Operative

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Sith Empire Operative Sith Empire
Imperial Agent - 2 - Operative.png
Faction Sith Empire
Base Class Imperial Agent
Starting Planet Hutta
Advanced Class Operative
Sniper

Whether ambushing enemies from stealth or using advanced medical technology to keep colleagues in the fight, the operative will do whatever it takes to advance the agenda of the Empire.

  • Blaster Rifle / Vibroknives
  • Stealth
  • Burst Ranged damage
  • Healing

[edit] Codex Entry

Operatives adapt to any environment and any circumstance to ensure the Empire's agenda is achieved. Whether emerging from stealth to ambush and eliminate enemies in close-range combat or using advanced medical technologies to keep colleagues in the fight, the Operative is able to identify the needs of any situation and react accordingly.

All Operatives learn how to move stealthily-sneaking past or surprising enemies-and various close-quarters fighting techniques that do damage at short range and prevent an enemy from fleeing. Operatives can also opt to learn the skills of Concealment, using an energy blade to deal even more damage close-up; gain Meric training, using probes that heal and protect allies in battle; and specialize in Lethality, utilizing deadly toxins to poison their enemies.

[edit] Skill Trees

[edit] Concealment

Upgrades stealth and close-range attacks, allowing the Agent to strike without detection.

[edit] Medicine

Advances the Agent's healing technologies, keeping his allies both alive and effective.

[edit] Lethality (shared)

Leverages the toxic power of poisons to debilitate enemies over the course of a long fight.

[edit] Abilities

Core abilities

Name

Level

Cast Time

Cooldown

Energy Cost

Range

Description

Tactical Advantage-icon.png Tactical Advantage 10 Passive Passive None Self Defeating an opponent or activating Shiv or Hidden Strike puts you in a position of Tactical Advantage, increasing all damage dealt by 2% and enabling the use of executions for 10 seconds. Up to 2 charges of Tactical Advantage can exist at once.
Stealth-icon.png Stealth 10 Passive Passive 6 secs Self Activates your stealth generator, making you and your companion difficult to detect. Movement speed is reduced to 85% of normal while in stealth. Most hostile actions and taking cover will break Stealth. Your companion will not react to enemy attacks while in stealth.
Skirmisher 10 Passive Passive None Self Increases the damage dealt by Overload Shot by 15%.
Medical Doctor 10 Passive Passive None Self Reduces the cooldown of Revive by 100%.
Kolto Injection 10 2.5 secs None 25 30m Heals a friendly target for a high amount of health.
Backstab 10 Instant 9 secs 10 4m Ambushes an enemy for a high amount of kinetic damage. Only usable while behind the target.
Stim Boost 12 Instant 35 secs None 30m Executes your Tactical Advantage to recover 3 energy every 3 seconds for 45 seconds. Requires and consumes Tactical Advantage. Does not break Stealth.
Diagnostic Scan 12 3 secs
(channeled)
None None 30m Heals a friendly target for a small amount of health over 3 seconds.
Kolto Infusion 14 1.5 secs None 20 30m Executes your Tactical Advantage to heal the target for a high amount of health. Requires and consumes Tactical Advantage.
Carbine Burst 16 Instant None 20 None Executes your Tactical Advantage, firing a short burst that hits up to 5 targets in a 10-meter cone in front of you for a high amount of weapon damage. Requires and consumes Tactical Advantage.
Sleep Dart 20 Instant None 20 10m Puts the target to sleep for 60 seconds. Damage will break the effect prematurely. Only usable from stealth and only usable on targets not in combat. Only one target can be incapacitated at a time. Does not affect droids.
Sneak 22 Instant 1 min None Self Increases your stealth level by 15 for 8 seconds. Only usable in stealth mode.
Cloaking Screen 22 Instant 3 min None Self Overloads your stealth generator, immediately exiting combat and entering stealth mode. For 10 seconds, you become virtually undetectable, but all healing done and received is decreased by 100%.
Toxin Scan 24 Instant 4.5 secs 10 30m Purges a friendly target of up to 2 negative tech or physical effects.
Avoidance Training 24 Passive Passive None Self Evasion also removes all hostile removable effects when used.
Sever Tendon 26 Instant 12 secs 10 10m Throws a knife at the target, dealing a small amount of kinetic damage and slowing the target's movement speed by 50% for 12 seconds.
Hidden Strike 36 Instant None 17 4m Slips you out of stealth to stab the target with your energy blade for a very high amount of energy damage. Must be in stealth and behind a target to use.
Infiltrate 42 Instant 3m None Self Cloaks you and party members within 10 meters of you in a temporary stealth field that lasts 15 seconds. Cannot be used in combat or while already in stealth.
Resuscitation Probe 50 1.5 secs 1.5 secs None 30m Summons a droid that revives an incapacitated ally. This ability is usable while in combat. When used, all party members can neither use nor be the target of an in-combat revival for the next 5 minutes.
Advanced Classes
Republic.png Jedi SageJedi ShadowJedi GuardianJedi SentinelGunslingerScoundrelCommandoVanguard Republic.png
Empire.png MercenaryPowertechOperativeSniperSith AssassinSith SorcererSith JuggernautSith Marauder Empire.png
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