Thought it would be good to have a central reference database of effect types, and who can cleanse what. I got surprised by Overload Saber not being a force effect on my Sorc the other day, and thought this would be a good idea. I never see CC's get cleansed, for example.
Effects fall into 4 categories: Force, Tech, Mental, and Physical.
Using all republic-side names for simplicity's sake.
All Sages can cleanse Force and Mental effects.
Seer (healing) Sages can additionally cleanse Physical effects.
All Scoundrels can cleanse Tech and Physical effects.
Sawbones (healing) Scoundrels can additionally cleanse Mental effects.
All Commandos can cleanse Tech and Physical effects.
Combat Medic (healing) Commandos can additionally cleanse Mental effects.
Force Effects:
Force Quake Snare
Force Slow
Weaken Mind
Mind Crush
Force Breach (Force Technique)
Force Lift
Sever Force (Immobilize)
Sever Force (DoT)
Force Suppression
Freezing Force
Force Exhaustion (Snare)
Force Exhaustion (DoT)
Dust Storm (Accuracy Debuff)
Tech Effects:
Tendon Blast (Snare)
Pulse Detonator (Root)
Flash Grenade (Mez)
Vital Shot (DoT)
Vital Shot (Removed version in Dirty Fighting - DoT)
Diversion
Sabotage Charge
Shock Charge (DoT)
Shrap Bomb (DoT)
Shrap Bomb (Removed version in Dirty Fighting - DoT)
Shrap Bomb (Talented Snare)
Sedatives (Damage reduction in Sawbones after Tranquilizer)
Plasma Grenade (DoT)
Plasma Cell (DoT)
Sweltering Heat (Plasma Cell Slow in Assault)
Smoke Grenade (Accuracy Debuff)
Incendiary Round (DoT)
Hamstring (Gut Snare)
Physical Effects:
Telekinetic Throw (Snare)
Leg Slash (Snare)
Cauterize (DoT)
Cauterize (Talented Snare)
Overload Saber (DoT)
Plasma Brand (DoT)
Burning Blade (DoT)
Burning Purpose (DoT)
Leg Shot (Root)
Blazing Speed (DoT)
Gut (DoT)
Cover Fire (Full Auto Snare in Gunnery)
Mental Effects:
Mind Maze (Shadow's Sap)
Awe (Mez)
Concussive Round (Mez)
Needs Testing:
Slow Time (Snare) - would be surprised if this is uncleansable, but it's possible
Also, unless otherwise noted, talents which apply their effects "For the duration of the spell" are removed if the spell is removed, and are not an extra debuff.
Interesting Tidbits:
The Gunslinger root on the AoE knockback is cleansable, but the talented Sage one is not.
The Shadow sap is cleansable, the Scoundrel one is not.
Slow Time's snare appears to be uncleansable, as does the snare after the Commando's Concussion Charge. These are the only two snares I've noticed to appear to be uncleansable.
Probably widely known, but hilarious that you can cleanse a Sabotage Charge before it has a chance to go off if you see it quickly.
Let me know if you see any errors or any omissions and I'll update this post ASAP.
-- Edited by Mace on Friday 3rd of August 2012 02:21:14 PM
Very hard to catch though. I usually use mine after stunning them with shock charge > incendiary grenade and immediately follow up with speed shot. The ticks from shock charge or incendiary grenade should set the sab charge off first though. They'd probably just end up cleansing the contingency charges, which is small fish compared to the sab charge going off. Plus cleanse gets rid of the oldest effects first (I believe). Then it would just cleanse flourish and vital shot, provided they're part of the GS rotation.
-- Edited by Kamdus on Friday 3rd of August 2012 01:22:27 PM
__________________
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Cleansing Sab charges is a hobby of mine, and saves taking 3k+. Additionally, a cleansed sab charge won't leave contingency charges, which is a HUGE hit to a slinger specced in to that. Removes a large chunk of their damage and a form of energy regen.
Cleansing Sab charges is a hobby of mine, and saves taking 3k+. Additionally, a cleansed sab charge won't leave contingency charges, which is a HUGE hit to a slinger specced in to that. Removes a large chunk of their damage and a form of energy regen.
It's really probably one of the best things in the game to use a cleanse on - every Smuggler uses it, regardless of AC and spec - it's just that good.
Hard to catch though. I usually use mine after stunning them with shock charge > incendiary grenade and immediately follow up with speed shot. The ticks from shock charge or incendiary grenade should set the sab charge off first though. They'd probably just end up cleansing the contingency charges, which is small fish compared to the sab charge going off. Plus cleanse gets rid of the oldest effects first (I believe). Then it would just cleanse flourish and vital shot, provided they're part of the GS rotation.
-- Edited by Kamdus on Friday 3rd of August 2012 01:22:13 PM
I don't think contingency is cleansable, but yeah, it is definitely worth doing something to cover your sab charge and/or remove the opportunity to dispel it.
Very hard to catch though. I usually use mine after stunning them with shock charge > incendiary grenade and immediately follow up with speed shot. The ticks from shock charge or incendiary grenade should set the sab charge off first though. They'd probably just end up cleansing the contingency charges, which is small fish compared to the sab charge going off. Plus cleanse gets rid of the oldest effects first (I believe). Then it would just cleanse flourish and vital shot, provided they're part of the GS rotation.
-- Edited by Kamdus on Friday 3rd of August 2012 01:22:27 PM
Contingency Charges are not cleansable - you'd likely just cleanse off the DoT from speed shot and the Shock Charge. Also, Flourish is not cleansable (Vital Shot is).
You're right that cleanses remove oldest effects first, which is the opposite of most MMO's. Your best best is to have an Incendiary Nade ticking on them when you throw the Sab Charge to have the smallest chance of it getting cleansed, or have them stunned while applying it.
Is this really theorycrafting? It seems more like a central knowledge base than anything that's pushing any creative envelopes.