PDA

View Full Version : Comprehensive Operative Skills and Equipment Guide



Physiologic
07-11-2011, 07:31 PM
This thread will be frequently updated...subscribe to it! Click Thread tools->Subscribe to this thread!

Comprehensive Operative Skills and Equipment Guide
by Physiologic

Check out my other Star Legends guides:
Star Legends Crafting Guide (http://tinyurl.com/44gd5bx)
Star Legends General Attributes (STR, DEX, INT) Guide (http://www.spacetimestudios.com/showthread.php?30467-Star-Legends-General-Attributes-%28STR-DEX-INT%29-Guide)
Prefix/Suffix Compendium for Weapons and Armors (http://www.spacetimestudios.com/showthread.php?30417-Prefix-Suffix-Compendium-for-Weapons-and-Armors)
Lv 20-21 Operative Weapons and Equips (http://www.spacetimestudios.com/showthread.php?30545-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 (http://www.spacetimestudios.com/showthread.php?30059-How-Drop-Rates-Work-%28Simplified%29-and-the-Factor-of-Luck-Elixirs)
Post-Global Cooldown (GCD) Video Runs at Balefort Sewers (http://www.spacetimestudios.com/showthread.php?23726-Post-Global-Cooldown-%28GCD%29-Video-Runs-at-Balefort-Sewers)
In-Depth Guide to Farming Balefort Sewers (http://www.spacetimestudios.com/showthread.php?22587-In-Depth-Guide-to-Farming-Balefort-Sewers)
Comprehensive Archer Skills and Equipment Guide (http://www.spacetimestudios.com/showthread.php?16244-Comprehensive-Archer-Skills-and-Equipment-Guide)
Complete Lv 55 Archer Gear List (http://www.spacetimestudios.com/showthread.php?19819-Complete-Lv-55-Archer-Gear-List)
Pocket Legends Enemy, Boss, and NPC Compendium (http://tinyurl.com/4tmz87x)
How to Craft Lv 55 Gear (http://tinyurl.com/4lcxe23)
How to calculate your attributes using STR, DEX, and INT (http://www.spacetimestudios.com/showthread.php?20606-How-to-calculate-your-attributes-using-STR-DEX-and-INT)
Ring List (http://www.spacetimestudios.com/showthread.php?18941-Ring-List)
Guide to Advanced Mechanics in PL: DPS, Crits, etc. (http://tinyurl.com/4u6bkuj)
Void Set versus Sentinel equips: An Unbiased Analysis (http://tinyurl.com/4g72okf)
In-Depth Guide to Farming Alien Oasis 3: Victory Lap (http://tinyurl.com/4u62hxt)

Operatives: The Damage Dealers

http://img.photobucket.com/albums/v84/d1nonlik/Star%20Legends/Operative.png

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 (http://www.spacetimestudios.com/showthread.php?30467-Star-Legends-General-Attributes-%28STR-DEX-INT%29-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.

http://img.photobucket.com/albums/v84/d1nonlik/Star%20Legends/mindwrack.pngMind 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.

http://img.photobucket.com/albums/v84/d1nonlik/Star%20Legends/flamesofinsanity.pngFlames 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.

http://img.photobucket.com/albums/v84/d1nonlik/Star%20Legends/lurch.pngLurch (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

http://img.photobucket.com/albums/v84/d1nonlik/Star%20Legends/innerfocus.pngInner 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.

http://img.photobucket.com/albums/v84/d1nonlik/Star%20Legends/amplifypain.pngAmplify 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.

http://img.photobucket.com/albums/v84/d1nonlik/Star%20Legends/psychiclash.pngPsychic 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.

http://img.photobucket.com/albums/v84/d1nonlik/Star%20Legends/blur.pngBlur (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.

http://img.photobucket.com/albums/v84/d1nonlik/Star%20Legends/neuralshock.pngNeural 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.

http://img.photobucket.com/albums/v84/d1nonlik/Star%20Legends/sympatheticanguish.pngSympathetic 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.

http://img.photobucket.com/albums/v84/d1nonlik/Star%20Legends/psychicbinding.pngPsychic 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:
9:
10:
11:
12:
13:
14:
15:
16:
17:
18:
19:
20:
21:
22:
23:
24:
25:
26:
27:
28:
29:
30:
31:

Skill Map

http://img.photobucket.com/albums/v84/d1nonlik/Star Legends/skillmap30.png

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

Ellyidol
07-11-2011, 07:34 PM
There goes Phys!

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

Physiologic
07-11-2011, 07:38 PM
Haha sorry Elly...Archers are my love and Ops must be too. I'm sure Eng and Com guides will spring up very soon.

Ellyidol
07-11-2011, 07:41 PM
We know :p

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

Otukura
07-11-2011, 07:48 PM
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.

Physiologic
07-11-2011, 08:02 PM
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.

Otukura
07-11-2011, 08:03 PM
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.

Arterra
07-11-2011, 08:19 PM
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.

Physiologic
07-11-2011, 08:24 PM
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.

Arterra
07-11-2011, 09:00 PM
tbh PL was not much better. too many hidden bonuses xD

Horsethe
07-16-2011, 10:25 PM
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 (http://www.spacetimestudios.com/showthread.php?31076-Commando-Skills-Build-and-Stats-Guide).

Physiologic
08-01-2011, 06:52 PM
Updated with pictures.

Zeus
08-01-2011, 10:36 PM
Daggers?

How did I know Banned would be the first person to ask about this?

Physiologic
08-02-2011, 03:39 PM
No daggers, Jack the Ripper.

Physiologic
08-02-2011, 03:55 PM
No, I'm afraid not. SL is strictly guns-only for now. Not sure of what their plans for weapons are for the future.

Physiologic
08-02-2011, 04:30 PM
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/showthread.php?30545-Lv-20-21-Operative-Weapons-and-Equips

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

noobmigo
08-02-2011, 04:31 PM
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?

Physiologic
08-02-2011, 04:52 PM
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.

alexjp
08-04-2011, 12:38 AM
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.

Physiologic
08-06-2011, 09:12 AM
Thanks! Hope to see the new level cap sooon so I can make final edits to stats stuff :)

IBNobody
08-07-2011, 12:16 PM
They may have changed something since your post. You now get Flames at 3, Lurch at 4, and Inner Focus at 6. I would assume everything else is moved back 2 levels too.

Physiologic
08-07-2011, 12:42 PM
They may have changed something since your post. You now get Flames at 3, Lurch at 4, and Inner Focus at 6. I would assume everything else is moved back 2 levels too.

Thanks for the update. I'll probably have to re-do the whole skills section in the near future as many things are getting tweaked all at once...

Aesoth
08-11-2011, 07:08 PM
what does psychic binding do? :o

Physiologic
08-11-2011, 07:12 PM
what does psychic binding do? :o

If you've played Pocket Legends, it is similar to the Archer's Thorn Root.

Basically, it stops a single enemy in its tracks and does damage over time to it. Specifically, 3 hits for 3 seconds if I recall correctly.

Aesoth
08-11-2011, 07:14 PM
i thought that was psychic lash? im talking about the new skill unlocked at level 24 :P

Physiologic
08-11-2011, 07:16 PM
i thought that was psychic lash? im talking about the new skill unlocked at level 24 :P

Oh, I didn't get that far yet, my character is still lv 22! :o Do you have a description of the skill? I'm going to take a wild, wild guess and say that it will stop multiple enemies in their tracks...

Aesoth
08-11-2011, 07:18 PM
Psychic Binding : 15 energy, 30 sec. cool-down, 12m range + AE slow.

Physiologic
08-11-2011, 08:50 PM
AE stands for Area of Effect so it basically slows down all enemies at a 12m range around you. It doesn't seem to damage or give damage over time, though.

mejslll
08-11-2011, 11:48 PM
question - you put a point in blur and dont use it... is there a reason why ? and if you would put that point in a diff spot where?

mejslll
08-11-2011, 11:49 PM
and when are you going to do a pvp - build


lol lol lol

mejell -

PocketLegendsFan
08-13-2011, 05:29 AM
Nice guide. Thanks. I went with the mob-focused attack build. Will be saving my skill points till you update this guide for level 25.

Edit: I changed my mind. Instead of copying Physiologic's build I am now working on creating my own Operative build based on the information on this guide.

Physiologic
08-14-2011, 05:47 PM
The entire guide has been re-edited for post-Beta Operatives.


question - you put a point in blur and dont use it... is there a reason why ? and if you would put that point in a diff spot where?

I re-speced after Beta ended and placed no points in Blur - it isn't needed atm. And whenever PvP comes out!


Nice guide. Thanks. I went with the mob-focused attack build. Will be saving my skill points till you update this guide for level 25.

Edit: I changed my mind. Instead of copying Physiologic's build I am now working on creating my own Operative build based on the information on this guide.

That's great - I encourage everyone to make their own builds when they can!

nmyxspaceship
08-15-2011, 11:57 AM
Lol awesome thanks phys nmyxspaceship is def gonna be op:)

WhoIsThis
08-15-2011, 12:57 PM
Looks like the platinum store does have the best equipment right now for the end game.

Physiologic
08-16-2011, 02:31 PM
I agree - The Outlaw's Sunblok set is very similar to the Desert Rat set but the Crit boost is tremendous.

WhoIsThis
08-16-2011, 06:49 PM
I agree - The Outlaw's Sunblok set is very similar to the Desert Rat set but the Crit boost is tremendous.

It would appear that our earlier speculation that when the game was released, that new sets would overshadow the ones in the platinum store, was incorrect. For anyone willing to spend 25 plat, I guess this is the way to go. Perhaps something new to wear will come out once the game is released on iPhone.

Gameplay wise, it seems like the fundamentals remain the same. There have been no major changes since between the time the last beta and the release in game mechanics or anything else, so it's most likely that things won't change for the iPhone as well.

A bit off topic, but are there any good pot farming locations now? With the Delta 7 pot run nerfed, getting potions has become a concern for operatives (and all classes tbh).

Physiologic
08-16-2011, 06:54 PM
It costs a total of 60 Plat to obtain all the current top-tier Platinum items - where did you get 25 from? And with my Op build I rarely consume stimpacks. Maxed Inner Focus does wonders (maxed heals 80 health/80 mana, which is 34% of my current 236 health and 234 mana).

In PL I was extremely against the use of Meditation and Restore. Maxed Meditation gave a total of 96 mana, which is only 19% of your 500 mana. Maxed Restore heals an average of 72 health and regens 5 health for 5 seconds, giving you a total of 97 health, or 19.3% of your 501 health.

Clearly, the regen skill for Operatives are more useful than the ones in PL, in PvE anyway, simply because the HP/MP pool is much smaller, thus giving us a greater effect.

WhoIsThis
08-17-2011, 06:54 AM
Ugh it is 60. I think I was looking at the price of something else.

I haven't tested maxing inner focus. I can see the benefits though. It seems that all 25 ops should max out inner focus, pain amplification, and sympathetic anguish.

The 2 bird skills in PL were useful in PvP where they could justify removing skill points from other skills. Mage heal was the only true heal worth maxing.

Physiologic
08-17-2011, 10:22 AM
I havent figured whether maxed Blur would be better than Maxed Inner Focus. I can see that once people start piling money, Inner Focus will be obsolete and people are more willing to go through stimpacks than they are now - I think then maxed Blur would suffice. But as of now its hard to figure out if one is more cost-saving than the other.

Flowman
08-17-2011, 03:35 PM
finally someone agrees that plat set > desert rat.

Physiologic
08-17-2011, 05:31 PM
Yeah, the 16 crit versus 7 crit is a no-brainer in my book (since having a high crit does help out with Op skills). Even though the Desert Rat set has higher damage and armor, its very, very minimal (I think it was like 3-4 points IIRC) to the point where its inconsequential. The only advantage to the Desert Rat set is the relatively large mana boost (and mediocre health boost)...plus it costs no Platinum.

WhoIsThis
08-18-2011, 12:23 AM
I havent figured whether maxed Blur would be better than Maxed Inner Focus. I can see that once people start piling money, Inner Focus will be obsolete and people are more willing to go through stimpacks than they are now - I think then maxed Blur would suffice. But as of now its hard to figure out if one is more cost-saving than the other.

The thing is, inner focus restores mana and health.

Blur just reduces an operative's health. Although, in the once harder levels are introduced and in PvP, I'm sure that blur will prove essential. As it stands though, money is hard to come by.

Misdemeanour
08-21-2011, 05:58 AM
Recently I've seen combos being used in SL, could you please explain what I need to do to achieve this.
Thanks:D

Physiologic
08-21-2011, 08:12 AM
Combo info is located here: http://www.spacetimestudios.com/showthread.php?34040-1.0.1-Content-Update-(66819)

•Suppression (Engineer) + Force Hammer (Commando) = Mez Breaker
•Graviton Slam (Commando) + Lurch (Operative) = Ripper
•Psychic Lash (Operative) + Transference (Engineer) = Backlash

Physiologic
08-23-2011, 06:13 PM
Changes to skill descriptions have been made to reflect the most recent patch (67256).

Kindread
08-26-2011, 05:45 AM
Hi guys! Back from a long hiatus due to severe boredom over PL and Apple taking it's time with SL approval. Great guide Phys because I had no clue what was what with this new game lol. I didn't go with the name Kindread this time since Grendel sounded so much cooler.

Grendel

WhoIsThis
08-26-2011, 07:58 AM
In the end, I decided to buy a full platinum set except the weapon, which I am currently using strange metal pistols.

I got a lot of platinum from the devs during the changes to PL and tbh, I don't feel that resentful about the cost. Besides, I think it beats spending 50 plat on a vanity item - the Outlaw set is quite useful.

I'm still debating between a dual pistol versus rifle setup and if rifle, which rifle.

WhoIsThis
08-26-2011, 10:22 AM
Potential build

Page 1:
Neural Shock 1 (when a level cap comes, it will probably worth adding more points; the debuff is quite substantial)
Sympathetic Anguish 4 (if there is a level cap raise and the max is still 6; this might be maxed out)
Mind Wrack 6 (check out Kamikazee's thread on it)
Amplify Pain 6

Page 2:
Inner Focus 6
Lurch 1

The goal is to have minimal page flipping and maximum possible damage, while maintaining moderate potion usage (expensive in SL currently).

- Blur: Personally, I find that blur only offers 6 seconds, which is not nearly enough. 6s is critical perhaps for PvP, but for sustained fights in PvE ... not enough to justify the points IMO.
- Flames: Stun is ineffective against what needs to be stunned the most - a boss (admittedly lurch suffers from similar weaknesses, but overall it appears to be much more effective); and stun is unreliable; lurch when it hits always "works" save against bosses immune to it. Mobs ... DOT is too slow. Bosses have really high armor, so the effective damage per DOT "pulse" won't be that high.
- Psychic Lash: Bosses are resistant to being "rooted" (for lack of a better term) in place. Does not do enough damage against mobs.
- Psychic Binding: Does not do any damage; ineffective vs. ranged enemies. Bosses are also resistant to it's effects (as you might have predicted). Possibly useful though for operatives thinking about soloing.


Currently debating what to add the 25th point for level 26 players; either 1 more to sympathetic or to neural - which has more net effectiveness vs. boss? Neural has a serious argument here.



Other thoughts:

I think all operatives should design their builds specifically to counter bosses. The majority of mobs present little difficulty to most groups, even on Numa. Of greater concern are mini bosses like the large Vulars and tough to kill bosses like the Guardian. Amplify pain should always be used first when engaging tough to kill opponents.

There is a certain "synergy" that goes on. Cycle of attack:

1. First amplify pain increases your damage per hit and it increases your chances of crit. It has a 12m range anyways.

2. Next should be mind wrack, which increases your probability to crit. The skill damage itself will also benefit from amplify pain.

3. Sympathetic anguish should follow. Because of amplify pain, which increases damage per hit (both by buffing you and debuffing enemy armor) along with with your crit probability and mind wrack, which increases the damage done by crit in the event that you do crit, this has the potential to be the biggest single damage dealer if it crits. If there are nearby enemies (some bosses spawn "underlings"), there is a chance that they can be hit. Often regular mobs protect minis as well.

4. Neural shock - if the target is still alive (expected if the target is a boss or a mini), debuff them.

5. Lurch - flip the page and push the target away (note that some bosses are resistant to this). If damage has been sustained, because the page is flipped, inner focus can also be accessed (debatable whether this should be pressed because of the damage reduction). Flip back immediately after.

6. By the time they return, the amplify pain should have recharged.



Edit: Compare

Mind Wrack
Lv 6: 10 energy, 6 sec. cool-down, 12m range, 15-25 damage
Average Damage: 20

Neural Shock:
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.
Average damage: 19

Sympathetic Anguish
Lv 6: 15 energy, 10 sec. cool-down, 12m range, 10-25 damage, can jump targets up to 2 times -20% damage per jump.
Average Damage: 17.5


If I remember from the beta; sympathetic used to be the most powerful single attack. Now though ... only the most potent overall attack if it jumps. Perhaps sympathetic should be 1? Another thing to note is that sympathetic has a slower recharge, which negates the positive effects from jumping, yielding less effective damage, especially against a single target.


Page 1:
Neural Shock 4
Sympathetic Anguish 1
Mind Wrack 6
Amplify Pain 6

Page 2:
Inner Focus 6
Lurch 1

Under this arrangement, perhaps 3 & 4 should be reversed?

WhoIsThis
08-26-2011, 10:57 AM
Sorry about the thread hijack.

One more thing - with the new update, note that the skill damage range is now fixed. Equipment and points in dex have no impact on the description. This makes finding real skill damage a pain because we now don't have the ranges conveniently written for us.

In PL, we could compare with a universal constant between equipment and points of str, dex, and int - if we had a every bird with say, a blast shot at 6, the damage range would be conveniently listed for us.

Physiologic
08-26-2011, 12:53 PM
In the end, I decided to buy a full platinum set except the weapon, which I am currently using strange metal pistols.

I got a lot of platinum from the devs during the changes to PL and tbh, I don't feel that resentful about the cost. Besides, I think it beats spending 50 plat on a vanity item - the Outlaw set is quite useful.

I'm still debating between a dual pistol versus rifle setup and if rifle, which rifle.

I switch between the Outlaw's Hardened Blasters and the Outlaw's Repulsor Rifle; the dual pistols can be used to quickly demolish enemies, since DPS matters less with low HP enemies versus high HP enemies like bosses. I prefer using the Outlaw weapons simply due to their Hit% and Crit%.

I've added your skill set-up as an alternative for the guide.

kamikazees
08-26-2011, 02:10 PM
Potential build

Page 1:
Neural Shock 1 (when a level cap comes, it will probably worth adding more points; the debuff is quite substantial)
Sympathetic Anguish 4 (if there is a level cap raise and the max is still 6; this might be maxed out)
Mind Wrack 6 (check out Kamikazee's thread on it)
Amplify Pain 6

Page 2:
Inner Focus 6
Lurch 1
This is the build I am running, except that I've dropped Inner Focus by 2 points and added 1 to Flames of Insanity and 1 to Sympathetic Anguish (4 Inner Focus is enough for me; I don't mind potting the rest). I will max out Sympathetic Anguish at lvl 26. When the level cap raises, I will probably max out Inner Focus, then work on Neural Shock, or vice-versa.

PolPL
08-29-2011, 10:31 AM
What implants is everyone using?

5% hit
3% crit
5 damage

I'm not sure which one to get, yet. I guess it depends on what gear you have.

Physiologic
08-29-2011, 11:22 AM
Hit% is of no issue to Operatives. If you're using a Desert rat set, you can use the 5 damage implant or the 50 armor implant (for tough areas). If you're using the Platinum Outlaw set, you can use the 3 crit implant to get your crit to an incredible 19%...probably the highest you can get in SL atm.

My current set up is basically Outlaw + Outlaw dual pistols + 3 crit implant. 3 Ops with this set-up and with the right skills = destruction on all maps.

WhoIsThis
08-29-2011, 02:30 PM
What implants is everyone using?

5% hit
3% crit
5 damage

I'm not sure which one to get, yet. I guess it depends on what gear you have.

Crit implant is the most effective overall, regardless of gear for level 25 ops. IMO, it's probably the best across all classes.

JemNI
08-30-2011, 03:38 PM
So, even though Psychic Lash offers the combo with Engineer Transference, you still eschew it in favor of the other skills huh? I guess when you have to get picky with only 8 slots it makes sense. I've seen some combos activate, but not sure which ones and it's definitely not as common as PL.

There don't appear to even be self combos yet, right? I wonder if there ever will be. Although Amplify pain followed by Mind Rack is pretty good, one boosting the effectiveness of the other.

Physiologic
08-30-2011, 04:36 PM
So, even though Psychic Lash offers the combo with Engineer Transference, you still eschew it in favor of the other skills huh? I guess when you have to get picky with only 8 slots it makes sense. I've seen some combos activate, but not sure which ones and it's definitely not as common as PL.

There don't appear to even be self combos yet, right? I wonder if there ever will be. Although Amplify pain followed by Mind Rack is pretty good, one boosting the effectiveness of the other.

I have not tested out what exactly Lash + Transference does but my guess would be double damage to a single enemy target + some debuffs that won't be figured out until PvP rolls along. You can opt to put a point into Psychic Lash instead of Psychic Binding though, but Binding works wonders when the party is overwhelmed by a lot of melee mob, especially in Narrows/Uncharted Ruins.

WhoIsThis
08-31-2011, 10:38 AM
The problem with psychic lash is that it would have to be timed perfectly with transference; most of the time, you won't get the combo.

Binding as was pointed out can be useful, although I personally don't use it. Most deaths I find are from Vular in Uncharted Ruins. There, lurch is a genuine lifesaver. Vular in Uncharted are very powerful and can kill an op or engie in under 1 second.

Physiologic
08-31-2011, 11:28 AM
The problem with psychic lash is that it would have to be timed perfectly with transference; most of the time, you won't get the combo.

Binding as was pointed out can be useful, although I personally don't use it. Most deaths I find are from Vular in Uncharted Ruins. There, lurch is a genuine lifesaver. Vular in Uncharted are very powerful and can kill an op or engie in under 1 second.

When I run with a group I tend to plow through as fast as possible straight toward the Guardian to be time-efficient, sometimes creating a whole mess of mobs including Vulars. This is easily manageable with Psychic Binding to the entire mob, then quickly targeting the Vular and as you said, blasting it with Lurch. The team usually wipes out the mob or half the mob by the time the Vular decides to join the party again. If Psychic Lash turns out to be a great damage/debuffer when tested via PvP, then I would probably just use it instead of Binding. Or...maybe the lv 24+ skills that have not been unlocked might be even more useful than them both :)

krazii
08-31-2011, 02:26 PM
Great Guide. I do question the benefits of the desert set versus the outlaw set. Something about that extra 32 dex seems appealing and I'm wondering if there isn't some extra value to it that we might not know about. I do know it increases dps and I think damage also or vice versa. Thoughts?

Oh,and I echo that post regarding 4 skill points in the regen spell. I can get buy with that easily with little or no pot use. Better spent in Wrack.

Physiologic
08-31-2011, 02:54 PM
Great Guide. I do question the benefits of the desert set versus the outlaw set. Something about that extra 32 dex seems appealing and I'm wondering if there isn't some extra value to it that we might not know about. I do know it increases dps and I think damage also or vice versa. Thoughts?

Oh,and I echo that post regarding 4 skill points in the regen spell. I can get buy with that easily with little or no pot use. Better spent in Wrack.

Based off of

1 point of DEX will increase:

+0.0833 Hit%
+0.02 Crit [best stat for Crit]
+0.012 Dodge [best stat for Dodge]
+1 Health for 3 consecutive points, then +0 Health for 1 point; repeat
+1 Mana for 2 consecutive points, then +0 Mana for 1 point; repeat
+0.0769 Damage [best stat for Damage]
+0.0909 DPS for 9 consecutive points, then +0.1 DPS for 10 consecutive points; repeat [best stat for DPS]
+? Armor

32 dex will give approximately the following:

Hit% +2.66, Crit +0.64, Dodge +0.384, Health +24, Mana +48, Damage +2.46, DPS +2.9

In the future when we are all richer, we can opt to completely leave out any points in Inner Focus. I suggested to max that out primarily for new players who need to save money on Stimpacks/Powerpacks since credits are very hard to come by, but once you are fairly rich those points can be removed for other skills :) Totally up to you if you decide to choose to place some points elsewhere!

krazii
08-31-2011, 04:31 PM
I agree with what your saying in regards to the numbers. I guess my point was perhaps there is something beyond the numbers. I recall the Dev's somewhere posting that the main attribute would be more important in SL. anyhow. I'd like to run some tests with you sometime of one set of gear versus another. Same builds and skills used, just different gear.

IGN: kraz, krazi, krazii

Physiologic
08-31-2011, 05:17 PM
I agree with what your saying in regards to the numbers. I guess my point was perhaps there is something beyond the numbers. I recall the Dev's somewhere posting that the main attribute would be more important in SL. anyhow. I'd like to run some tests with you sometime of one set of gear versus another. Same builds and skills used, just different gear.

A character's main stats DID affect their skill damage to a degree...but I've tested out full STR versus full DEX Operative after the last 2 patches or so, and skill damages remained the same, sadly. Add me in-game (tell me your in-game name too) if you want to test things out.

Misdemeanour
09-07-2011, 12:58 AM
thank you thank you thank you - I couldn't find that post although ppl had told me it exists!

Misdemeanour
09-07-2011, 01:12 AM
Hit% is of no issue to Operatives. If you're using a Desert rat set, you can use the 5 damage implant or the 50 armor implant (for tough areas). If you're using the Platinum Outlaw set, you can use the 3 crit implant to get your crit to an incredible 19%...probably the highest you can get in SL atm.

My current set up is basically Outlaw + Outlaw dual pistols + 3 crit implant. 3 Ops with this set-up and with the right skills = destruction on all maps.

Nice info thanks!

Ebalere
09-20-2011, 05:38 PM
Very nice info. An update would be great, if you need any help getting skill stats for precision or anything I'd be happy to respec for you. Also I have all stats for chromaweave, custom chromaweave, and swindlers gear, if u need.

Veebehal Lockhart
09-21-2011, 09:11 AM
I completely disagree with the reasons my some of these skills are low or at zero because you are unknowing about a no defense-type class.

I'm arguing about how Operatives have no defense...so you would have a whole skill the uses evasion since there is not any increases on Dodge...or anytime soon.

Ellyidol
09-21-2011, 09:38 AM
I completely disagree with the reasons my some of these skills are low or at zero because you are unknowing about a no defense-type class.

I'm arguing about how Operatives have no defense...so you would have a whole skill the uses evasion since there is not any increases on Dodge...or anytime soon.

Lol, Phys not knowing anything about no-defense (ranger) classes.

No wonder he was named one of the first SG's, his operative guides have been so useless! /sarcasm

Keep in mind it was a 26 skill build. This isn't PL where you can afford to pretty much max almost all skills. Either go all out or none at all, IMO.

Physiologic
09-24-2011, 12:55 PM
Very nice info. An update would be great, if you need any help getting skill stats for precision or anything I'd be happy to respec for you. Also I have all stats for chromaweave, custom chromaweave, and swindlers gear, if u need.

Currently updating the thread ;) Had some health-related issues the past week or so which hindered my efforts. It would be great if you could provide stats for those sets (minus any implants)!


I completely disagree with the reasons my some of these skills are low or at zero because you are unknowing about a no defense-type class.

I'm arguing about how Operatives have no defense...so you would have a whole skill the uses evasion since there is not any increases on Dodge...or anytime soon.

Tbh, I don't understand your post at all...

WhoIsThis
09-27-2011, 04:50 AM
To begin with, due to time constraints, I have almost entirely focused on PL.

But looking at SL, I note that PvP seems to be the most talked about issue.

On paper, Ops can dominate PvP:

1. Buff: Precision + blur
2. Stun: Lurch + Flames (or root)
3. Debuff: Amplify Pain (and maybe Psychic Lash)
4. Finish it off: Sympathetic Anguish, Mind Wrack, etc.

Statically, any counter would have an expected outcome against an op of less than 0.5. They have the dodge and crit advantage via buffs, to say nothing of the maximum single target damage inherent in their skills.

For people who feel that PL PvP is broken.... barring a major rebalance or a PvP significantly different from PL, things could be different.

WhoIsThis
09-27-2011, 05:03 AM
+ 60 crit; very similar to blessings of might from PL mages; very high burst damage.


On that note, in PvE people should max out precision just like in PvP. In battle, hold back all of your skills until they are fully recharged. Then when ready, hit precision and unload ALL damage oriented skills. This will ensure maximum damage output as it has the highest probability of crits. While precision recharges, continue spamming skills as they recharge or where necessary (ex: lurch is probably not something to spam). Because of its short duration you may only get 2 shots from the fastest recharging skills while under buff.

Then when precision recharges again: It's well worth holding spells off as soon as precision recharges the next minute rather than firing skills as they recharge until all skills recharge. Then hit precision and let everything off again.

The only weakness is that you may get a lot of aggro. Lurch is highly advised.

Redbridge
10-02-2011, 05:00 AM
Right let's get this Op levelled......

Re: skills and the order it seems to fall into place nicely. Level the first 6 as you advise and then the next one appears at level 16 anyhow.... Worried about pots at lower levels.... I better grab a handful.