses to Assault Rifles in general, you can actually utilize other guns that you may have overlooked as being underpowered for higher difficulties (Gold/Platinum).Even ARs like the Phaeston, Lancer, Collector Rifle, and even the GPR (with headshots) become quite capable in the hands of the TGI.One of my favorite weapons on the TGI is the SpitfireBest games of last gen: Mass Effect series & Bioshock series \m/ (O_o) \m/>o_o\> AMENO >o_o\>Superfluou5 11 years ago#13LoL at some of the recent harrier comments. The alts/trolls can be very funny at times. I think I used to go 4/4 stims and health. Stims can act weird with a bit of lag so the extra health is a lifesaver. On gold and below I went full chain overload and for platinum I would go damage and shield damage.Gt: l2eal Deal ---- That's an L in the beginning.See you in quick match!Havoc49J 11 years ago#14I second not need 6 in Stim
2025-03-28That provides the benefit of another implant, at rank 5, for twelve seconds after the user consumes a Medical Kit, Restoration Kit, or Infradine.The implant will also passively increase the number of stims the user can carry by one, up to a maximum of five.One of the following five implants will be chosen for this effect, at random, when the user triggers Experimental Stims.Battle HardenedHeavyweightResponse JacketSafe FallVampireThe icon and name of the implant will appear on the right-hand side of the user's screen to indicate which is active, and the implant will last for twelve seconds. The user gains all the benefits of that implant at rank 5 for the duration, and must wait for the twelve seconds to elapse before they can apply another buff with Experimental Stims. This implant is a variant of the Experimental Stims implant, and cannot be equipped simultaneously with it.Infravision (Perfect)[]Infravision (Perfect)While equipped, the player will highlight infantry and vehicles within 125 meters, while reducing vision at long range.MAX units can equip. Does not work in vehicles. Infravision is an Exceptional implant that changes the user's vision to infrared while equipped, highlighting all units within 125 meters.A thick 'fog' effect prevents vision past approximately 130 meters.This implant is a variant of the Infravision implant, and cannot be equipped simultaneously with it.Minor Cloak (Perfect)[]Minor Cloak (Perfect)Remaining stationary for 8 seconds will cloak the user. Movement will break this cloak, though short bouts of movement will let you return to cloak more quickly after breaking it.
2025-04-24Packs.I do 3 Stim, 5 Fitness for the shield recharge. The people who spam Stims for a damage boost are severely hampering their team by depleting the grenade supply. I like to use a PPR and never need to hit a single ammo box the entire game. 6 ammo packs is more than sufficient to supply you with Stims for a platinum match.tbrad8806 11 years ago#15I only take stim-packs to 4. There still a live saving ability, and if you take it up to 6 it turns into a crutch. Your other characters will suffer if your to use to cracking a stim every time you get into trouble.MojoMisc 11 years ago#16grenade capacity 5 vs warfighter packageit depends on these factors(but not dependent on one another)1. how good your teammates are2. the mapi prefer grenade capacity because it's good in all situations.Urdnot_Runt 11 years ago#17Mew_World_Order posted...overphx posted...Don't use Harrier. It blows on platinum. PPR for the win.This. This 1,000 times over. The Harrier is a noob weapon and the PPR has MUCH better damage output/ammo power synergy. The only reason people use the Harrier so much is because the PPR has an actual learning curve and takes real skill, something most noobs are too lazy to develop.Lol really? PPR is a laser beam, the harrier at least benefits from some trigger controlGT: gethtonescode_kirin 11 years ago#18Honestly, TGI kills fast enough without 12% additive working in his favor. 3 extra stims will be much more useful in the worst case scenarios, where 12% extra damage is like whatever.Assault Loadout is also an amazing alternative if you're using a Typhoon. Hot reload + 100% additive up to 9x a match can be handy.Origin ID: Quattro_Bajingophishface (Topic Creator)11 years ago#19Thanks for all the advice. But for the first time ever, I'm going to
2025-03-25VampireUncommonAssimilate · Battle Hardened · Catlike · Critical Chain · Heavyweight · Ocular Shield · Ransack · Response Jacket · Revenant · Scavenger · Sensor Shield · SidewinderClass SpecificAerial Combatant · Air Drop · Paratrooper · Combat Surgeon · Mending Field · Karma · Deep Operative · Mobility Mesh · Nanomesh Specialist · Overcharge · Robotics Technician · ElectrotechRareAssassin · Covert Drop · Deadshot · Failsafe · Firestorm · Fortify · Nightmare · Overdrive · Rapid Response · SymbioteExceptionalAvoidance · Berserker · Bionics · Carapace · Cold Heart · Counter-Intelligence · Countershade · Disengage · Experimental Stims · Firewall · Infravision · Juggernaut · Logistics Specialist · Minor Cloak · Phylactery"Perfect"Avoidance · Berserker · Bionics · Carapace · Counter-Intelligence · Experimental Stims · Infravision · Logistics Specialist · Minor CloakAuto Granted[]Safeguard[]v • eSafeguardUpon being revived, damage taken is reduced by 20% for X.Safeguard 1Safeguard 2Safeguard 3Safeguard 41.5 seconds1.75 seconds2.5 seconds3.5 secondsSafeguard 5Upon being revived, damage taken is reduced by 20% for 3.5 seconds; and you instantly restore 200 shield health.Safeguard is one of the starting implants, alongside Target Focus, available to all players at rank 1 immediately upon creation of their character.While equipped, Safeguard grants the player a damage reduction effect against all damage types temporarily after being revived. This benefit is granted no matter the source of the revive, whether a Nano-Regen Device, Nanite Revive Grenade, or the Phylactery or Karma implants.At rank 5, Safeguard will also immediately restore 200 shields upon revive.Target Focus[]v • eTarget FocusDisplays the target's
2025-04-09