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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.
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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
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