Operative Concealment Basics Guide
Concealment
Striking from the shadows, the Concealment Operative surprises the enemy with a flurry of calculated attacks designed to Stun and debilitate. Then, before the fight gets out of hand, the Concealment Operative can return to a position of stealth, biding their time until the time to strike reveals itself again.
- Role: Damage
- Type: Burst Damage
- Weapon: Blaster Rifle
- Distance: Melee Range
- Mirror: Scoundrel – Scrapper
Concealment for New Players
- Concealment is stabbing range, which means you must be very close to your enemy to attack, but you have a jump ability and roll to help you close the gap between you and your enemy
- This style is very mobile and you can easily run and jump around while fighting without any issues!
- Most abilities can simply be used, you only need to learn to activate a few of them
- Concealment is pretty easy to learn the basics of compared to other disciplines.
How to play a Concealment Operative
You can start playing Concealment at level 1. To start playing Concealment, you will need to first create a Operative character, which can be played by Troopers, Bounty Hunters, Smugglers or Imperial Agents.
Once you are ingame, press K on your keyboard to open the Combat Style tab, and choose Concealment from the three options. This choice is not permanent, you will be able to switch between all three options by finding a rest location like a cantina.
Updated for 7.2!
Below Level 80
If you are below level 80, there are no true guides available to tell you what specific abilities you should be using, because the ideal rotation would change every level.
Instead, you can use this guide to figure out which of your abilities are attacks, which are defensive, and which are just useful.
5 Ability Basic Rotation
Not quite ready to learn all your abilities yet? Use this quick 5-ability rotation for the Concealment Operative until you’re ready to read and learn from a true level 80 guide.
- Backstab helps you weaken your enemy and does a lot of damage. You can only use it from behind the enemy or when it’s sparkling. Use it whenever it’s available.
- Volatile Substance is powerful but does no damage unless it’s detonated by poison – wait to use it immediately after Backstab to make sure it detonates.
- Veiled Strike is your third most useful ability. Using Veiled Strike makes your Laceration become clickable.
- Laceration can only be used when you have activated it by using your other abilities – it’s your filler ability and should be used often.
- Crippling Slice costs no energy! If you run out of abilities, use your basic Rifle Shot.
More than 3 Enemies
- Toxic Haze makes a toxic circle of damage around you – but can only be clicked when you have built up Tactical Advantage by using your other abilities like Veiled Strike first.
- Noxious Knives throws knives at every enemy in front of you.
Extra Tips
- Start in Stealth to do extra damage with Backstab.
- Jump into the fight with Holotraverse (level 68 choice on your tree) for an extra Lacerate.
- Feeling spicy? Use your yellow Stim Boost as often as possible to do extra damage.
- Feeling EXTRA spicy? Try rotating in Corrosive Dart instead of Rifle Shot if you run out of abilities to use in longer fights.
- Your purple droid ability gives you energy back if you run out.
- Sleep Dart is a special ability sometimes known as a CC, a Crowd Control, a sleep or a sap. It can only be used while you are stealthed and out of combat, and it is used to put enemies to sleep. Sleeping enemies allows your group to sneak past them, or sometimes just keeps them out of the fight as long as no one attacks them. While you can’t put bosses to sleep, if you are playing Flashpoints, stealthers are often expected to go into stealth and put smaller enemies in-between bosses to sleep.
Before you start…
If you have 3,000 Tech Fragments, go and buy the Acid Lash tactical item.
With the tactical item, you no longer need to use Volatile Substance immediately after Backstab, as Laceration will extend your poison time from Backstab.
Poisoned debuff
Discipline | Tactical | Legendary | Stats |
---|---|---|---|
Guardian Defense Juggernaut Immortal | Grit Teeth Jaw Breaker, Hord’s Makashi Strike and Leviathan’s Hide are good alternatives | Force Resistance + Retaliator | Shield: 5500-6000 Absorb: remaining tertiary stats |
Guardian Vigilance Juggernaut Vengeance | Hemophilic Slash (Single Target), Cut to Pieces (AoE) | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Guardian Focus Juggernaut Rage | Cauterized Coronary | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Watchman Marauder Annihilation | Spiteful Saber | Fearless Victor + Berserker’s Call and Dispatcher are all viable options | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Combat Marauder Carnage | Shard of Mortis | Fearless Victor + Dispatcher | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Sentinel Concentration Marauder Fury | Cauterized Conary | Fearless Victor + Berserker’s Call | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Telekinetics Sorcerer Lightning | Stormwatch | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 560 (2.14%) • 1.3 GCD = 3209 (10.38%) • 1.2 GCD = 8296 (20%) • 1.1 GCD under PS = 3596 (16.366) With Alacrity Guild Perk • 1.3 GCD = 1494 • 1.1 GCD under PS = 1801 |
Sage Seer Sorcerer Corruption | One for All | Unmatched Haste + Revitalize or Dynamic Force are all considered viable as of now | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Balance Sorcerer Madness | Tempest of Rho | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Kinetic Combat Assassin Darkness | Two Cloaks, The Life Warden, Ancient Tome of Wrath and Shroud of a Shadow as potential alternatives | Dynamic Force + Force Resistance or Ballast Point is fine if you prefer to use pieces with tanking stats | Shield: 5000-5500 Absorb: remaining tertiary stats |
Shadow Infiltration Assassin Deception | The Awakened Flame | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Serenity Assassin Hatred | Two Time Trouble | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Combat Medic Mercenary Bodyguard | SC-4 Treatment Scanner | Advanced Scanning + Concentrated Fire or Overcharged Cells seem to all be viable options | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Gunnery Mercenary Arsenal | Primed Ignition (Single Target) | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Commando Assault Specialist Mercenary Innovative Ordnance | Energized Charges (Single Target) | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Shield Specialist Powertech Shield Tech | Thermal Screen (Single Target), Oil Fire (AoE), The Life Warden | Supercommando + Squad Leader | Shield: 6000 - 6500 Absorb: remaining tertiary stats |
Vanguard Plasmatech Powertech Pyrotech | Superheated Fuel | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Tactics Powertech Advanced Prototype | Overwhelming Offense | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Sharpshooter Sniper Marksmanship | Agitating Energies | Locked and Loaded + Improved Targeting use Energy Regulators if you experience energy issues | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Saboteur Sniper Engineering | Ruthless Interrogation | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Dirty Fighting Sniper Virulence | Exploited Weakness (Single Target), Airborne Agents (AoE) | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: 2700 - 2800 With Alacrity Guild Perk 1100 - 1300 |
Scoundrel Sawbones Operative Medicine | Critical Surgery and Diagnostics Probe are both viable alternatives | Tactician + Aggressive Treatment or Field Medic | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Scrapper Operative Concealment | Acid Lash (Single Target), Explosive Cells (AoE) | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Ruffian Operative Lethality | Synox Shots (Single Target), Viral Elements (AoE) | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Ready to learn more about your class, and how to play at a higher skill level? These guides by other players break down your class's abilities and your full rotation!
Guides
- Scrapper / Concealment 7.4 by admiralnick on admiralnicksswtorgu (7.4)
- Concealment Operative Guide by Biggs on YouTube (7.02)
- Concealment Operative PvE Guide and Best Builds by Endonae on vulkk.com (7)
Attacks
- Rifle Shot - Basic AttackLevel 1
- Shiv - AttackLevel 1
- Overload Shot - AttackLevel 1
- Fragmentation Grenade - Area AttackLevel 4
- Corrosive Dart - AttackLevel 7
- Backstab - AttackLevel 10
- Laceration - AttackLevel 15
- Noxious Knives - Area AttackLevel 15
- Crippling Slice - Attack SlowLevel 35
- Crippling Throw - Optional Attack Distance Slow Level 39 Option 1/3Level 39
- Toxic Haze - Area AttackLevel 39
- Volatile Substance - AttackLevel 47
- Veiled Strike - AttackLevel 60 REPLACES Shiv at Level 60+
Multiple Enemy Attack Abilities
These Concealment attacks are useful for attacking groups of enemies.
- Fragmentation Grenade - Area AttackLevel 4
- Noxious Knives - Area AttackLevel 15
- Toxic Haze - Area AttackLevel 39
- Flash Bang - Optional Area Stun Level 68 Option 2/3Level 68
Buffs
You can combine your Concealment buffs with your attacks to create powerful combinations.
- Coordination - Passive Class BuffLevel 1
- Adrenaline Probe - BuffLevel 15
- Stim Boost - BuffLevel 15
- Tactical Overdrive - Optional Buff Level 43 Option 3/3Level 43
- Tactical Superiority - Operation BuffLevel 68
Defensive & Healing Abilities
Use these abilities to help yourself stay alive. The Operative has these defensive and healing abilities and you'll want to know where they are in a difficult fight.
- Diagnostic Scan - HealLevel 7
- Kolto Infusion - HealLevel 19
- Evasion - DefensiveLevel 23
- Kolto Probe - HealLevel 31
- Shield Probe - DefensiveLevel 47
Useful Abilities
These abilities may not be directly for attacking, but they are used heavily by skilled Operatives in combat to turn the tide of a fight.
- Recuperate - Regeneration - Regain health out of battle.Level 1
- Stealth - Stealth - Enter Stealth to sneak around or sneak up to enemies. Stronger enemies can see you coming, but you can sneak past weaker ones. You can only enter Stealth when you are outside of combat unless you use your Combat Stealth ability.Level 10
- Escape - Stun Break - If you are stunned and can’t move, you can use this ability to unstun yourself.Level 10
- Distraction - Interrupt - Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Using your interrupt in combat is very useful as it can prevent the enemy from damaging you, or sometimes even prevent them from stunning you or knocking you back!Level 19
- Debilitate - Optional Stun Level 27 Option 2/3 - You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general.Level 27
- Cloaking Screen - Combat Stealth - Enter Stealth while you are in combat, either to run away, to sneak off and heal up, or to take advantage of stealth in the fight. If you enter Combat Stealth while you are alone or all your team mates are dead, the fight may reset.Level 35
- Sleep Dart - Crowd Control - Your crowd control (CC) is a special type of stun you can only use when your enemy is outside of combat. You use it before a fight, to temporarily knock an opponent out of the fight while you deal with the other enemies. Accidentally damaging your crowd control'd target will wake them up.Level 35
- Crippling Slice - Attack Slow - Slows slow the enemy down, making it hard for them to run away.Level 35
- Crippling Throw - Optional Attack Distance Slow Level 39 Option 1/3 - Slows slow the enemy down, making it hard for them to run away.Level 39
- Toxin Scan - Cleanse - Your cleanse can help remove harmful effects from you or other players.Level 51
- Exfiltrate - Movement - Roll forward 12 meters. 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. Exfiltrate has 2 ability charges and recharges one charge every 8 seconds.Level 60
- Infiltrate - Optional Stealth Level 68 Option 1/3 - 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.Level 68
- Flash Bang - Optional Area Stun Level 68 Option 2/3 - Stuns allow you to knock enemies out of the fight temporarily. Some stuns break on damage - so if you attack the enemy while they are stunned with any type of attack, they will no longer be stunned.Level 68
- Holotraverse - Optional Movement Level 68 Option 3/3 - Supercharge your stealth generator, generating a Tactical Advantage and quickly moving you to a friendly or enemy target and increasing your movement speed by 75% for 3 seconds. Can be used while immobilized and purges any movement impairing effects. Does not break stealth. Cannot be used against enemy targets in cover.Level 68
Tree Choices
As you level up, you will be able to make choices about how you play your Concealment Operative with the Ability Tree, which can be opened with the K key on your keyboard. If you do not choose one, a default option will be chosen for you.
You will have eight choices to make as you level up, at levels 23, 27, 39, 43, 51, 64, 68 and 73. All of these Ability Tree choices are not permanent choices and can be changed later. If you are following a Level 80 guide on how to play your Concealment Operative, you will need to make sure to choose the same options as they have. You may not have the same choices chosen as a friend who is also playing a Concealment Operative.
Level 23 Choice: Laceration Change
Choose from one of three ways that you want Laceration to change at level 23. Your options are Defensive Stance, Roll Knife, and Relentless Blades.
Executes your Tactical Advantage, lacerating the target for kinetic damage. Requires and consumes Tactical Advantage.
Dealing damage with Laceration applies a Defensive Stance to you, increasing your damage reduction by 5% per stack. Lasts for 10 seconds and stacks up to 3 times.
Dealing damage with Laceration applies a Defensive Stance to you, increasing your damage reduction by 5% per stack. Lasts for 10 seconds and stacks up to 3 times.
Laceration's critical hit chance is increased by 10%. Activating Laceration reduces Stim Boost's cooldown by 10 seconds.
Laceration's critical hit chance is increased by 10%. Activating Laceration reduces Stim Boost's cooldown by 10 seconds.
Laceration no longer costs energy, deals 10% more damage and slows the target by 50% for 6 seconds.
Laceration no longer costs energy, deals 10% more damage and slows the target by 50% for 6 seconds.
General Suggestion: Roll Knife - Being the only choice in this tier to upgrade your damage, this choice should be default in all scenarios. The cooldown reduction to your biggest buff is huge.
Level 27 Choice
Choose from one of three Operative abilities at Level 27, you can only have one of these options at any given time. Your options as a Concealment Operative for the Level 27 choice are Curbing Strategies, Debilitate, and Quick Countermeasures.
Overload Shot and Noxious Knives reduce the movement speed of targets they damage by 40% for 6 seconds. In addition, Noxious Knives deals 25% more damage.
Overload Shot and Noxious Knives reduce the movement speed of targets they damage by 40% for 6 seconds. In addition, Noxious Knives deals 25% more damage.
Deals energy damage and stuns the target for 4 seconds.
You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general.
Reduces the cooldown of Evasion by 15 seconds. While Evasion is active, your movement speed is increased by 100% and the damage you take from area effects is reduced by 60%.
Reduces the cooldown of Evasion by 15 seconds. While Evasion is active, your movement speed is increased by 100% and the damage you take from area effects is reduced by 60%.
Solo Single-Strong-Enemy Suggestion: Curbing Strategies - A boost to noxious knives' damage may be good for leveling or solo content where you can't rely on a better AoE teammate to do it for you, but if the extra AoE isn't needed you could also choose the Evasion passive for a better defensive or Debilitate for a useful 4 second stun.
Multi-Enemy Solo Suggestion: Curbing Strategies - A boost to noxious knives' damage may be good for leveling or solo content where you can't rely on a better AoE teammate to do it for you, but if the extra AoE isn't needed you could also choose the Evasion passive for a better defensive or Debilitate for a useful 4 second stun.
Flashpoint Suggestion: Quick Countermeasures - Adding a DR effect to your Operative in group content is by far the best choice here. This upgrade to Evasion makes you much easier to heal in group content!
Operation Suggestion: Quick Countermeasures - Adding a DR effect to your Operative in group content is by far the best choice here. This upgrade to Evasion makes you much easier to heal in group content!
Level 39 Choice: Crippling Slice Change
Choose from one of three ways that you want Crippling Slice to change at level 39. Your options are Crippling Throw, The Best Defense, and Crippling Wounds.
Slices the target low for kinetic damage and immobilizes it, preventing it from moving or turning for 4 seconds.
Throws a knife at the target, dealing kinetic damage and immobilzing it, preventing it from moving or turning for 4 seconds. Grants a Tactical Advantage.
Slows slow the enemy down, making it hard for them to run away.
Crippling Slice now steals life from the target, healing you for 100% of the damage it deals and causing the target to deal 20% less damage to you for 6 seconds.
Crippling Slice now steals life from the target, healing you for 100% of the damage it deals and causing the target to deal 20% less damage to you for 6 seconds.
Crippling Slice causes the next direct damage attack against the target to critically hit. This effect lasts 10 seconds.
Crippling Slice causes the next direct damage attack against the target to critically hit. This effect lasts 10 seconds.
General Suggestion: Crippling Wounds - This choice provides a huge boost to your burst damage on a burst damage combat style and can't be missed. Always follow up crippling slice with Backstab with this choice! The cooldowns may not always line up, so some slices may need to be followed up with lacerate, but Backstab will do the most damage with it's buff.
Level 43 Choice
Choose from one of three Operative abilities at Level 43, you can only have one of these options at any given time. Your options as a Concealment Operative for the Level 43 choice are Tactical Critical, Advanced Stealth, and Tactical Overdrive.
Critically hitting with a direct damage attack applies Tactical Critical to you, which increases your critical hit chance by 2% per stack. Stacks up to 5 times and lasts 8 seconds. Activating Stim Boost purges movement based effects and grants 5 stacks of Tactical Critical.
Critically hitting with a direct damage attack applies Tactical Critical to you, which increases your critical hit chance by 2% per stack. Stacks up to 5 times and lasts 8 seconds. Activating Stim Boost purges movement based effects and grants 5 stacks of Tactical Critical.
Gaining an Tactical Advantage with an attack that breaks stealth applies Active Stealth for 6 seconds. While you are in Active Stealth your chance to dodge melee and ranged attacks is increased by 200% and your next direct damage attack critically hits. Dealing or taking damage breaks Active Stealth.
Gaining an Tactical Advantage with an attack that breaks stealth applies Active Stealth for 6 seconds. While you are in Active Stealth your chance to dodge melee and ranged attacks is increased by 200% and your next direct damage attack critically hits. Dealing or taking damage breaks Active Stealth.
Resets the cooldown of Stim Boost, Volatile Substance, Backstab, and Shield Probe and increases your Mastery by 20% for 15 seconds.
Resets the cooldown of Stim Boost, Volatile Substance, Backstab, and Shield Probe and increases your Mastery by 20% for 15 seconds.
Flashpoint Suggestion: Tactical Critical - The flat increase to criticals that this gives is great for longer fights. If your team is going through the flashpoint extremely quickly, you may see better results with Tactical Overdrive instead.
Operation Suggestion: Tactical Critical - The flat increase to criticals that this gives is great for longer fights. If your team is going through the flashpoint extremely quickly, you may see better results with Tactical Overdrive instead.
Solo Single-Strong-Enemy Suggestion: Tactical Overdrive - For very short fights in solo content, you can get more damage out faster with this extra buff reseting your cooldown on every major attack. The longer the fight drags on, the better Tactical Critical becomes as a choice, however.
Multi-Enemy Solo Suggestion: Tactical Overdrive - For very short fights in solo content, you can get more damage out faster with this extra buff reseting your cooldown on every major attack. The longer the fight drags on, the better Tactical Critical becomes as a choice, however.
Level 51 Choice
Choose from one of three Operative abilities at Level 51, you can only have one of these options at any given time. Your options as a Concealment Operative for the Level 51 choice are Infiltrator, Advanced Cloaking, and Chem-resistant Inlays.
Increases movement speed by 15% and effective stealth level by 3.
Increases movement speed by 15% and effective stealth level by 3.
Reduces the cooldown of Cloaking Screen by 30 seconds and activating Cloaking Screen increases movement speed by 50% for 6 seconds.
Reduces the cooldown of Cloaking Screen by 30 seconds and activating Cloaking Screen increases movement speed by 50% for 6 seconds.
Increases damage reduction by 5%.
Increases damage reduction by 5%.
Solo Single-Strong-Enemy Suggestion: Infiltrator - As a stealth combat style, this may speed up your grindable solo content farms a little bit. For real tangible benefit in combat, take Chem-resistant Inlays.
Multi-Enemy Solo Suggestion: Infiltrator - As a stealth combat style, this may speed up your grindable solo content farms a little bit. For real tangible benefit in combat, take Chem-resistant Inlays.
Flashpoint Suggestion: Chem-resistant Inlays - It will make your healers very happy to see a less squishy Operative. Take this by default.
Operation Suggestion: Chem-resistant Inlays - It will make your healers very happy to see a less squishy Operative. Take this by default.
Level 64 Choice
Choose from one of three Operative abilities at Level 64, you can only have one of these options at any given time. Your options as a Concealment Operative for the Level 64 choice are Med Shield, Endorphin Rush, and Evasive Screen.
Your Shield Probe heals you for 5% of your maximum health when it collapses.
Your Shield Probe heals you for 5% of your maximum health when it collapses.
Adrenaline Probe now immediately restores 15 additional energy.
Adrenaline Probe now immediately restores 15 additional energy.
When activated, Cloaking Screen grants 2 seconds of Evasion.
When activated, Cloaking Screen grants 2 seconds of Evasion.
General Suggestion: Med Shield - This is definitely the best defensive bonus on this tier. You shouldn't have energy problems so bad as to need Endorphin Rush, but it is there if you are having troubles.
Level 68 Choice
Choose from one of three Operative abilities at Level 68, you can only have one of these options at any given time. Your options as a Concealment Operative for the Level 68 choice are Infiltrate, Flash Bang , and Holotraverse.
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.
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.
Detonates a flash bang that blinds the target and up to 7 nearby enemies for 8 seconds. Damage causes this effect to end prematurely. When Flash Bang ends it leaves behind Flash Powder that reduces the target's accuracy by 20% for 8 seconds.
Stuns allow you to knock enemies out of the fight temporarily. Some stuns break on damage - so if you attack the enemy while they are stunned with any type of attack, they will no longer be stunned.
Supercharge your stealth generator, generating a Tactical Advantage and quickly moving you to a friendly or enemy target and increasing your movement speed by 75% for 3 seconds. Can be used while immobilized and purges any movement impairing effects. Does not break stealth. Cannot be used against enemy targets in cover.
Supercharge your stealth generator, generating a Tactical Advantage and quickly moving you to a friendly or enemy target and increasing your movement speed by 75% for 3 seconds. Can be used while immobilized and purges any movement impairing effects. Does not break stealth. Cannot be used against enemy targets in cover.
Solo Single-Strong-Enemy Suggestion: Holotraverse - Holotraverse generating an Tactical Advantage makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something.
Multi-Enemy Solo Suggestion: Holotraverse - Holotraverse generating an Tactical Advantage makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something.
Flashpoint Suggestion: Holotraverse - Holotraverse generating an Tactical Advantage makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something or are helping your less sneaky group members get around enemies.
Operation Suggestion: Holotraverse - Holotraverse generating an Tactical Advantage makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something or are helping your less sneaky group members get around enemies.
Level 73 Choice
Choose from one of three Operative abilities at Level 73, you can only have one of these options at any given time. Your options as a Concealment Operative for the Level 73 choice are Evasive Imperative, Jarring Strike, and Blow for Blow.
Every time you get attacked, the active cooldown of your Evasion is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds.
Every time you get attacked, the active cooldown of your Evasion is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds.
When used from stealth, Backstab and Lethal Strike interrupt and knock down the target for 3 seconds. Player targets are immobilized for 3 seconds, rather than being knocked down.
When used from stealth, Backstab and Lethal Strike interrupt and knock down the target for 3 seconds. Player targets are immobilized for 3 seconds, rather than being knocked down.
Activating Evasion grants Blow for Blow, returning 150% of direct single target tech and Force damage taken back to the attacker while Evasion is active.
Activating Evasion grants Blow for Blow, returning 150% of direct single target tech and Force damage taken back to the attacker while Evasion is active.
Flashpoint Suggestion: Evasive Imperative - Evasive Imperative provides the best benefit over the duration of a fight for your survivability. Blow for Blow may be helpful for some extra damage but trying to reflect damage can be risky on an operative in group content.
Operation Suggestion: Evasive Imperative - Evasive Imperative provides the best benefit over the duration of a fight for your survivability. Blow for Blow may be helpful for some extra damage but trying to reflect damage can be risky on an operative in group content.
Solo Single-Strong-Enemy Suggestion: Jarring Strike - So long as your enemy isn't immune to the effects, the stuns resulting from this choice may help some tough solo fights to be easier at the start. If they're immune anyway, go ahead and take Evasive Imperative as it will provide the most defense over time.
Multi-Enemy Solo Suggestion: Jarring Strike - So long as your enemy isn't immune to the effects, the stuns resulting from this choice may help some tough solo fights to be easier at the start. If they're immune anyway, go ahead and take Evasive Imperative as it will provide the most defense over time.
All Abilities
All your abilities for the Concealment Operative.
Lvl | Icon | Ability |
---|---|---|
LvL1 | RecuperateRegeneration Recovers your health and energy over 15 seconds. This is only usable out of combat. Regain health out of battle. | |
LvL1 | Meticulously Kept BladesPassive Increases the critical damage dealt by Veiled Strike, Backstab, Volatile Substance, and Laceration by 10%. Increases the critical damage dealt by Veiled Strike, Backstab, Volatile Substance, and Laceration by 10%. | |
LvL1 | Enhanced ChemicalsPassive Increases the damage dealt by and critical chance of Volatile Substance by 5%. Increases the damage dealt by and critical chance of Volatile Substance by 5%. | |
LvL1 | Surgical StrikesHidden Passive Increases the damage dealt by Veiled Strike and Overload Shot by 5%. Increases the damage dealt by Veiled Strike and Overload Shot by 5%. | |
LvL1 | WaylayHidden Passive Increases the damage dealt by Backstab by 5% and reduces its energy cost by 5. Increases the damage dealt by Backstab by 5% and reduces its energy cost by 5. | |
LvL1 | Deadly ToxinsPassive Increases the critical chance of Noxious Knives by 15% and its critical damage bonus by 30%. Increases the critical chance of Noxious Knives by 15% and its critical damage bonus by 30%. | |
LvL1 | Rifle ShotBasic Attack 30m (long range) Shoots your rifle at the target, dealing weapon damage. Shoots your rifle at the target, dealing weapon damage. | |
LvL1 | ShivAttack 4m (melee range) Stabs a target for kinetic damage. Stabs a target for kinetic damage. | |
LvL1 | Overload ShotAttack 10m (short range) Blasts a target for weapon damage. Blasts a target for weapon damage. | |
LvL1 | Medical DoctorPassive Reduces the cooldown of Revive by 100%. Reduces the cooldown of Revive by 100%. | |
LvL1 | CoordinationPassive Class Buff Increases critical hit chance by 5%. Increases critical hit chance by 5%. | |
LvL4 | Fragmentation GrenadeArea Attack 30m (long range) Deals kinetic damage to the primary target and 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. Deals kinetic damage to the primary target and 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. | |
LvL7 | Diagnostic ScanHeal 30m (long range) Heals a friendly target over 3 seconds. Heals a friendly target over 3 seconds. | |
LvL7 | Corrosive DartAttack 30m (long range) Fires a dart at the target that deals internal poison damage over 18 seconds. Fires a dart at the target that deals internal poison damage over 18 seconds. | |
LvL10 | StealthStealth 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. Enter Stealth to sneak around or sneak up to enemies. Stronger enemies can see you coming, but you can sneak past weaker ones. You can only enter Stealth when you are outside of combat unless you use your Combat Stealth ability. | |
LvL10 | EscapeStun Break Purges all incapacitating and movement-impairing effects. If you are stunned and can’t move, you can use this ability to unstun yourself. | |
LvL10 | BackstabAttack 4m (melee range) Ambushes an enemy for kinetic damage. Only usable while behind the target. If used from stealth, Backstab deals more kinetic damage and grants a Tactical Advantage. Ambushes an enemy for kinetic damage. Only usable while behind the target. If used from stealth, Backstab deals more kinetic damage and grants a Tactical Advantage. | |
LvL15 | Adrenaline ProbeBuff Summons a droid that helps you recover 50 energy over 3 seconds. Summons a droid that helps you recover 50 energy over 3 seconds. | |
LvL15 | LacerationAttack 4m (melee range) Executes your Tactical Advantage, lacerating the target for kinetic damage. Requires and consumes Tactical Advantage. Executes your Tactical Advantage, lacerating the target for kinetic damage. Requires and consumes Tactical Advantage. | |
LvL15 | Stim BoostBuff Inject yourself with a specially-engineered Imperial stim, immediately gaining Tactical Advantage and boosting alacrity by 10% and critical hit damage by 15% for 15 seconds. Does not break stealth. Inject yourself with a specially-engineered Imperial stim, immediately gaining Tactical Advantage and boosting alacrity by 10% and critical hit damage by 15% for 15 seconds. Does not break stealth. | |
LvL15 | Tactical AdvantagePassive 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. 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. | |
LvL15 | SkirmisherPassive Increases your weapon damage by 20%. In addition, the area damage dealt by Fragmentation Grenade has been increased by 50%, and Fragmentation Grenade now deals its area damage to any nearby enemy targets, even if those targets are stronger than weak or standard. Increases your weapon damage by 20%. In addition, the area damage dealt by Fragmentation Grenade has been increased by 50%, and Fragmentation Grenade now deals its area damage to any nearby enemy targets, even if those targets are stronger than weak or standard. | |
LvL15 | Noxious KnivesArea Attack 10m (short range) Hurl envenomed knives in a 10-meter cone in front of you, damaging up to 8 targets for kinetic damage and internal poison damage. Hurl envenomed knives in a 10-meter cone in front of you, damaging up to 8 targets for kinetic damage and internal poison damage. | |
LvL15 | Critical StimulantsHidden Passive Increases your critical hit damage by 20% while Stim Boost is active. Increases your critical hit damage by 20% while Stim Boost is active. | |
LvL15 | ScoutingPassive Increases stealth detection level by 5 and chance to dodge by 2%. Increases stealth detection level by 5 and chance to dodge by 2%. | |
LvL19 | Kolto InfusionHeal 30m (long range) Executes your Tactical Advantage to heal the target immediately. Requires and consumes Tactical Advantage. Executes your Tactical Advantage to heal the target immediately. Requires and consumes Tactical Advantage. | |
LvL19 | DistractionInterrupt 10m (short range) Interrupts the target's current action and prevents that ability from being used for 4 seconds. Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Using your interrupt in combat is very useful as it can prevent the enemy from damaging you, or sometimes even prevent them from stunning you or knocking you back! | |
LvL23 | EvasionDefensive Increases your chance to dodge melee and ranged attacks by 200% for 4 seconds and lowers threat by a moderate amount. Does not break Stealth. Increases your chance to dodge melee and ranged attacks by 200% for 4 seconds and lowers threat by a moderate amount. Does not break Stealth. | |
LvL23 | PreparednessPassive Increases energy regeneration rate by 1 per second. In addition, Evasion will now purge all hostile removable effects when activated. Increases energy regeneration rate by 1 per second. In addition, Evasion will now purge all hostile removable effects when activated. | |
LvL23 | Defensive StanceOptional Passive Level 23 Option 1/3 Dealing damage with Laceration applies a Defensive Stance to you, increasing your damage reduction by 5% per stack. Lasts for 10 seconds and stacks up to 3 times. Dealing damage with Laceration applies a Defensive Stance to you, increasing your damage reduction by 5% per stack. Lasts for 10 seconds and stacks up to 3 times. | |
LvL23 | Roll KnifeOptional Passive Level 23 Option 2/3 Laceration's critical hit chance is increased by 10%. Activating Laceration reduces Stim Boost's cooldown by 10 seconds. Laceration's critical hit chance is increased by 10%. Activating Laceration reduces Stim Boost's cooldown by 10 seconds. General Suggestion: Being the only choice in this tier to upgrade your damage, this choice should be default in all scenarios. The cooldown reduction to your biggest buff is huge. | |
LvL23 | Relentless BladesOptional Passive Level 23 Option 3/3 Laceration no longer costs energy, deals 10% more damage and slows the target by 50% for 6 seconds. Laceration no longer costs energy, deals 10% more damage and slows the target by 50% for 6 seconds. | |
LvL23 | Collateral StrikePassive Laceration triggers a Collateral Strike, dealing additional kinetic damage. Standard and weak targets are additionally stunned by Collateral Strike. Laceration triggers a Collateral Strike, dealing additional kinetic damage. Standard and weak targets are additionally stunned by Collateral Strike. | |
LvL27 | Potent BrewPassive Increases the damage dealt by Corrosive Dart and the healing done by Kolto Probe by 5%. Increases the damage dealt by Corrosive Dart and the healing done by Kolto Probe by 5%. | |
LvL27 | Curbing StrategiesOptional Passive Level 27 Option 1/3 Overload Shot and Noxious Knives reduce the movement speed of targets they damage by 40% for 6 seconds. In addition, Noxious Knives deals 25% more damage. Overload Shot and Noxious Knives reduce the movement speed of targets they damage by 40% for 6 seconds. In addition, Noxious Knives deals 25% more damage. Solo Single-Enemy Suggestion: A boost to noxious knives' damage may be good for leveling or solo content where you can't rely on a better AoE teammate to do it for you, but if the extra AoE isn't needed you could also choose the Evasion passive for a better defensive or Debilitate for a useful 4 second stun. Solo Many-Enemy Suggestion: A boost to noxious knives' damage may be good for leveling or solo content where you can't rely on a better AoE teammate to do it for you, but if the extra AoE isn't needed you could also choose the Evasion passive for a better defensive or Debilitate for a useful 4 second stun. | |
LvL27 | DebilitateOptional Stun 4m (melee range) Level 27 Option 2/3 Deals energy damage and stuns the target for 4 seconds. You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general. | |
LvL27 | Quick CountermeasuresOptional Passive Level 27 Option 3/3 Reduces the cooldown of Evasion by 15 seconds. While Evasion is active, your movement speed is increased by 100% and the damage you take from area effects is reduced by 60%. Reduces the cooldown of Evasion by 15 seconds. While Evasion is active, your movement speed is increased by 100% and the damage you take from area effects is reduced by 60%. Flashpoint Suggestion: Adding a DR effect to your Operative in group content is by far the best choice here. This upgrade to Evasion makes you much easier to heal in group content! Operation Suggestion: Adding a DR effect to your Operative in group content is by far the best choice here. This upgrade to Evasion makes you much easier to heal in group content! | |
LvL31 | Kolto ProbeHeal 30m (long range) Summons a droid that heals a friendly target over 18 seconds. Stacks up to 2 times. Summons a droid that heals a friendly target over 18 seconds. Stacks up to 2 times. | |
LvL35 | Cloaking ScreenCombat Stealth Overloads your stealth generator, immediately exiting combat, purging all hostile removable effects and entering stealth mode. For 10 seconds, you become virtually undetectable. Enter Stealth while you are in combat, either to run away, to sneak off and heal up, or to take advantage of stealth in the fight. If you enter Combat Stealth while you are alone or all your team mates are dead, the fight may reset. | |
LvL35 | Sleep DartCrowd Control 10m (short range) 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. Your crowd control (CC) is a special type of stun you can only use when your enemy is outside of combat. You use it before a fight, to temporarily knock an opponent out of the fight while you deal with the other enemies. Accidentally damaging your crowd control'd target will wake them up. | |
LvL35 | Crippling SliceAttack Slow 4m (melee range) Slices the target low for kinetic damage and immobilizes it, preventing it from moving or turning for 4 seconds. Slows slow the enemy down, making it hard for them to run away. | |
LvL35 | Tactical OpportunityPassive Collateral Strike immediately re-grants Tactical Advantage when hitting a poisoned target. This effect cannot occur more than once every 10 seconds. Collateral Strike immediately re-grants Tactical Advantage when hitting a poisoned target. This effect cannot occur more than once every 10 seconds. | |
LvL39 | Crippling ThrowOptional Attack Distance Slow 10m (short range) Level 39 Option 1/3 Throws a knife at the target, dealing kinetic damage and immobilzing it, preventing it from moving or turning for 4 seconds. Grants a Tactical Advantage. Slows slow the enemy down, making it hard for them to run away. | |
LvL39 | The Best DefenseOptional Passive Level 39 Option 2/3 Crippling Slice now steals life from the target, healing you for 100% of the damage it deals and causing the target to deal 20% less damage to you for 6 seconds. Crippling Slice now steals life from the target, healing you for 100% of the damage it deals and causing the target to deal 20% less damage to you for 6 seconds. | |
LvL39 | Crippling WoundsOptional Passive Level 39 Option 3/3 Crippling Slice causes the next direct damage attack against the target to critically hit. This effect lasts 10 seconds. Crippling Slice causes the next direct damage attack against the target to critically hit. This effect lasts 10 seconds. General Suggestion: This choice provides a huge boost to your burst damage on a burst damage combat style and can't be missed. Always follow up crippling slice with Backstab with this choice! The cooldowns may not always line up, so some slices may need to be followed up with lacerate, but Backstab will do the most damage with it's buff. | |
LvL39 | Toxic HazeArea Attack Executes your Tactical Advantage to drop a canister that fills the vicinity with poisonous gas, dealing internal damage to up to 8 enemy targets within 8 meters over 6 seconds. The haze stuns standard and weak enemies for 6 seconds. Requires and consumes Tactical Advantage. Executes your Tactical Advantage to drop a canister that fills the vicinity with poisonous gas, dealing internal damage to up to 8 enemy targets within 8 meters over 6 seconds. The haze stuns standard and weak enemies for 6 seconds. Requires and consumes Tactical Advantage. | |
LvL43 | Tactical CriticalOptional Passive Level 43 Option 1/3 Critically hitting with a direct damage attack applies Tactical Critical to you, which increases your critical hit chance by 2% per stack. Stacks up to 5 times and lasts 8 seconds. Activating Stim Boost purges movement based effects and grants 5 stacks of Tactical Critical. Critically hitting with a direct damage attack applies Tactical Critical to you, which increases your critical hit chance by 2% per stack. Stacks up to 5 times and lasts 8 seconds. Activating Stim Boost purges movement based effects and grants 5 stacks of Tactical Critical. Flashpoint Suggestion: The flat increase to criticals that this gives is great for longer fights. If your team is going through the flashpoint extremely quickly, you may see better results with Tactical Overdrive instead. Operation Suggestion: The flat increase to criticals that this gives is great for longer fights. If your team is going through the flashpoint extremely quickly, you may see better results with Tactical Overdrive instead. | |
LvL43 | Advanced StealthOptional Passive Level 43 Option 2/3 Gaining an Tactical Advantage with an attack that breaks stealth applies Active Stealth for 6 seconds. While you are in Active Stealth your chance to dodge melee and ranged attacks is increased by 200% and your next direct damage attack critically hits. Dealing or taking damage breaks Active Stealth. Gaining an Tactical Advantage with an attack that breaks stealth applies Active Stealth for 6 seconds. While you are in Active Stealth your chance to dodge melee and ranged attacks is increased by 200% and your next direct damage attack critically hits. Dealing or taking damage breaks Active Stealth. | |
LvL43 | Tactical OverdriveOptional Buff Level 43 Option 3/3 Resets the cooldown of Stim Boost, Volatile Substance, Backstab, and Shield Probe and increases your Mastery by 20% for 15 seconds. Resets the cooldown of Stim Boost, Volatile Substance, Backstab, and Shield Probe and increases your Mastery by 20% for 15 seconds. Solo Single-Enemy Suggestion: For very short fights in solo content, you can get more damage out faster with this extra buff reseting your cooldown on every major attack. The longer the fight drags on, the better Tactical Critical becomes as a choice, however. Solo Many-Enemy Suggestion: For very short fights in solo content, you can get more damage out faster with this extra buff reseting your cooldown on every major attack. The longer the fight drags on, the better Tactical Critical becomes as a choice, however. | |
LvL43 | CullingPassive Increases the damage dealt by Laceration and Collateral Strike by 5%. In addition, when Collateral Strike damages a target, you recover 2 energy. Increases the damage dealt by Laceration and Collateral Strike by 5%. In addition, when Collateral Strike damages a target, you recover 2 energy. | |
LvL47 | Volatile SubstanceAttack 10m (short range) Injects a substance into the target that, after settling in for a few seconds, will react when the target takes damage from one of your poisons, dealing internal damage and making the target assailable for 45 seconds. Assailable targets take 7% more damage from elemental and internal attacks. Injects a substance into the target that, after settling in for a few seconds, will react when the target takes damage from one of your poisons, dealing internal damage and making the target assailable for 45 seconds. Assailable targets take 7% more damage from elemental and internal attacks. | |
LvL47 | Elite EducationPassive Increases the critical chance of Kolto Infusion, Backstab, and Lethal Strike by 15%. Increases the critical chance of Kolto Infusion, Backstab, and Lethal Strike by 15%. | |
LvL47 | Shield ProbeDefensive Summons a probe droid that projects a shield around you for up to 10 seconds, absorbing damage. Does not break stealth. Summons a probe droid that projects a shield around you for up to 10 seconds, absorbing damage. Does not break stealth. | |
LvL51 | Toxin ScanCleanse 30m (long range) Cleanses a friendly target of up to 2 negative tech or physical effects. Your cleanse can help remove harmful effects from you or other players. | |
LvL51 | InfiltratorOptional Passive Level 51 Option 1/3 Increases movement speed by 15% and effective stealth level by 3. Increases movement speed by 15% and effective stealth level by 3. Solo Single-Enemy Suggestion: As a stealth combat style, this may speed up your grindable solo content farms a little bit. For real tangible benefit in combat, take Chem-resistant Inlays. Solo Many-Enemy Suggestion: As a stealth combat style, this may speed up your grindable solo content farms a little bit. For real tangible benefit in combat, take Chem-resistant Inlays. | |
LvL51 | Advanced CloakingOptional Passive Level 51 Option 2/3 Reduces the cooldown of Cloaking Screen by 30 seconds and activating Cloaking Screen increases movement speed by 50% for 6 seconds. Reduces the cooldown of Cloaking Screen by 30 seconds and activating Cloaking Screen increases movement speed by 50% for 6 seconds. | |
LvL51 | Chem-resistant InlaysOptional Passive Level 51 Option 3/3 Increases damage reduction by 5%. Increases damage reduction by 5%. Flashpoint Suggestion: It will make your healers very happy to see a less squishy Operative. Take this by default. Operation Suggestion: It will make your healers very happy to see a less squishy Operative. Take this by default. | |
LvL51 | Acid BladePassive Coats your instruments in acid, causing Backstab to deal an additional internal poison damage over 6 seconds and increasing armor penetration by 30% for 15 seconds. Coats your instruments in acid, causing Backstab to deal an additional internal poison damage over 6 seconds and increasing armor penetration by 30% for 15 seconds. | |
LvL60 | Veiled StrikeAttack 4m (melee range) Strikes the target for kinetic damage, granting a Tactical Advantage. Replaces Shiv. Strikes the target for kinetic damage, granting a Tactical Advantage. Replaces Shiv. | |
LvL60 | Prey on the WeakPassive Laceration deals 10% more damage to targets affected by your Acid Blade. Laceration deals 10% more damage to targets affected by your Acid Blade. | |
LvL60 | ExfiltrateMovement 12m Roll forward 12 meters. 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. Exfiltrate has 2 ability charges and recharges one charge every 8 seconds. Roll forward 12 meters. 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. Exfiltrate has 2 ability charges and recharges one charge every 8 seconds. | |
LvL64 | Med ShieldOptional Passive Level 64 Option 1/3 Your Shield Probe heals you for 5% of your maximum health when it collapses. Your Shield Probe heals you for 5% of your maximum health when it collapses. General Suggestion: This is definitely the best defensive bonus on this tier. You shouldn't have energy problems so bad as to need Endorphin Rush, but it is there if you are having troubles. | |
LvL64 | Endorphin RushOptional Passive Level 64 Option 2/3 Adrenaline Probe now immediately restores 15 additional energy. Adrenaline Probe now immediately restores 15 additional energy. | |
LvL64 | Evasive ScreenOptional Passive Level 64 Option 3/3 When activated, Cloaking Screen grants 2 seconds of Evasion. When activated, Cloaking Screen grants 2 seconds of Evasion. | |
LvL68 | InfiltrateOptional Stealth Level 68 Option 1/3 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. 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. | |
LvL68 | Flash Bang Optional Area Stun 10m (short range) Level 68 Option 2/3 Detonates a flash bang that blinds the target and up to 7 nearby enemies for 8 seconds. Damage causes this effect to end prematurely. When Flash Bang ends it leaves behind Flash Powder that reduces the target's accuracy by 20% for 8 seconds. Stuns allow you to knock enemies out of the fight temporarily. Some stuns break on damage - so if you attack the enemy while they are stunned with any type of attack, they will no longer be stunned. | |
LvL68 | HolotraverseOptional Movement 30m (long range) Level 68 Option 3/3 Supercharge your stealth generator, generating a Tactical Advantage and quickly moving you to a friendly or enemy target and increasing your movement speed by 75% for 3 seconds. Can be used while immobilized and purges any movement impairing effects. Does not break stealth. Cannot be used against enemy targets in cover. Supercharge your stealth generator, generating a Tactical Advantage and quickly moving you to a friendly or enemy target and increasing your movement speed by 75% for 3 seconds. Can be used while immobilized and purges any movement impairing effects. Does not break stealth. Cannot be used against enemy targets in cover. Solo Single-Enemy Suggestion: Holotraverse generating an Tactical Advantage makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something. Solo Many-Enemy Suggestion: Holotraverse generating an Tactical Advantage makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something. Flashpoint Suggestion: Holotraverse generating an Tactical Advantage makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something or are helping your less sneaky group members get around enemies. Operation Suggestion: Holotraverse generating an Tactical Advantage makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something or are helping your less sneaky group members get around enemies. | |
LvL68 | Shadow Operative ElitePassive Increases your effective stealth level by 2. In addition, when you activate Exfiltrate, you dodge or resist all incoming attacks for 1.5 seconds. Increases your effective stealth level by 2. In addition, when you activate Exfiltrate, you dodge or resist all incoming attacks for 1.5 seconds. | |
LvL68 | Tactical SuperiorityOperation Buff 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. Those affected by Tactical Superiority become Agitated and cannot regain Tactical Superiority for 5 minutes. 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. Those affected by Tactical Superiority become Agitated and cannot regain Tactical Superiority for 5 minutes. | |
LvL73 | Evasive ImperativeOptional Passive Level 73 Option 1/3 Every time you get attacked, the active cooldown of your Evasion is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. Every time you get attacked, the active cooldown of your Evasion is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. Flashpoint Suggestion: Evasive Imperative provides the best benefit over the duration of a fight for your survivability. Blow for Blow may be helpful for some extra damage but trying to reflect damage can be risky on an operative in group content. Operation Suggestion: Evasive Imperative provides the best benefit over the duration of a fight for your survivability. Blow for Blow may be helpful for some extra damage but trying to reflect damage can be risky on an operative in group content. | |
LvL73 | Jarring StrikeOptional Passive Level 73 Option 2/3 When used from stealth, Backstab and Lethal Strike interrupt and knock down the target for 3 seconds. Player targets are immobilized for 3 seconds, rather than being knocked down. When used from stealth, Backstab and Lethal Strike interrupt and knock down the target for 3 seconds. Player targets are immobilized for 3 seconds, rather than being knocked down. Solo Single-Enemy Suggestion: So long as your enemy isn't immune to the effects, the stuns resulting from this choice may help some tough solo fights to be easier at the start. If they're immune anyway, go ahead and take Evasive Imperative as it will provide the most defense over time. Solo Many-Enemy Suggestion: So long as your enemy isn't immune to the effects, the stuns resulting from this choice may help some tough solo fights to be easier at the start. If they're immune anyway, go ahead and take Evasive Imperative as it will provide the most defense over time. | |
LvL73 | Blow for BlowOptional Passive Level 73 Option 3/3 Activating Evasion grants Blow for Blow, returning 150% of direct single target tech and Force damage taken back to the attacker while Evasion is active. Activating Evasion grants Blow for Blow, returning 150% of direct single target tech and Force damage taken back to the attacker while Evasion is active. | |
LvL73 | Revealing WeaknessPassive Damage dealt by Volatile Substance marks the target with Revealing Weakness, allowing your next Backstab against the target to be useable while face-to-face with the target and treated as though you attacked from stealth. Damage dealt by Volatile Substance marks the target with Revealing Weakness, allowing your next Backstab against the target to be useable while face-to-face with the target and treated as though you attacked from stealth. | |
LvL78 | Calculated FrenzyPassive Backstab grants Calculated Frenzy, which increases ranged and tech critical chance by 10% for 15 seconds. In addition, damage dealt by Veiled Strike causes the target to become susceptible for 45 seconds. Susceptible targets take 5% more damage from tech attacks. Backstab grants Calculated Frenzy, which increases ranged and tech critical chance by 10% for 15 seconds. In addition, damage dealt by Veiled Strike causes the target to become susceptible for 45 seconds. Susceptible targets take 5% more damage from tech attacks. |
Milestones
- At Level 15 you will get your first exclusive ability only the Concealment Operative has, it will be called Laceration.
- At Level 23 you will get to choose a way to change how Laceration works from three different options. This is your first Ability Tree choice, and you can make it by pressing K on your keyboard and selecting an option from the Concealment Ability Tree on the right.
- At Level 27 you will get your second choice between three options in your Ability Tree. These options may be useable abilities you can click, or they can be passive abilities which give you a boost to your existing abilities.
- At Level 47 you will get your second exclusive ability only the Concealment Operative gets, it will be called Crippling Slice.
- At Level 39 you will get to choose a way to change how Crippling Slice works from three different options in your Ability Tree.
- At Level 47 and 60 you will get your last two exclusive abilities only the Concealment Operative has, Volatile Substance and Veiled Strike.
- At Level 73, you will get to make an important choice between three major abilities. This is a big choice all players need to make for their character.
- At Level 43, 51, 64, 68 you will get to make additional choices for your Operative.
- All of these Ability Tree choices are not permanent. You can change them any time you are not in combat and are not in a queue for Flashpoints, Operations or PvP.