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Physiologic
09-24-2011, 12:04 PM
This is simply outdated material from my Operative Guide (http://www.spacetimestudios.com/showthread.php?30685-Comprehensive-Operative-Skills-and-Equipment-Guide) that I will just leave here for preservation. As opposed to completely deleting them I'll copy+paste outdated material onto this thread. This is my only warning should you decide to utilize ANYTHING mentioned on this thread.

Material Removed on 9/24/11

Skill Builds

*As of August 14, 2011, I have discarded the old Beta skill build. Please keep Platinum in stock just in case respecs are needed, as Star Legends is still very new and skill builds may change dynamically with every update.*


http://img.photobucket.com/albums/v84/d1nonlik/Star%20Legends/skillmap.png
Lv 26 Operative Skill Build

Mind Wrack (5): 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 (6): Increases your h/s (health per second) and m/s (mana per second) but your damage is lowered slightly. This skill is useful to save some potions and is best used in-between enemy encounters. The more points placed into this skill, the higher the health and mana regeneration. I previously left this skill at level 1, but with the release of new harder campaigns, potion conservation becomes imperative. At max level, this skill replenishes a total of 80 health and 80 mana (8 h/s and 8 m/s in 10 seconds), so using this skill at every 30 second interval saves a lot of money. This skill is far more useful than its counterpart in Pocket Legends since all characters have much lower HP/MP limits in Star Legends, thus the effect of h/s and m/s is much more pronounced. Unless you are extremely wealthy and can blow a lot of money on potions, it may be in your best interest to max this skill as soon as possible.

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): 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. I haven't found this skill to be very useful yet, as Psychic Binding works a lot better due to its AoE capabilities, so this skill can be left at 0.

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 (1): Damages a single enemy and debuff's its ability to hit and crit. Combined with Amplify Pain, this skill may prove very useful for bosses. Skill points should be left for Mind Wrack and Sympathetic Anguish first, and after you max those you may place more points into Neural Shock.

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. Next to Mind Wrack, this is one of the most damaging skills in your Operative's arsenal. Instead of maxing one instead of the other, you can place 4 points into Mind Wrack and Sympathetic Anguish.

Psychic Binding (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. I favor this skill over Psychic Lash simply because its your only AoE (area of effect) skill so far, even though it doesn't stop enemies from their tracks.

Skill Maps

Skill maps are completely up to you depending on your own build and playing style. Since there are only 8 skill slots in total (4 in each swap), you will have to sacrifice some skills for the more imperative ones.


http://img.photobucket.com/albums/v84/d1nonlik/Star%20Legends/skillmap.png
Boss-Focused Skill Map

Map 1 (from bottom to top)
Amplify Pain
Flames of Insanity
Mind Wrack
Neural Shock

Map 2 (from bottom to top)
Sympathetic Anguish
Lurch
Psychic Binding
Inner Focus

Boss-focused skill map explanation: Amplify Pain should be used first to debuff the enemy/boss' armor for the entire party. Flames of Insanity can be used next for a chance to stun. Mind Wrack, combined with Amplify Pain, will cause tremendous damage if a critical hit is achieved. You can finish off with Neural Shock on Map 1 and quickly switch to Map 2 and dish out more damage with Sympathetic Anguish and Lurch. Psychic Binding can be used when needed for mobs, and Inner Focus is placed at the very end for health and mana regeneration needs.

Top-End Operative Equipment (Lv 25-26)

With every major update, the current "best" equipment will become obsolete. Please make your investments wisely and only use this guide as a reference on what equipment to strive for.

Desert Rat Set [Drops from Guardian OR weapon caches in Uncharted Ruins in Numa Prime]
Desert Rat Protector Req: Lv 25; 7 Dex, 2% Hit, 15 Health, 20 Mana, 28 Armor
Desert Rat Coat Req: Lv 25; 7 Dex, 2% Hit, 15 Health, 20 Mana, 88 Armor
Desert Rat Pack Req: Lv 25; 6 Dex, 2% Hit, 1% Crit, 10 Mana, 28 Armor
Desert Rat Shoes Req: Lv 24; 6 Dex, 2% Hit, 1% Crit, 10 Mana, 46 Armor
Desert Rat Sleeves Req: Lv 24; 6 Dex, 2% Hit, 1% Crit, 10 Mana, 46 Armor
Total Stats: 32 Dex, 10% Hit, 3% Crit, 30 Health, 70 Mana, 236 Armor
Total Stats adjusted with DEX bonus: 12.67% Hit, 3.64% Crit, 0.384% Dodge, 54 Health, 82 Mana, 2.46 Damage, 2.63 DPS, 236 Armor
Notes: This set gives a better mana, damage, and armor boost than the Outlaw's Sunblok set and costs no Platinum to purchase, but lacks in Hit%, Crit%, and health compared to the Outlaw's Sunblok Set.

Outlaw's Sunblok Set [Purchased in the Platinum Store]
Outlaw's Sunblok Hat Req: Lv 25; 3% Hit, 2% Crit, 10 Health, 10 Mana, 28 Armor [10 Platinum]
Outlaw's Sunblok Vest Req: Lv 25; 3% Hit, 2% Crit, 10 Health, 10 Mana, 88 Armor [10 Platinum]
Outlaw's Sunblok Pack Req: Lv 25; 3% Hit, 2% Crit, 10 Health, 10 Mana, 28 Armor [10 Platinum]
Outlaw's Sunblok Shoes Req: Lv 23; 3% Hit, 2% Crit, 10 Health, 10 Mana, 44 Armor [10 Platinum]
Outlaw's Sunblok Sleeves Req: Lv 23; 3% Hit, 2% Crit, 10 Health, 10 Mana, 44 Armor [10 Platinum]
Total Stats: 15% Hit, 10% Crit, 50 Health, 50 Mana, 232 Armor
Notes: This set offers more Crit% than the Desert Rat set and has overall decent stats, but is costly to purchase.

Gallowtech Set [Looted by bosses in Delta 7]
Gallowtech Hat Req: Lv 20; 6 Dex, 1% Hit, 1% Crit, 22 Armor
Gallowtech Coat Req: Lv 20; 6 Dex, 1% Hit, 1% Crit, 70 Armor
Gallowtech Wings Req: Lv 20; 6 Dex 1% Hit, 1% Crit, 22 Armor
Gallowtech Shoes Req: Lv 20; 6 Dex, 1% Hit, 1% Crit, 38 Armor
Gallowtech Sleeves Req: Lv 19; 6 Dex, 1% Hit, 1% Crit, 36 Armor
Alternative Sleeves: Goo Soaked Sleeves Req: Lv 20; 7 Dex, 1% Hit, 10 Health, 15 Mana, 38 Armor
Total Stats: 30 Dex, 5% Hit, 5% Crit, 188 Armor
Total Stats adjusted with DEX bonus: N/A
Notes: This lower-leveled set can still be used at lv 25/26 but lacks in Hit%, armor, health, and mana compared to the Desert Rat and Sunblok sets.

Weapons
Scavenger's Rifle Req: Lv 24; 26-59 Damage, 0.8 Speed, 6 Int, 2% Hit, 1% Crit, 10 Mana [Looted by weapon caches in Numa Prime]
Outlaw's Repulsor Rifle Req: Lv 25; 28-60 Damage, 0.8 Speed, 3% Hit, 2% Crit, 10 Health, 10 Mana [10 Platinum]
Sergeant's Repulsor Rifle Req: Lv 25; 28-60 Damage, 0.8 Speed, 2% Hit, 2% Dodge, 30 Health, 30 Mana [10 Platinum]
Explorer's Light Service Pistol Req: Lv 25; 28-60 Damage, 0.8 Speed, 2% Hit, 3% Dodge, 5 Health, 25 Mana [10 Platinum]

Scrapper Req: Lv 24 24-53 Damage, 0.7 Speed, 6 Dex, 2% Hit, 1% Crit, 10 Mana [Looted by weapon caches in Numa Prime]

Rusted Pistol Req: Lv 24; 21-44 Damage, 0.6 Speed, 6 Str, 2% Dodge, 1% Hit, 20 Health [Looted by weapon caches in Numa Prime]
Outlaw's Light Service Pistol Req: Lv 25; 21-43 Damage, 0.6 Speed, 3% Hit, 2% Crit, 10 Health, 10 Mana [10 Platinum]
Sergeant's Light Service Pistol Req: Lv 25; 21-43 Damage, 0.6 Speed, 2% Hit, 2% Dodge, 30 Health, 30 Mana [10 Platinum]
Explorer's Light Service Pistol Req: Lv 25; 21-43 Damage, 0.6 Speed, 2% Hit, 3% Dodge, 5 Health, 25 Mana [10 Platinum]

Strange Metal Pistols Req: Lv 25; 22-46 Damage, 0.5 Speed, 7 Dex, 2% Hit, 15 Health, 20 Mana [Looted by Guardian in Uncharted Ruins in Numa Prime]
Outlaw's Hardened Blasters Req: Lv 25; 22-46 Damage, 0.5 Speed, 3% Hit, 2% Crit, 10 Health, 10 Mana [10 Platinum]

My current equipment set-up at lv 25


Helmet: Outlaw's Sunblok Hat [10 Platinum]
Armor: Outlaw's Sunblok Vest [10 Platinum]
Back Armor: Outlaw's Sunblok Pack [10 Platinum]
Shoes: Outlaw's Sunblok Shoes [10 Platinum]
Sleeves: Outlaw's Sunblok Sleeves [10 Platinum]
Weapon: Outlaw's Hardened Blasters [10 Platinum]
Implant: Marksman MG-1 CRIT Amplifier or Dura-Skin Armor Implant

From level 21 to 25, I've used the Gallowtech set with a Limited Class IV Velocity Repeater. I made the decision to buy the Outlaw's Sunblok Platinum items at lv 25 for the added crit, health, mana, and armor boost (you need quite a lot of Platinum to purchase this set). If you don't have Platinum, then the Gallowtech can still be used at level 25, or you can opt to farm for the Desert Rat set. The Dura-Skin Armor Implant's huge 50 armor boost is great for an Operative's survivability, but should be reserved for tough bosses; the Marksman MG-1 CRIT Amplifier's added 3 Crit boosts your total Crit to 19. I believe that the Platinum items, due to its tremendous Crit% boost, gives it a favorable edge compared to the Desert Rat set.

As for weapon choices, I use either Outlaw's Hardened Blasters or Sergeant's Repulsor Rifle (10 Platinum each). Outlaw's dual pistols gives 2% Crit and has an extremely fast weapon speed, which is great for mobs. For hard-hitting bosses, I'll switch to the Sergeant's Repulsor Rifle for more damage and for added health and dodge.

Player Builds

This section is dedicated to builds that other users have created.

WhoIsThis's Build

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.

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?

Abbasjammy
09-24-2011, 12:22 PM
U type alot :cool: ;)