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Thread: Comprehensive Operative Skills and Equipment Guide

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    Default Comprehensive Operative Skills and Equipment Guide

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    Comprehensive Operative Skills and Equipment Guide
    by Physiologic

    Check out my other Star Legends guides:
    Star Legends Crafting Guide
    Star Legends General Attributes (STR, DEX, INT) Guide
    Prefix/Suffix Compendium for Weapons and Armors
    Lv 20-21 Operative Weapons and Equips

    Check out my other Pocket Legends guides:
    How Drop Rates Work (Simplified) and the Factor of Luck Elixirs
    Post-Global Cooldown (GCD) Video Runs at Balefort Sewers
    In-Depth Guide to Farming Balefort Sewers
    Comprehensive Archer Skills and Equipment Guide
    Complete Lv 55 Archer Gear List
    Pocket Legends Enemy, Boss, and NPC Compendium
    How to Craft Lv 55 Gear
    How to calculate your attributes using STR, DEX, and INT
    Ring List
    Guide to Advanced Mechanics in PL: DPS, Crits, etc.
    Void Set versus Sentinel equips: An Unbiased Analysis
    In-Depth Guide to Farming Alien Oasis 3: Victory Lap

    Operatives: The Damage Dealers

    Operatives function primarily as top-notch damage dealers in Star Legends, much like the Avian Archer from Pocket Legends. Their attacks mostly target single enemies only, but they pack a powerful punch. They also carry DoT, or damage over time, skills which continually damage enemies over a certain period of time. They also carry debuff skills which greatly help the entire party take down bosses. Unlike Commandos, they are very susceptible to damage due to low armor from their equipment and unlike Engineers, they don't carry much healing or supportive skills. Nevertheless, Operatives are needed to quickly vanquish foes and make dungeon-clearing a lot faster.

    Operative Stats

    To be expanded. Please refer to The Star Legends General Attributes guide for now.

    Operative Skills

    All of the current Operative skills are either a self-buff or a single enemy target. Operatives can debuff an enemy's hit%, crit, and armor as well. Damage can be dealt by a single strong hit, or by DoT (damage over time). Skills that utilize DoT are usually weaker per hit but give out more damage over time, hence the name.

    Mind Wrack (unlocked at lv 2)
    Category: Damage
    Target: Single enemy

    Lv 1: 10 energy, 6 sec. cool-down, 12m range, 5-10 damage
    Lv 2: 10 energy, 6 sec. cool-down, 12m range, 7-13 damage
    Lv 3: 10 energy, 6 sec. cool-down, 12m range, 9-16 damage
    Lv 4: 10 energy, 6 sec. cool-down, 12m range, 11-19 damage
    Lv 5: 10 energy, 6 sec. cool-down, 12m range, 13-22 damage
    Lv 6: 10 energy, 6 sec. cool-down, 12m range, 15-25 damage
    Old description: 10 energy, 6 sec. cool-down, 12m range, x-y damage + increased damage on a critical.

    Flames of Insanity (unlocked at lv 3)
    Category: Stun + Damage over time
    Target: Single enemy

    Lv 1: 10 energy, 8 sec. cool-down, 4 sec. duration, 2-3 damage per second + chance to stun.
    Lv 2: 10 energy, 8 sec. cool-down, 4 sec. duration, 3-5 damage per second + chance to stun.
    Lv 3: 10 energy, 8 sec. cool-down, 4 sec. duration, 5-7 damage per second + chance to stun.
    Lv 4: 10 energy, 8 sec. cool-down, 4 sec. duration, 7-9 damage per second + chance to stun.
    Lv 5: 10 energy, 8 sec. cool-down, 4 sec. duration, 9-10 damage per second + chance to stun.
    Lv 6: 10 energy, 8 sec. cool-down, 4 sec. duration, 11-12 damage per second + chance to stun.
    Old description: 10 energy, 8 sec. cool-down. Lights target on fire doing damage over time and has a chance to stun.

    Lurch (unlocked at lv 4)
    Category: Damage + Knockback
    Target: Single enemy

    Lv 1: 10 energy, 6 sec. cool-down, 12m range, 2-7 damage + push and knockdown.
    Lv 2: 10 energy, 6 sec. cool-down, 12m range, 3-9 damage + push and knockdown.
    Lv 3: 10 energy, 6 sec. cool-down, 12m range, 4-11 damage + push and knockdown.
    Lv 4: 10 energy, 6 sec. cool-down, 12m range, 5-13 damage + push and knockdown.
    Lv 5: 10 energy, 6 sec. cool-down, 12m range, 6-15 damage + push and knockdown.
    Lv 6: 10 energy, 6 sec. cool-down, 12m range, 7-17 damage + push and knockdown.
    Old description: 10 energy, 6 sec. cool-down, 12m range, 18-24 damage + knockback

    Inner Focus (unlocked at lv 6)
    Category: Buff
    Target: Self

    Lv 1: 0 energy, 30 sec. cool-down, 10 sec. duration, +3 health and mana regen, -5 damage.
    Lv 2: 0 energy, 30 sec. cool-down, 10 sec. duration, +4 health and mana regen, -5 damage.
    Lv 3: 0 energy, 30 sec. cool-down, 10 sec. duration, +5 health and mana regen, -5 damage.
    Lv 4: 0 energy, 30 sec. cool-down, 10 sec. duration, +6 health and mana regen, -5 damage.
    Lv 5: 0 energy, 30 sec. cool-down, 10 sec. duration, +7 health and mana regen, -5 damage.
    Lv 6: 0 energy, 30 sec. cool-down, 10 sec. duration, +8 health and mana regen, -5 damage.
    Old description: 0 energy, 30 sec. cool-down. Increases health and mana regeneration over 10 sec. at the cost of decreased damage.

    Amplify Pain (unlocked at lv 8)
    Category: Debuff + Buff
    Target: Single enemy

    Lv 1: 15 energy, 8 sec. cool-down, 5 sec. duration, 12m range, +5 crit chance and +5 damage to caster, -20 armor value to target.
    Lv 2: 15 energy, 8 sec. cool-down, 5 sec. duration, 12m range, +6 crit chance and +7 damage to caster, -40 armor value to target.
    Lv 3: 15 energy, 8 sec. cool-down, 5 sec. duration, 12m range, +7 crit chance and +9 damage to caster, -60 armor value to target.
    Lv 4: 15 energy, 8 sec. cool-down, 5 sec. duration, 12m range, +8 crit chance and +10 damage to caster, -80 armor value to target.
    Lv 5: 15 energy, 8 sec. cool-down, 5 sec. duration, 12m range, +9 crit chance and +12 damage to caster, -100 armor value to target.
    Lv 6: 15 energy, 8 sec. cool-down, 5 sec. duration, 12m range, +10 crit chance and +15 damage to caster, -120 armor value to target.
    Old description: 15 energy, 8 sec. cool-down, 12m range + Debuff's target armor and increases operative's chance to critical.

    Psychic Lash (unlocked at lv 10)
    Category: Root + Damage over time
    Target: Single enemy

    Lv 1: 15 energy, 6 sec. cool-down, 6 sec. duration, 12m range, 1-2 damage every 2 sec. + root.
    Lv 2: 15 energy, 6 sec. cool-down, 6 sec. duration, 12m range, 3-4 damage every 2 sec. + root.
    Lv 3: 15 energy, 6 sec. cool-down, 6 sec. duration, 12m range, 5-7 damage every 2 sec. + root.
    Lv 4: 15 energy, 6 sec. cool-down, 6 sec. duration, 12m range, 7-8 damage every 2 sec. + root.
    Lv 5: 15 energy, 6 sec. cool-down, 6 sec. duration, 12m range, 9-11 damage every 2 sec. + root.
    Lv 6: 15 energy, 6 sec. cool-down, 6 sec. duration, 12m range, 11-13 damage every 2 sec. + root.
    Old description: 15 energy, 6 sec. cool-down, 12m range + 6 sec. root & damage over time.

    Blur (unlocked at lv 13)
    Category: Buff
    Target: Self

    Lv 1: 15 energy, 30 sec. cool-down, 6 sec. duration, +10% dodge chance.
    Lv 2: 15 energy, 30 sec. cool-down, 6 sec. duration, +15% dodge chance.
    Lv 3: 15 energy, 30 sec. cool-down, 6 sec. duration, +20% dodge chance.
    Lv 4: 15 energy, 30 sec. cool-down, 6 sec. duration, +25% dodge chance.
    Lv 5: 15 energy, 30 sec. cool-down, 6 sec. duration, +30% dodge chance.
    Lv 6: 15 energy, 30 sec. cool-down, 6 sec. duration, +35% dodge chance.
    Old description: 15 energy, 30 sec. cool-down. Increases dodge chance for 6 seconds.

    Neural Shock (unlocked at lv 16)
    Category: Damage + Debuff
    Target: Single enemy

    Lv 1: 10 energy, 7 sec. cool-down, 12m range, 3-8 damage, -5 hit chance and -2 critical chance to target for 5 sec.
    Lv 2: 10 energy, 7 sec. cool-down, 12m range, 5-12 damage, -7 hit chance and -2 critical chance to target for 5 sec.
    Lv 3: 10 energy, 7 sec. cool-down, 12m range, 6-15 damage, -10 hit chance and -4 critical chance to target for 5 sec.
    Lv 4: 10 energy, 7 sec. cool-down, 12m range, 8-18 damage, -13 hit chance and -4 critical chance to target for 5 sec.
    Lv 5: 10 energy, 7 sec. cool-down, 12m range, 10-22 damage, -16 hit chance and -4 critical chance to target for 5 sec.
    Lv 6: 10 energy, 7 sec. cool-down, 12m range, 12-26 damage, -20 hit chance and -4 critical chance to target for 5 sec.
    Old description: 10 energy, 7 sec. cool-down, 12m range. x-y damage + debuff's target's ability to hit and crit.

    Sympathetic Anguish (unlocked at lv 20)
    Category: Damage and/or Damage over time
    Target: Single enemy and/or multiple enemies

    Lv 1: 15 energy, 10 sec. cool-down, 12m range, 1-6 damage, can jump targets up to 2 times -20% damage per jump.
    Lv 2: 15 energy, 10 sec. cool-down, 12m range, 3-10 damage, can jump targets up to 2 times -20% damage per jump.
    Lv 3: 15 energy, 10 sec. cool-down, 12m range, 4-13 damage, can jump targets up to 2 times -20% damage per jump.
    Lv 4: 15 energy, 10 sec. cool-down, 12m range, 5-16 damage, can jump targets up to 2 times -20% damage per jump.
    Lv 5: 15 energy, 10 sec. cool-down, 12m range, 7-20 damage, can jump targets up to 2 times -20% damage per jump.
    Lv 6: 15 energy, 10 sec. cool-down, 12m range, 10-25 damage, can jump targets up to 2 times -20% damage per jump.
    Old description: 15 energy, 10 sec. cool-down, 12m range, 0-0 damage + effect can jump up to 3 times doing extra damage each time.

    Psychic Binding (unlocked at lv 24)
    Category: Debuff
    Target: Multiple enemies

    Lv 1: 15 energy, 30 sec. cool-down, 4 sec. duration, 12m range, 40% area effect slow.
    Lv 2: 15 energy, 30 sec. cool-down, 4 sec. duration, 12m range, 50% area effect slow.
    Lv 3: 15 energy, 30 sec. cool-down, 4 sec. duration, 12m range, 60% area effect slow.
    Lv 4: 15 energy, 30 sec. cool-down, 4 sec. duration, 12m range, 70% area effect slow.
    Lv 5: 15 energy, 30 sec. cool-down, 5 sec. duration, 12m range, 70% area effect slow.
    Lv 6: 15 energy, 30 sec. cool-down, 6 sec. duration, 12m range, 70% area effect slow.
    Old description: 15 energy, 30 sec. cool-down, 12m range + AE slow.

    Precision (unlocked at level 28)
    Category: Buff
    Target: Self

    Lv 1: 25 energy, 60 sec. cool-down, 10 sec. duration self-buff, +5 hit %, +10% critical.
    Lv 2: 25 energy, 60 sec. cool-down, 10 sec. duration self-buff, +7 hit %, +20% critical.
    Lv 3: 25 energy, 60 sec. cool-down, 10 sec. duration self-buff, +9 hit %, +30% critical.
    Lv 4: 25 energy, 60 sec. cool-down, 10 sec. duration self-buff, +11 hit %, +40% critical.
    Lv 5: 25 energy, 60 sec. cool-down, 10 sec. duration self-buff, +13 hit %, +50% critical.
    Lv 6: 25 energy, 60 sec. cool-down, 10 sec. duration self-buff, +14 hit %, +60% critical.

    Skill Point Allocation

    Mind Wrack (6): This will attack ONE enemy (despite its deceptive AoE-style attack) for a certain amount of damage. If a critical hit is achieved, more damage will be given. This is one of the most damaging skills an Operative has to offer, so be sure to keep it at a reasonably high level.

    Flames of Insanity (1): A single enemy will have a chance to be stunned and damage over time (DoT) will be given. The stun duration remains the same for all skill levels, but damage increases per skill level. Stunning an enemy can be very useful especially at harder campaign levels. Bosses can be stunned as well, but its important to note that some bosses are immune to it. Its possible that the chance to stun may be increased per level but this skill can be left at 1 for now.

    Lurch (1): A single enemy will be damaged and knocked back. The knock back caused the enemy to actually fall and the enemy won't be able to attack until it gets up again, so it works very similarly to a stun. Like Flames of Insanity, this works on certain bosses, but not all.

    Inner Focus (0): This skill will regenerate your health and mana at the expense of a small decrease in damage. My previous suggestion was to max this skill out to save credits on Stimpacks and Power Packs during SL Beta, but this may no longer be necessary due to the sharp influx of Credits into SL's economy. If you are having difficulty in saving credits then this skill can be maxed, but at higher-leveled/faster-paced campaigns, you'll find yourself using this skill less and less. If you're looking for a high-damage output Operative at higher levels, it would be best to not place any points into this skill.

    Amplify Pain (6): Very useful skill for bosses, similar to the PL Archer's Break Armor, but also includes an increased chance to critical (+10 Crit bonus at max level). This is probably one of the most important skill for an Operative, as it is tremendously useful for your entire party. Be sure to max this skill as soon as possible.

    Psychic Lash (0 or 1): Similar to PL Archer's Thorn Root which only roots only a single enemy. Root damage over time is relatively low, and it is likely that DoT damage is increased per skill point. This skill can also be used with an Engineer's Transference skill to create the *BACKLASH* combo.

    Blur (0): Similar to PL Archer's Evasion. Vastly improves your Operative's dodging capabilities, enhancing their survivability. Dodge increases per skill point. Unless you die very frequently, this skill can be left at 0, otherwise skill points can be left for more useful/damaging skills.

    Neural Shock (4): Damages a single enemy and debuff's its ability to hit and crit. Combined with Amplify Pain, this skill will prove to be very useful for bosses.

    Sympathetic Anguish (4): Damages a single enemy and there is a chance that the skill will have a DoT effect for either that specific enemy, or another enemy close to it. Therefore, this DoT effect does not work 100% of the time. Unsure of the exact % chance of this DoT effect as well as how much extra damage is given.

    Psychic Binding (0 or 1): This is the Operative's AoE skill that essentially slows down enemies within a 12m radius. There is no damage associated with this skill. You can either place a point into this skill or Psychic Lash, but it's unnecessary to place more points into this skill.

    Precision (6): This skill greatly enhances your critical chance and gives a modest increase to your hit%. Despite the long 60 second cool-down and short duration of action, you should max this skill as soon as you get it. An Operative's chance to critically hit is his or hers best stat to raise next to damage, and it will prove very useful during boss fights.

    Level : Skill Point
    2:
    3:
    4:
    5:
    6:
    7:
    8:
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    10:
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    31:

    Skill Map



    Revision History
    7/11/11: Guide creation
    8/1/11: Pictures uploaded
    8/14/11: Entire guide updated for post-Beta stat and equipment allocation
    8/16/11: Added Outlaw's Sunblok Pack
    8/23/11: Changes to skills to reflect patch 67256

  2. The Following 6 Users Say Thank You to Physiologic For This Useful Post:


  3. #2
    Luminary Poster Ellyidol's Avatar
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    There goes Phys!

    If only someone would do this for commando.. *hint*

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    Guardian of Alterra Physiologic's Avatar
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    Haha sorry Elly...Archers are my love and Ops must be too. I'm sure Eng and Com guides will spring up very soon.

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    Luminary Poster Ellyidol's Avatar
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    We know

    At least we don't have to worry on wasting any efforts on starting an Op, we just read your guides first

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    Banned Otukura's Avatar
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    Nice job!!

    Do you have numbers for Inner focus? I think it's +3,4,5,6,7,8, but I really don't know. I can tell you blur has +10, 15, 20, 25, 30, 35 for it's dodge buff.

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    Guardian of Alterra Physiologic's Avatar
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    Thanks for the numbers - much appreciated! And yes, just tested it out and its +3/4/5/6/7/8 for Inner Focus. There is a -5 damage decrease regardless of skill point level as well.

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    Banned Otukura's Avatar
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    Quote Originally Posted by Physiologic View Post
    Thanks for the numbers - much appreciated! And yes, just tested it out and its +3/4/5/6/7/8 for Inner Focus. There is a -5 damage decrease regardless of skill point level as well.
    Awesome, thanks. Doesn't look like it's worth it at all with my playstyle.

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    Luminary Poster Arterra's Avatar
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    if you want to give almost exact armor debuff numbers, try comparing damages before and after, and keep in mind these skills are almost always sequential in upgrading.
    404 - not found ...maybe one day...

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    Guardian of Alterra Physiologic's Avatar
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    Quote Originally Posted by Arterra View Post
    if you want to give almost exact armor debuff numbers, try comparing damages before and after, and keep in mind these skills are almost always sequential in upgrading.
    That's a great idea - I think a sample size of 40-50 attacks will be sufficient per skill point level to get the right damage range. I'll respec tomorrow and try this out. I was going to wait for PvP to be released so that testing everything would be a lot easier but I suppose I can knock this one down. I still wish the skill descriptions were a bit more...well, descriptive.

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    tbh PL was not much better. too many hidden bonuses xD
    404 - not found ...maybe one day...

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    Junior Member Horsethe's Avatar
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    Quote Originally Posted by Ellyidol View Post
    There goes Phys!

    If only someone would do this for commando.. *hint*
    Hey Elly I have made one now for the Commando. Anyone who's interested check out my Commando Skills, Build and Stats Guide.

    SL: Horsethemando - 25 | Horsetheneer - 20 | Horsetheop - 20
    PL: Horsethebear - 48 | Horsetheelf - 45 | Horsethebird - 15

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    Guardian of Alterra Zeus's Avatar
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    Quote Originally Posted by Banned View Post
    Daggers?
    How did I know Banned would be the first person to ask about this?
    Click My Signature to Check Out My YouTube Channel.

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    Guardian of Alterra Physiologic's Avatar
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    No, I'm afraid not. SL is strictly guns-only for now. Not sure of what their plans for weapons are for the future.

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    Guardian of Alterra Physiologic's Avatar
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    Quote Originally Posted by Banned View Post
    I imagine that this is the reason behind Apple's continued unapproval of the SL client.

    So what's the fastest type of weapon in the game?
    There is an unprecedented amount of cleavage in the game. Also, headcrab zombies from Half-Life.

    The fastest type of weapon would be the dual pistols that Operatives get, and I think DPS is more meaningful in this game than in PL.

    Here's a list of a bunch of weapons in SL:

    http://www.spacetimestudios.com/show...ons-and-Equips

    All weapons are universally used unless [OPS ONLY] is stated.

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    Banned noobmigo's Avatar
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    Quote Originally Posted by Banned View Post
    I imagine that this is the reason behind Apple's continued unapproval of the SL client.

    So what's the fastest type of weapon in the game?
    Was scrolling through some other threads, preparing for SL, apparently they're either "gloves" or "pistols".

    What's up with the gloves? Anyone? Do they shoot from the tips or are they melee?

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    Guardian of Alterra Physiologic's Avatar
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    Quote Originally Posted by noobmigo View Post
    Was scrolling through some other threads, preparing for SL, apparently they're either "gloves" or "pistols".

    What's up with the gloves? Anyone? Do they shoot from the tips or are they melee?
    The gloves are an engineer-only item, though some Platinum gloves can be purchased that are able to be used by Operatives and Commandos. I think they act as "hand cannons" so they are all ranged weapons. I'd ask noneo for more information, he has a useful Engineer's guide in the Engineer subforum.

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    Member alexjp's Avatar
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    Physiologic i have to say i love your guides it helps me out a lot. Like the Pocket Legends one your skill build for achers made me do soooo good after i read it. Going to be using this one soon once full version comes out and stuff so i dont spend more plat on changing skills. Going to wait till you update it with new data then follow it.

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