Empire
Fighting Style: Stealth, Improved Vibroknife, Improved Darts
Tactical Role(s): Medicine/Healing, Close-Quarters Damage
Republic Mirror: Scoundrel
Description: Whether ambushing enemies from stealth or using advanced medical technology to keep colleagues in the fight, the operative will do whatever it takes to advance the agenda of the Empire.
Disciplines
Concealment (DPS)
Upgrades stealth and close-range attacks, allowing the Agent to strike without detection.
Lethality (DPS)
Leverages the toxic power of poisons to debilitate enemies over the course of a long fight.
Medicine (Heals)
Advances the Agent's healing technologies, keeping his allies both alive and effective.
Abilities
Class Abilities
Name | Description | Type |
Shoots your rifle at the target, dealing <<1>> weapon damage. | Instant | |
Purges all incapacitating and movement-impairing effects. | Instant | |
Increases a friendly target's critical hit chance by 5% for 60 minutes. If the target is a group member, all other group members are also affected. | Instant | |
Activates countermeasures, instantly lowering threat by a moderate amount. | Instant | |
Interrupts the target's current action and prevents that ability from being used for 4 seconds. | Instant | |
Summons a probe droid that projects a shield around the Agent, absorbing a moderate amount of incoming damage for 10 seconds. Does not break stealth. | Instant | |
Increases your chance to dodge melee and ranged attacks by 200% for 3 seconds. Does not break Stealth. | Instant | |
Fires a dart at the target that deals <<1>> internal poison damage over 18 seconds. | Instant | |
Summons a droid that helps you recover 50 energy over 3 seconds. | Instant | |
Deals <<1>> kinetic damage to the primary target and <<2>> kinetic damage to up to 7 standard or weak enemies within 5 meters of the primary target. If the primary target is a standard or weak enemy, it is knocked to the ground. | Instant | |
Detonates a flash bang that blinds the target for 8 seconds. Damage causes this effect to end prematurely. | Instant | |
Seize the moment, restoring 2% of your maximum health every 3 seconds. Requires an active companion. Lasts 60 seconds. | Instant |
Advanced Class Abilities
Name | Description | Type |
Ambushes an enemy for <<1>> kinetic damage. Only usable while behind the target. If used from stealth, Backstab deals <<2>> kinetic damage and grants a Tactical Advantage. | Instant | |
Roll forward 12 meters. Activating Exfiltrate a second time within 10 seconds allows you to roll again, but puts the ability on cooldown for 10 seconds. While rolling, your chance to dodge melee and ranged attacks is increased by 30%. Does not break stealth. Cannot be used while immobilized or hindered. | Instant | |
Executes your Tactical Advantage to drop a canister that fills the vicinity with poisonous gas, dealing <<1>> internal damage to up to 8 enemy targets within 8 meters over 6 seconds. The haze stuns standard and weak enemies for 6.1 seconds. Requires and consumes Tactical Advantage. | Instant | |
Summons a droid that heals a friendly target for <<1[%d/%d/%d]>> over 18 seconds. Stacks up to 2 times. | Instant | |
Executes your Tactical Advantage to grant Tactical Superiority to you and your Operation group members within 40 meters, increasing critical chance by 10% for 10 seconds. Does not break stealth. | Instant | |
Throws a knife at the target, dealing <<1>> kinetic damage and slowing the target's movement speed by 50% for 12 seconds. | Instant | |
Cleanses a friendly target of up to 2 negative tech or physical effects. | Instant | |
Overloads your stealth generator, immediately exiting combat and entering stealth mode. For 10 seconds, you become virtually undetectable. | Instant | |
Deals <<2>> energy damage and stuns the target for 4 seconds. | Instant | |
Stabs a target for <<1>> kinetic damage. | Instant | |
Fires a carbine burst that hits up to 8 targets in a 10-meter cone in front of you for <<1>> weapon damage. | Instant | |
Blasts a target for <<1>> weapon damage. | Instant | |
Summons a droid that revives an incapacitated ally. This ability is usable while in combat. When used, all group members can neither use nor be the target of an in-combat revival for the next 5 minutes. | Casted | |
Cloaks all group members within 10 meters of you in a temporary stealth field that lasts 15 seconds. Cannot be used in combat. Only usable while in stealth mode. | Instant | |
Inject yourself with a specially-engineered Imperial stim, immediately gaining Tactical Advantage and boosting alacrity by 10% for 15 seconds. Does not break stealth. | Instant | |
Executes your Tactical Advantage to heal the target immediately for <<1>> followed by <<2>> over 9 seconds. Requires and consumes Tactical Advantage. | Casted | |
Activates your stealth generator, increasing your stealth level by 15 and making you and your companion difficult to detect. Movement speed is reduced to 85% of normal while in stealth. Most hostile actions and taking cover will break Stealth. Your companion will not react to enemy attacks while in stealth. | Instant | |
Supercharge your stealth generator, quickly moving you to a friendly or enemy target and increasing your movement speed by 75% for 3 seconds. Does not break stealth. Cannot be used against enemy targets in cover. | Instant | |
Heals a friendly target for <<1>> over 3 seconds. | Channeled | |
Defeating an opponent or activating Shiv puts you in a position of Tactical Advantage, enabling the use of executions for 24 seconds. Up to 2 charges of Tactical Advantage can exist at once. | Passive | |
Puts the target to sleep for 60 seconds. Damage will break the effect prematurely. Only usable from stealth and only usable on targets not in combat. Only one target can be incapacitated at a time. Does not affect droids. | Instant |