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

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.

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