Listing of all the Set Bonuses and Tacticals Items available for Operatives.
Updated for Onslaught.
New Ability
Tactical Overdrive – Tactical Overdrive resets the cooldown of Stim Boost, Recuperative Nanotech, Volatile Substance, Lethal Strike, and Shield Probe and increases your Mastery by 20% for 15 seconds. You will get this ability at level 72.
New Utility Changes
Instead of 4 Tiers, Utilities are now divided into 3 Tiers (Skillful, Masterful and Heroic) and there are now a total of 9 points to spend. You have to spend at least 3 points to access the next Tier up. To access the Masterful Tier you have to spend 3 points in Skillful. To access the Heroic Tier you have to spend 6 points in Skillful and/or Masterful. There are 8 Utilities in each Tier.
Skillful
UTILITY | DESCRIPTION |
Nanotech Suit | Reduces all area of effect damage taken by 30%. |
Chem-resistant Inlays | Increases damage reduction by 5%. |
Imperial Weaponry | Noxious Knives deals 25% more damage. |
Hit and Run | Striking a target with Shiv or Veild Strike grants Hit and Run, increasing your movement speed by 50% for 3 seconds. |
Slip Away | Reduces the cooldown of Debilitate by 15 seconds. |
Infiltrator | Increases movement speed by 15% and effective stealth level by 3. |
Curbing Strategies | Overlaod Shot and Noxious Knives reduce the movement speed of targets they damage by 40% for 6 seconds. In addition, when Flash Bang ends it leaves behind Flash Powder that reduces the targets accuracy by 20% for 8 seconds. |
Precision Instruments | Reduces the energy cost of Debilitate and Sever Tendon by 5 and makes Sever Tendon immobilize the target for 2 seconds. |
Masterful
UTILITY | DESCRIPTION |
Advanced Cloaking | Reduces the cooldown of Cloaking Screen by 30 seconds and activating Cloaking Screen increases movement speed by 50% for 6 seconds. |
Med Shield | Your Shield Probe heals you for 5% of your maximum health when it collapses. |
Endorphin Rush | Adrenaline Probe now immediately restores 15 additional energy. |
Fortified Kolto | While your Kolto Probe is active on yourself, your damage reduction is increased by 3% per stack. |
Imperial Tactics | Sever Tendon will now grant a Tactical Advantage. |
Evasive Screen | When activated, Cloaking Screen grants 2 seconds of Evasion. |
Cunning Competencies | Countermeasures purges all movement-impairing effects when activated. Additioanlly, when Sleep Dart wears off, the target is struck by Sedatives, reducing all damage dealt by 50% for the next 10 seconds. |
Jarring Strike | When used from stealth, Backstab and Lethal Strike interrupt and knock down the target for 3 seconds. Player targets are immobilised for 3 seconds, rather than being knocked down. |
Heroic
UTILITY | DESCRIPTION |
Evasive Imperative | Every time you get attacked, the active cooldown of your Evasion is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. |
Escape Plan | Reduces the cooldown of Escape by 30 seconds, Shield Probe by 5 seconds, and infiltrate by 60 seconds. |
Circumvention | Reduces the cooldown of holotraverse by 10 seconds and allows it to be used while immobilized. When activated it purges movement-impairing effects and grants a Tactical Advantage. |
Mobile Strategies | Exfiltrate grants a charge of Mobile Strategies, reducing the energy cost of your next Overload Shot by 100%, increasing its maximum range by 20 meters, and making it knock the target back. Each use of Overlaod Shot consumes a charge of Mobile Strategies and grants 10 energy. |
Revitalizers | Stim Boost now additionally grants Revitalizers, restoring 5% of your total health every 3 seconds and reducing damage recieved by 20% for the duration. |
Curative Agent | Countermeasures grants Curative Agent, causing your next Kolto Probe on a new target to immdeiately grant two stacks. Additionally, Countermeasures heals you for 1% of your maximum health every second for 10 seconds and Kolto Infusion now initially restores x – x health and then additionally restores x health over 9 seconds. |
Augmented Shields | Increases the amount of damage absorbed by Shield Probe by 30%. |
Blow for Blow | Activating Evasion grants Blow for Blow, returning 150% of direct single target tech and force damage taken back to the attacker while Evasion is active. |
Tacticals
Medicine (Heals)
TACTICAL | DESCRIPTION | SOURCE |
Critical Surgery | Surgical Probe always critically hits on targets below 50% health | Operation Bosses |
Diagnostic Probes | Activating Surgical Probe reduces the cast time of your next Kolto Injection by .25 seconds. At 3 stacks, Kolto Injection can be cast instantly and consumes all stacks | Flashpoint Bosses |
Regenerative Waves | Kolto Waves consumes a Tactical Advantage and heals 20% more per tick | Flashpoints Bosses |
Concealment
TACTICAL | DESCRIPTION | SOURCES |
Acid Lash | Laceration damage triggers Acid Blade damage and refreshes its duration. Acid Blade does 100% more damage | Flashpoint Bosses |
Explosive Cells | When Volatile Substance triggers, it deals damage to all enemies around the primary target and spreads its effects | Flashpoint Bosses |
Volatile Strike | Veiled Strike automatically critically hits targets affected by your unexploded Volatile Substance and triggers it immediately. Dealing damage this way causes your next Backstab to critically hit | Operation Bosses |
Lethality
TACTICAL | DESCRIPTION | SOURCE |
Catalyzed Toxins | Toxic Blast finishes all your poison effects on the target and deals their remaining damage immediately. Toxic Blast’s cooldown is extended by 9 seconds | Flashpoint Bosses |
Synox Shots | Toxic Blast does 100% more damage. Whenever a Toxic Blast critically hits, it restores 2 energy | Flashpoint Bosses |
Viral Elements | Toxic Haze spreads Toxic Blast’s effect and Lethal Strike does additional damage to all nearby targets affected by Toxic Haze | Operation Bosses |
All Operative Specs
TACTICAL | DESCRIPTION | SOURCE |
Artistic Insights | Tactical Overdrive gives you a Tactical Advantage | Daily/Weekly Mission Crates |
Augmented Holocomm | Holotraverse gains an additional charge | PvP Crates |
Combat Medic Training | Resuscitation Probe becomes an instant cast and Kolto Infusion can be cast while moving | Crafted – Armstech |
Surgical Shiv | Half of Shiv’s damage heals you | Conquest Crates |
Gear Sets and Bonuses
Imperial Agent
GEAR | 2 SET | 4 SET | 6 SET |
The Slow Road | Master +2% | Frag Grenade slows its primary target and all targets around it by 30% for 6 seconds | |
Quick Thinker | Master +2% | Any enemy who attacks you during Adrenaline Probe is stunned for 2 seconds | |
Probe Tech | Endurance +2% | Shield Probe creates a small shield around surrounding allies | |
Escape Artist | Alacrity +2% | Flash Bang now heals any allies nearby for a small amount and resets the cooldown of countermeasures |
Operatives
GEAR | 2 SET | 4 SET | 6 SET |
Aggressive Treatment | Alacrity +2% | Toxic Haze refunds all its energy | Toxic Haze heals any allies standing inside it by a minor amount |
Name of Authority | Mastery +2% | Toxic Haze refunds a Tactical Advantage | Activating Noxious Knives reduces the cooldown of Toxic Haze by 3 seconds. Every enemy affected by Toxic Haze takes 20% more damage from Noxious Knives |
Debilitator | Mastery +2% | Exfiltrate’s cooldown is reduced by 2 seconds | Debilitate gets two ability charges |
Tacticians | Mastery +2% | Tactical Overdrive additionally resets the cooldown of Backstab, Sever Tendon, and Toxic Scan. Gaining a Tactical Advantage increases your Critical Chance by 15% for 10 seconds. Can only happen once every 10 seconds | Tactical Advantage gets an additional stack. Having a Tactical Advantage increases your damage and healing by 5% |
Sources
Where to get the new Set Bonuses (besides Vendors).
NAME | SPEC | SOURCE |
Aggressive Treatment | Operative | Operation Bosses |
Debilitator | Operative | PvP Crates |
Escape Artist | Imperial Agent | Crafted – Armourmech |
Name of Authority | Operative | Dxun Operation Bosses |
Probe Tech | Imperial Agent | Daily/Weekly Mission Crates |
Quick Thinker | Imperial Agent | PvP Crates |
Tacticians | Operative | Conquest Crates |
The Slow Road | Imperial Agent | Conquest Crates |
Charges
Charges basically allow you to use select Abilities more than once, depending on the number of Charges they have. For example, if an ability has 2 charges on it, you can use the Ability twice.
You have to have at least 1 Charge to be able to use an Ability with Charges.
When you use an Ability with a Charge once, it uses up one Charge and the Charge timer goes on ‘cooldown’. When the cooldown timer is up, you will gain another ‘Charge’. If you use all the Charges the Ability has, you have to wait for the cooldown timer to complete to be able to use the Ability again.
Operatives have an Ability and Set Bonus with Charges.
CLASS | ABILITY/SET BONUS/TACTICAL | CHARGES | BASE COOLDOWN |
Operative | Ability – Exfiltrate | 2 | 10 seconds |
Operative | 4 Set Bonus – Debilitator (Exfiltrate) | 2 | 6 seconds |
Operative | 6 Set Bonus – Debilitator (Debilitate) | 2 | 45 seconds |
Special Thanks
I’d like to thank Andynul for helping me gather all the info to put into this Guide.