6.0 Operative Changes, Set Bonuses and Tactical Items

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.

Click on image to enlarge.

Skillful

UTILITYDESCRIPTION
Nanotech SuitReduces all area of effect damage taken by 30%.
Chem-resistant InlaysIncreases damage reduction by 5%.
Imperial WeaponryNoxious Knives deals 25% more damage.
Hit and RunStriking a target with Shiv or Veild Strike grants Hit and Run, increasing your movement speed by 50% for 3 seconds.
Slip AwayReduces the cooldown of Debilitate by 15 seconds.
InfiltratorIncreases movement speed by 15% and effective stealth level by 3.
Curbing StrategiesOverlaod 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 InstrumentsReduces the energy cost of Debilitate and Sever Tendon by 5 and makes Sever Tendon immobilize the target for 2 seconds.

Masterful

UTILITYDESCRIPTION
Advanced CloakingReduces the cooldown of Cloaking Screen by 30 seconds and activating Cloaking Screen increases movement speed by 50% for 6 seconds.
Med ShieldYour Shield Probe heals you for 5% of your maximum health when it collapses.
Endorphin RushAdrenaline Probe now immediately restores 15 additional energy.
Fortified KoltoWhile your Kolto Probe is active on yourself, your damage reduction is increased by 3% per stack.
Imperial TacticsSever Tendon will now grant a Tactical Advantage.
Evasive ScreenWhen activated, Cloaking Screen grants 2 seconds of Evasion.
Cunning  CompetenciesCountermeasures 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 StrikeWhen 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

UTILITYDESCRIPTION
Evasive ImperativeEvery 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 PlanReduces the cooldown of Escape by 30 seconds, Shield Probe by 5 seconds, and infiltrate by 60 seconds.
CircumventionReduces 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 StrategiesExfiltrate 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.
RevitalizersStim Boost now additionally grants Revitalizers, restoring 5% of your total health every 3 seconds and reducing damage recieved by 20% for the duration.
Curative AgentCountermeasures 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 ShieldsIncreases the amount of damage absorbed by Shield Probe by 30%.
Blow for BlowActivating 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)

TACTICALDESCRIPTION SOURCE
Critical SurgerySurgical Probe always critically hits on targets below 50% health
Operation Bosses
Diagnostic ProbesActivating 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 WavesKolto Waves consumes a Tactical Advantage and heals 20% more per tick
Flashpoints Bosses

Concealment

TACTICALDESCRIPTION SOURCES
Acid LashLaceration damage triggers Acid Blade damage and refreshes its duration. Acid Blade does 100% more damage
Flashpoint Bosses
Explosive CellsWhen Volatile Substance triggers, it deals damage to all enemies around the primary target and spreads its effects
Flashpoint Bosses
Volatile StrikeVeiled 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

TACTICALDESCRIPTION SOURCE
Catalyzed ToxinsToxic 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 ShotsToxic Blast does 100% more damage. Whenever a Toxic Blast critically hits, it restores 2 energyFlashpoint Bosses
Viral ElementsToxic 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

TACTICALDESCRIPTION SOURCE
Artistic Insights
Tactical Overdrive gives you a Tactical Advantage
Daily/Weekly Mission Crates
Augmented HolocommHolotraverse gains an additional chargePvP Crates
Combat Medic Training
Resuscitation Probe becomes an instant cast and Kolto Infusion can be cast while moving
Crafted – Armstech
Surgical ShivHalf of Shiv’s damage heals youConquest Crates

Gear Sets and Bonuses

Imperial Agent

GEAR2 SET4 SET6 SET
The Slow RoadMaster +2%Frag Grenade slows its primary target and all targets around it by 30% for 6 seconds 
Quick ThinkerMaster +2%Any enemy who attacks you during Adrenaline Probe is stunned for 2 seconds 
Probe TechEndurance +2%Shield Probe creates a small shield around surrounding allies 
Escape ArtistAlacrity +2%Flash Bang now heals any allies nearby for a small amount and resets the cooldown of countermeasures 

Operatives

GEAR2 SET4 SET6 SET
Aggressive TreatmentAlacrity +2%Toxic Haze refunds all its energyToxic Haze heals any allies standing inside it by a minor amount
Name of AuthorityMastery +2%Toxic Haze refunds a Tactical AdvantageActivating Noxious Knives reduces the cooldown of Toxic Haze by 3 seconds. Every enemy affected by Toxic Haze takes 20% more damage from Noxious Knives
DebilitatorMastery +2%Exfiltrate’s cooldown is reduced by 2 seconds
Debilitate gets two ability charges
TacticiansMastery +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 secondsTactical 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).

NAMESPECSOURCE
Aggressive TreatmentOperativeOperation Bosses
DebilitatorOperativePvP Crates
Escape ArtistImperial AgentCrafted – Armourmech
Name of AuthorityOperativeDxun Operation Bosses
Probe TechImperial AgentDaily/Weekly Mission Crates
Quick ThinkerImperial AgentPvP Crates
TacticiansOperativeConquest Crates
The Slow RoadImperial AgentConquest 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.

CLASSABILITY/SET BONUS/TACTICALCHARGESBASE COOLDOWN
OperativeAbility – Exfiltrate210 seconds
Operative4 Set Bonus – Debilitator (Exfiltrate)26 seconds
Operative6 Set Bonus – Debilitator (Debilitate)245 seconds

Special Thanks

I’d like to thank Andynul for helping me gather all the info to put into this Guide.

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