Here is my guide on how to obtain Legendary Implants in Star Wars The Old Republic. This guide goes through step-by-step what you need to do to get Legendary Implants, which are the new Set Bonus items, in SWTOR.
How to Obtain Legendary Implants AKA Set Bonuses
Set Bonuses are now on Implants and are called Legendary Items or Legendary Implants. Obtaining these Legendary Implants is fairly straightforward. Legendary Implants and their upgrades will be purchasable from a vendor. But first, you need to complete a Mission to gain access to this vendor.
As soon as you are level 80, speak to Lonndar Eadwinn on your Factions Fleet to get the Technological Advancements Mission. They can be found in the Supplies Section of your Factions Fleet near the other 7.0 Gear Vendors (next to <SN-4RK> on the maps below).
You will then have to wait for around 30-seconds, then speak to Lonndar again when it prompts you that you can. Once you finish speaking to them, again, you will have the mission.
All you have to do is complete any of the various activities listed to charge a Neuro-Key. You can do any combination of the following activities to earn 100 points (charges):
|Flashpoints or Operations via Groupfinder||2|
|Story Mode Operation Boss||4 charge per boss|
|Hard Mode Operation Boss||7 charge per boss|
|Nightmare Operation Boss||8 charge per boss|
|Unranked PvP Match||10|
|Solo Ranked PvP Match||10|
|Group PvP Ranked Match||10|
|Daily Area Weekly Mission||10|
|Heroic Weekly Mission||10|
Once you earn 100 points, return to Lonndar and you will then gain access to the Implant Vendor <SN-4RK>.
Legendary Implant Cost
By default, the vendor will only show you Legendary Implants relevant for your class. You can choose to see all Legendary Implants. However, you can only purchase Legendary Implants useable on the base class you are on. This is because Legendary implants are base-class bound.
All Legendary Implants (Set Bonuses) and their upgrades all cost exactly the same. The only difference is when you’re upgrading a Legendary Implant, you will have to turn in the current tier you have (more on this below).
- 100 Medal of Commendation
- 20 Aquatic Resource Matrix
- 6,500 Tech Fragmentations
- 25,000 Credits
The currencies to purchase Legendary Implants can be earned from the following activities. You can find out more about how to earn these currencies in my Game Update 7.0 Gearing Guide.
|Medal of Commendation||Personal Conquest Completion|
|Aquatic Resource Matrix||Daily and Heroic Weekly Missions|
|Tech Fragments||Weeklies, Conquest|
Upgrading Legendary Implants
Legendary Items start at Item Rating 326. You can upgrade them twice, to 328 and then to 330. It’s best not to worry too much about upgrading your Implants until the rest of your gear is item rating 326.
To upgrade Legendary Item Implants, all you have to do is go to the Set Bonus Vendor droid. Once you’ve bought a 326 Implant, you unlock the ability to purchase the 328 version from the vendor.
Note you do have to turn in the previous implant to get the next tier. So make sure you remove your augments first.
Legendary Implants and Alts
As we read above, Legendary Implants are base-class bound. This does mean a PT can wear a Legendary Implant designed for a Mercenary (and vice versa). This can be beneficial to do temporarily while gearing up alts of the same base class as it will increase the item rating of those pieces. That way you won’t get any useless implant upgrade pieces from Requisition Caches. To understand more about how gearing by Item Rating works, check out my Game Update 7.0 Gearing Guide.
Legendary Implant Lists
Here are tables of all the various Legendary Item listed by Base Class. Click on any Base Class below to see all the available Set Bonuses and their primary tertiary stat.
Be mindful of the tertiary stats when considering which Legendary Implant to buy for your Discipline. Also, Legendary Implants do not stack! This means you can not wear two of the same Legendary Implant.
|Force Resistance||Absorb||Elemental, Internal, Kinetic and Energy damage reduction is increased by 3%.|
|Retaliator||Shield||Retaliation has no cooldown.|
|Champion’s Precision||Critical||Activating Enrage, Bloodrage, Threatening Rage grants Champion’s Precision, increasing your critical hit chance by 20% for 8 seconds.|
|Fearless Victor||Critical||Whenever you use a rage spending damage ability your melee damage is increased by 10% for 10 seconds.|
|Nimble Master||Alacrity||Activating Saber Ward grants Nimble Master increasing your movement speed by 100% for the duration of Saber Ward.|
|Vicious Thirst||Alacrity||Vicious Slash, Massacre, and Sweeping Slash add Vicious Thirst stacks to their targets, stacking up to 5 times. Killing an enemy with Vicious Thirst stacks increases your damage by 3% per stack for 10 seconds.|
|Berserker’s Call||Critical||Reduces the cooldown of Frenzy by 15 seconds. Additionally activating Berserk increases all damage dealt by 5% for 10 seconds.|
|Dispatcher||Alacrity||Activating Dual Saber Throw grants Dispatcher’s Challenge, making your next Vicious Throw or Vicious Slash critical hit, Critically hitting with a weapon attack generates 1 rage. This effect cannot occur more than once every 3 seconds.|
|Force Resistance||Shield||Elemental, Internal, Kinetic and Energy damage reduction is increased by 3%.|
|Ballast Point||Absorb||Deflection grants Ballistic Immunity for 6 seconds, giving you immunity to movement imparing effects, knockdowns, and physics.|
|Dynamic Force||Critical||The cooldown of Recklessness is reduced by 15 seconds.|
|Shadowcraft||Critical||Using Phantom Stride from stealth grants Shadowcraft, increasing your critical hit chance by 100% for 6 seconds. Force Cloak resets the cooldown of Phantom Stride.|
|Force Training||Alacrity||Melee and Force attacks deal 3% more damage.|
|Gathering Storm||Alacrity||Force Speed makes your next direct Force attack deal 20% more damage and Force attacks deal 20% more damage while Polarity Shift is active.|
|Unmatched Haste||Critical||The duration of Polarity Shift is increased by 5 seconds and using Force Speed reduces the active cooldown of Polarity Shift by 5 seconds.|
|Empowered Restorer||Alacrity||Activating Force Barrier puts a barrier on nearby allies, absorbing 21,834 damage for up to 8 seconds and granting them an additional 25% elemental damage reduction while active.|
|Revitalize||Critical||While Resurgence is active on a target, it has a 15% chance to spontaneously heal the target whenever the target receives non-Resurgence healing from you.|
|Active Reload||Alacrity||Killing an enemy with Takedown resets the cooldown of Takedown and increases your damage by 5%. This effect stacks up to 3 times and lasts 10 seconds.|
|Energy Regulators||Alacrity||You gain 1 energy per second while in cover.|
|Improved Targeting||Critical||Reduces the cooldown Laze Targeting, Viral Targeting, and Targeting Systems by 15 seconds.|
|Lock and Loaded||Alacrity||Ranged and Tech damage and healing is increased by 3%.|
|Tactician||Alacrity||Gaining a Tactical Advantage increases your critical chance by 10% for 10 seconds. This effect can only occur once every 18 seconds.|
|Tactician Focus||Alacrity||Dealing critical damage with Veiled Strike or Lethal Strike grants Tactician’s Focus, making your next Laceration or Corrosive Assault critically hit. This effect can’t occur more than once every 30 seconds.|
|Trapper||Critical||Toxic Haze refunds a Tactical Advantage and it no longer costs energy.|
|Mini Shield||Absorb||Activating Shield Probe creates an absorb shield around each ally within 5 meters, lasting up to 10 seconds and absorbing 3331 damage.|
|Aggressive Treatment||Alacrity||Toxic Haze heals any allies standing inside it.|
|Field Medic||Critical||Activating a healing ability has a 15% chance to grant Field Medic’s Critical Bonus which causes your next Kolto Injection to be a critical. This effect can only occur once every 30 seconds.|
|Squad Leader||Absorb||Whenever you take damage with Energy Shield a weaker shield is applied to nearby allies for 3 seconds.|
|Supercommando||Shield||Activating Power Yield, Thermal Yield, or Energy Yield grants a shield that absorbs 1,620,465 damage. Lasts up to 3 seconds.|
|Mandalorian Armanents||Critical||When Shoulder Cannon is put on cooldown, it applies Autocannon to you for 60 seconds, firing a rocket at your current target whenever you deal direct damage. This additional rocket can fire once every 10 seconds.|
|Shock Trooper||Alacrity||Flaming Fist and Rocket Punch’s heat is reduced by 4. Flaming Fist, Magnetic Blast and Heat Blast increases damage dealt 10% for 15 seconds. Cannot occur more than once every 30 seconds.|
|Specialist||Critical||Explosive Fuel increases damage done by 20% while Ion Gas Cylinder is being utilized and increases damage reduction by 10% while Ion Gas Cylinder is not being utilized.|
|Veteran Ranger||Alacrity||Each Shoulder Cannon rocket has a 50% chance to trigger an additional rocket.|
|Advanced Scanning||Alacrity||Reduces the cooldown of Healing Scan by 1.5 seconds and the cooldown of Emergency Scan by 3 seconds.|
|Concentrated Fire||Critical||Activating Supercharged Gas makes your next Rail Shot, Mag Shot, or Emergance Scan critically hit or heal.|
|Random Charge||Alacrity||Damaging an enemy or healing an ally has a 10% chance to generate a stack of Supercharged. Cannot occur more than once every 5 seconds.|
|Target Eliminator||Critical||Heatseeker Missiles and Serated Shot increase damage dealt by 2% for 15 seconds. Cannot occur more than once every 30 seconds.|