Tactical items are a high-level type of gear that was introduced to Star Wars: The Old Republic in the Onslaught expansion. You can equip one tactical item at a time, just like you can only have one earpiece equipped.
UPDATE: This guide is now updated for the 7.4 Update and Level 80!
The difference between tactical items and other pieces of gear is that instead of giving you additional stats, tactical items drastically change one of your existing abilities. Some tactical items can be used by all classes, some can only be used by certain classes, others are designed for specific advanced classes, and some are tied to specific combat proficiencies.
For example, a Telekenetics Sage Jedi Consular could wear a general tactical item, a Jedi Consular tactical item, a Jedi Consular Sage tactical item, or wear a tactical item specifically for Telekenetics. If a tactical item is meant for a specific class, it will say so at the bottom of the tactical item’s tooltip.
Tactical items can be switched out at any time when you aren’t in combat, so you might want to keep a few on hand and switch them out as it makes sense. Tacticals aren’t designed for a specific type of content, for example there’s no pvp-only tactical items, but you may find different tacticals come in handy for the different types of content you enjoy. All tactical items are legacy-bound, which means you can share them between all your characters on your server.
Contents
How do I get a tactical?
Once you hit level 75, you can pick up a tactical and continue using it from levels 75-80. Most tacticals can be purchased from a vendor located in the Supplies section of the Fleet. Tactical items cost 3,000 Tech Fragments and 1 million credits. Tech Fragments can be earned through most activities at a high level including Conquest, Heroics, Dailies, Repeatable Story Chapters, Flashpoints, Operations, PvP and GSF. How to Get Tech Fragments
- Republic: Sabac Sav <Tacticals> (a Selkath)
- Imperial: Morro the Reaper <Tactical> (big bounty hunter in blue and red armor)
Combat Styles/Disciplines: These vendors will automatically show you tacticals useable by your character for your current discipline – you can change the drop down at the top to say “All” instead of your current discipline, and it will show you all the Tacticals, but you’ll only be able to purchase them on the correct Combat Style listed on the tactical when you hover over it – so you can’t buy your Trooper’s tactical while on your Sith Inquisitor, but if you’re currently a Sith Inquisitor healer you can buy the Sith Inquisitor damage tactical without having to switch over. If you have two combat Styles, for example a Vanguard and Operative, if you are currently a Vanguard on your character sheet, you’ll need to switch over to Operative before you can buy the Operative tacticals. Tech Fragments, the currency to buy tacticals, is legacy-bound and shared across all characters on your account.
Other Tacticals: There are a few tacticals that can only be obtained through other methods including the Onderon Reputation track, the Corellia flashpoint drops one, there are some fun on-combat ones from the Swoop event, a few are crafted with schematics from Kai Zykken, and lastly you can get the Krall’s Accord tactical for free by completing the Onslaught expansion story on Onderon.
Which Tactical should I use?
Tacticals are designed to be swapped in and out – you can collect more than one and change them up depending on your preference or what fights are coming up.
Use this chart to see recommendations from the SWTOR Theorycrafter’s Discord on which Tactical you should get.
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 |
Jedi Knight Tacticals
Icon | Tactical Name | Class | Advanced Class | Combat Proficiency | Tactical Ability | Vendor |
---|---|---|---|---|---|---|
Defel Spliced Genes | Jedi Knight | Sentinel | All | The cooldown of Force Camouflage is reduced by 5 seconds. While Force Camouflage is active, you gain a charge of Hidden Advance every 0.5 seconds. Each charge of Hidden Advance increases the damage dealt by your next melee attack by 4%. Stacks up to 12 charges and lasts for up to 6 seconds after exiting Force Camouflage. | 3,000 Tech Fragments + 1 million credits | |
Hidden Power | Jedi Knight | Sentinel | All | Force Camouflage generates 2 focus per second. | 3,000 Tech Fragments + 1 million credits | |
Grit Teeth | Jedi Knight | Guardian | All | The active cooldown of Saber Ward is reduced by 2 seconds when you are attacked. This effect cannot occur more than once per second. | Crafted / GTN, schematic rotating from Kai Zykken | |
Undying Cloak | Jedi Knight | Sentinel | All | Taking damage while Rebuke is active reduces the cooldown of Guarded by the Force by 5 seconds per hit. Cannot occur more than once every 2 seconds. | Crafted / GTN, schematic rotating from Kai Zykken | |
NEW in 7.1: Shard of Mortis | Jedi Knight | Sentinel | Combat | Dealing damage with Blade Rush grants a stack of Hyper, up to a max of 3. For each stack, your critical hit chance increases by 15% and the focus cost of your next Blade Rush increases by 1. Hyper lasts 6 seconds and ends after dealing damage with an ability that isn't Blade Rush, generating 1 focus per stack removed. | 3,000 Tech Fragments + 1 million credits | |
Andeddu’s Malevolence | Jedi Knight | Sentinel | Combat | Precision is always active but only gives a 50% armor penetration. | 3,000 Tech Fragments + 1 million credits | |
The Prosecution | Jedi Knight | Sentinel | Combat | Clashing Blast is now affected by Force Clarity. | 3,000 Tech Fragments + 1 million credits | |
Tome of Unyielding Blades | Jedi Knight | Sentinel | Combat | Force Sweep causes your next Blade Rush to do damage to up to 8 enemies near the primary target. | 3,000 Tech Fragments + 1 million credits | |
Malmourral Mask | Jedi Knight | Sentinel | Watchman | When Merciless Slash deals damage to an enemy affected by Force Melt, it triggers a burst of damage to up to 8 targets around them. | 3,000 Tech Fragments + 1 million credits | |
No Time for Fools | Jedi Knight | Sentinel | Watchman | Merciless Slash automatically kills standard and weak enemies with less than 30% health. Killing an enemy this way resets the cooldown of Merciless Slash. | 3,000 Tech Fragments + 1 million credits | |
Spiteful Saber | Jedi Knight | Sentinel | Watchman | Slash, Dispatch, and Twin Saber Throw refresh the duration of your Cauterize’s burn effect and ticks its damage. | 3,000 Tech Fragments + 1 million credits | |
Thirsty Blade | Jedi Knight | Sentinel | Watchman | Blade Barrage deals 5% more damage for each burn stacked on the target, up to 25%. | 3,000 Tech Fragments + 1 million credits | |
Cauterized Coronary | Jedi Knight | Sentinel | Concentration | Concentrated Slice causes its target to burn. | 3,000 Tech Fragments + 1 million credits | |
Enrage Crush | Jedi Knight | Sentinel | Concentration | Focused Burst and Force Sweep detonate Force Sweep, dealing Force Exhaustion’s remaining damage to up to 8 enemies in an area around the primary target. | 3,000 Tech Fragments + 1 million credits | |
Force Barter | Jedi Knight | Sentinel | Concentration | Concentrated Slice refunds one additional focus after it hits but refunds all its focus if you have fallen to zero. | 3,000 Tech Fragments + 1 million credits | |
Perseverance | Jedi Knight | Sentinel | Concentration | Using Zealous Leap with Force Clarity causes it to critically hit. | 3,000 Tech Fragments + 1 million credits | |
Rancor’s Tail | Jedi Knight | Guardian | All | Activating Saber Ward finishes the cooldown of Force Push. | 3,000 Tech Fragments + 1 million credits | |
Throwing Arm | Jedi Knight | Guardian | All | Saber Throw lowers the targets accuracy by 70% for 6 seconds. | 3,000 Tech Fragments + 1 million credits | |
A Vicious Cycle | Jedi Knight | Guardian | Vigilance | Whirling Blade triggers a Riposte that does 30% more damage. | 3,000 Tech Fragments + 1 million credits | |
Cut to Pieces | Jedi Knight | Guardian | Vigilance | When a burn tick critically hits it reduces the cooldown of Vigilant Thrust by 1 second. | 3,000 Tech Fragments + 1 million credits | |
Hemophilic Slash | Jedi Knight | Guardian | Vigilance | Blade Barrage refreshes the duration of Blade Storm, Overhead Slash, and Plasma Brand’s burns on the target and ticks their damage. | 3,000 Tech Fragments + 1 million credits | |
Hord’s Makashi Strike | Jedi Knight | Guardian | Defense | Riposte consumes Warding Strike’s damage reduction and grants Retaliating Defense, increasing damage reduction by 7% for 20 seconds. | 3,000 Tech Fragments + 1 million credits | |
Jaw Breaker | Jedi Knight | Guardian | Defense | Using Hilt Bash while Warding Call is active extends the duration of Warding Call by 5 seconds. | 3,000 Tech Fragments + 1 million credits | |
Leviathan’s Hide | Jedi Knight | Guardian | Defense | Guardian Slash generates stacks of Crushing Defenses for every enemy it hits, granting 2.5% increased damage reduction per stack for 10 seconds. Stacks up to 8 times. | 3,000 Tech Fragments + 1 million credits | |
Joiner’s Pressure | Jedi Knight | Guardian | Focus | Activating Force Push on a target affected by Force Exhaustion grants Joiner’s Pressure, increasing your damage dealt by 20% for 10 seconds. | 3,000 Tech Fragments + 1 million credits | |
Syn’s Second Amulet | Jedi Knight | Guardian | Focus | Riposte refunds one focus and finishes the cooldown of Concentrated Slice. | 3,000 Tech Fragments + 1 million credits | |
Unknowing Ancient Text | Jedi Knight | Guardian | Focus | Force Crush builds a Furious Power ability charge. | 3,000 Tech Fragments + 1 million credits | |
A Breath of Fresh Air | All | All | All | Every third activation of your basic attack restores 10% of your Class Resource. | Not Available From Vendor, Onderon Reputation | |
Biorhythm | All | All | All | Dealing Damage increases all healing done. Healing increases all damage done. Stacks up to 5 times, only one effect can be active at a time. | Not Available From Vendor, Onderon Reputation | |
Durasteel Wall | All | All | All | Successfully parrying, deflecting, or dodging an attack while under 80% health increases your damage reduction by 1% for 5 seconds. Stacks up to 3 times. | 3,000 Tech Fragments + 1 million credits | |
Krall’s Accord | All | All | All | Cycles between buffing Mastery, Accuracy, Power, Defense, Critical, Absorb, Alacrity, and Shield. In that order. | Not Available From Vendor, Onslaught Storyline | |
Luck Always Changes | All | All | All | Your critical chance with Melee, Ranged, Tech, and Force attacks is increased by 1% each second. This effect resets on a successful critical hit. | Not Available From Vendor, Corellia Flashpoint | |
Overwhelming Offense | All | All | All | Dealing damage increases all damage done for 2 seconds. Stacks up to 5 times. | 3,000 Tech Fragments + 1 million credits | |
Reliquary of Time | All | All | All | Reduces the cooldown of on use Relics by 5%. | 3,000 Tech Fragments + 1 million credits | |
Rolling Boil | All | All | All | Increases Mastery by 5% for 5 seconds when a Relic triggers. | 3,000 Tech Fragments + 1 million credits | |
The Life Warden | All | All | All | Taking damage below 20% health will rapidly heal you for a large amount. 10-minute cooldown. | 3,000 Tech Fragments + 1 million credits | |
REMOVED in 7.0: Higher Focus | Jedi Knight | Guardian | All | Combat Focus builds one Force Clarity ability charge. | Not Available | |
REMOVED in 7.0: Fanged God Form | Jedi Knight | Sentinel | Combat | Using Blade Rush adds Hyper stacks to you, increasing your critical chance by 10% and reducing the cost of your next Blade Rush by 1 focus per stack. Stacks up to 3 times. Lasts 10 seconds or until an ability other than Blade Rush is used. | Not Available | |
REMOVED in 7.0: Frenzied Power | Jedi Knight | Sentinel | All | Valorous Call builds a Force Clarity ability charge. | Not Available | |
REMOVED in 7.0: Grievous Wounds | Jedi Knight | Sentinel | All | Leg Slash’s trauma and slow effects last twice as long. | Not Available |
Jedi Consular Tacticals
Icon | Tactical Name | Class | Advanced Class | Combat Proficiency | Tactical Ability | Vendor |
---|---|---|---|---|---|---|
A Healing Hand | Jedi Consular | Sage | All | Rescue now heals you and the target and makes your next Rejuvenate free. | 3,000 Tech Fragments + 1 million credits | |
An Explosive Return | Jedi Consular | Sage | All | Returning to your Phase Walk marker causes a force explosion around you, dealing damage to any enemies around. | 3,000 Tech Fragments + 1 million credits | |
Cleanse the Agony | Jedi Consular | Sage | All | Vindicate lowers the cooldown of Restoration by 3 seconds. | Crafted / GTN, schematic rotating from Kai Zykken | |
Endless Barrier | Jedi Consular | Sage | All | Activating Force Mend removes Force Armor’s Force-imbalanced effect from you. | 3,000 Tech Fragments + 1 million credits | |
All for One | Jedi Consular | Sage | Seer | Salvation's pool concludes with a burst of light Force energy, healing up to 8 allies within it. | 3,000 Tech Fragments + 1 million credits | |
One for All | Jedi Consular | Sage | Seer | Wandering Mend heals up to 5 targets instead of 4. | 3,000 Tech Fragments + 1 million credits | |
Metaphysical Mender | Jedi Consular | Sage | Seer | Telekinetic Blitz heals an ally within 20 meters of the damaged enemy. This healing scales up with each charge of Empowered, and Empowered charges also reduce the Force Telekinetic Blitz consumes by 30% per charge. (Previously called Storm’s Succor.) | 3,000 Tech Fragments + 1 million credits | |
Elemental Convection | Jedi Consular | Sage | Telekinetics | Telekinetic Blitz triggers Tidal Force when activated. Telekinetic Wave gives you Telekinetic Flux, causing your next Telekinetic Blitz to arc to multiple targets for the next 10 seconds. | 3,000 Tech Fragments + 1 million credits | |
Eyrin’s Haste | Jedi Consular | Sage | Telekinetics | Force Speed grants an additional Clamoring Force stack. 3 Clamoring Force stacks allow Turbulence to be activated instantly, consuming all stacks. Telekinetic Burst deals 10% more damage and Turbulence deals 20% more damage while Clamoring Force is active. | 3,000 Tech Fragments + 1 million credits | |
Stormwatch | Jedi Consular | Sage | Telekinetics | Telekinetic Gust applies Stormwatch to its targets. For the next 15 seconds, whenever the target takes damage to Weaken Mind, Mind Crush, or Turbulence a force gust is called down upon the target, dealing energy damage. | 3,000 Tech Fragments + 1 million credits | |
Ticking Force-Bomb | Jedi Consular | Sage | Telekinetics | Mental Momentum now has a greater chance to activate on Mind Crush and Mind Crush deals more damage each time it ticks. | 3,000 Tech Fragments + 1 million credits | |
Mystic’s Ruthless Blade | Jedi Consular | Sage | Balance | Vanquish deals 20% more damage on initial hit. Additionally, under Mental Alacrity, Vanquish resets the cooldown of Force Serenity and causes the next Force Serenity to activate instantly. | 3,000 Tech Fragments + 1 million credits | |
Tempest of Rho | Jedi Consular | Sage | Balance | Disturbance has a 100% chance and Telekinetic Throw has 50% chance to cause Sever Force to tick an additional time whenever they deal damage. | 3,000 Tech Fragments + 1 million credits | |
The Rushdown | Jedi Consular | Sage | Balance | When Telekinetic Throw generates 4 stacks of Presence of Mind you gain Presence Blitz, allowing your next 3 Telekinetic Blitz to deal 25% more damage and cost 50% less Force. Telekinetic Blitz consumes all stacks of Presence of Mind. | 3,000 Tech Fragments + 1 million credits | |
Chant of Regeneration | Jedi Consular | Shadow | All | Force Potency increases your Force regeneration greatly for a short time. | 3,000 Tech Fragments + 1 million credits | |
Friend of the Force | Jedi Consular | Shadow | All | Resilience also applies to any ally you are guarding. | 3,000 Tech Fragments + 1 million credits | |
Jerra’s Persistence | Jedi Consular | Shadow | All | Shadow Stride gains 2 charges. | Crafted / GTN, schematic rotating from Kai Zykken | |
Traumatizer | Jedi Consular | Shadow | All | Shadow Strike and Low Slash inflict trauma for 15 seconds, reducing all healing the target receives by 20%. | 3,000 Tech Fragments + 1 million credits | |
Two Cloaks | Jedi Consular | Shadow | All | Force Cloak has 2 charges. | 3,000 Tech Fragments + 1 million credits | |
Ancient Tome of Exar Kun | Jedi Consular | Shadow | Kinetic | Slow Time generates Redirected Retribution stacks for every enemy it hits, increasing your Shield Absorption and damage reduction by 2% per stack for 5 seconds. In Addition, Shadow Strike deals 10% more damage to targets affected by Slow Time's slow effect. | 3,000 Tech Fragments + 1 million credits | |
Shroud of a Shadow | Jedi Consular | Shadow | Kinetic | Using Resilience while Kinetic Ward is active consumes Kinetic Ward and extends the duration of Resilience by .25 seconds for each Kinetic Ward stack consumed. | 3,000 Tech Fragments + 1 million credits | |
Ward of the Continuum | Jedi Consular | Shadow | Kinetic | Kinetic Ward now has 10 charges and Kinetic Bulwark can no longer restore charges. Consuming a charge of Kinetic Ward increases defense chance by 1%. This effect stacks up to 10 times and lasts for 20 seconds or until Kinetic Ward is reactivated. | 3,000 Tech Fragments + 1 million credits | |
Blade of the Elements | Jedi Consular | Shadow | Infiltration | The critical hit chance of Vaulting Slash is increased by 50% per Clairvoyance stack. Critically hitting with Clairvoyant Strike reduces the cooldown of Vaulting Slash by 1.5 seconds. | 3,000 Tech Fragments + 1 million credits | |
May Cause Injury | Jedi Consular | Shadow | Infiltration | Gaining a stack of Clairvoyance causes your next Force Breach to arc to multiple targets. | 3,000 Tech Fragments + 1 million credits | |
The Awakened Flame | Jedi Consular | Shadow | Infiltration | When Psychokinetic Blast deals damage, it causes its target to take elemental damage over 6 seconds. | 3,000 Tech Fragments + 1 million credits | |
Quick Escalation | Jedi Consular | Shadow | Serenity | The critical chance of Serenity Strike is increased by 10%. Critically hitting with Serenity Strike resets its cooldown and grants Hungering Blade, increasing the critical chance and Force cost of your next Serenity Strike. Stacks up to 3 times. | 3,000 Tech Fragments + 1 million credits | |
Severance Pay | Jedi Consular | Shadow | Serenity | Force In Balance does more damage to slowed targets and finishes the cooldown of Cleaving Cut. | 3,000 Tech Fragments + 1 million credits | |
Two Time Trouble | Jedi Consular | Shadow | Serenity | Sever Force has a 100% chance to tick an additional time when you deal damage with Spinning Strike and a 60% chance to tick an additional time when you deal damage with a non-basic melee attack. Does not trigger additional healing. | 3,000 Tech Fragments + 1 million credits | |
A Breath of Fresh Air | All | All | All | Every third activation of your basic attack restores 10% of your Class Resource. | Not Available From Vendor, Onderon Reputation | |
Biorhythm | All | All | All | Dealing Damage increases all healing done. Healing increases all damage done. Stacks up to 5 times, only one effect can be active at a time. | Not Available From Vendor, Onderon Reputation | |
Durasteel Wall | All | All | All | Successfully parrying, deflecting, or dodging an attack while under 80% health increases your damage reduction by 1% for 5 seconds. Stacks up to 3 times. | 3,000 Tech Fragments + 1 million credits | |
Krall’s Accord | All | All | All | Cycles between buffing Mastery, Accuracy, Power, Defense, Critical, Absorb, Alacrity, and Shield. In that order. | Not Available From Vendor, Onslaught Storyline | |
Luck Always Changes | All | All | All | Your critical chance with Melee, Ranged, Tech, and Force attacks is increased by 1% each second. This effect resets on a successful critical hit. | Not Available From Vendor, Corellia Flashpoint | |
Overwhelming Offense | All | All | All | Dealing damage increases all damage done for 2 seconds. Stacks up to 5 times. | 3,000 Tech Fragments + 1 million credits | |
Reliquary of Time | All | All | All | Reduces the cooldown of on use Relics by 5%. | 3,000 Tech Fragments + 1 million credits | |
Rolling Boil | All | All | All | Increases Mastery by 5% for 5 seconds when a Relic triggers. | 3,000 Tech Fragments + 1 million credits | |
The Life Warden | All | All | All | Taking damage below 20% health will rapidly heal you for a large amount. 10-minute cooldown. | 3,000 Tech Fragments + 1 million credits | |
REMOVED in 7.0: Slow Mercy | Jedi Consular | Sage | Balance | Force In Balance spreads Force Slow’s effect. Vanquish hits all nearby targets affected by your Force Suppression and Forcequake does 15% more damage to targets affected by your Force Suppression. | Not Available | |
REMOVED in 7.0: Go to Sleep, Go to Sleep! | Sith Inquisitor | Assassin | All | Mind Trap can now affect up to two targets at once. | Not Available |
Trooper Tacticals
Icon | Tactical Name | Class | Advanced Class | Combat Proficiency | Tactical Ability | Vendor |
---|---|---|---|---|---|---|
Cool Your Jets | Trooper | Commando | All | Propulsion Round Restores 20 energy and immobilizes enemies around you for 2 seconds as you leave. | 3,000 Tech Fragments + 1 million credits | |
Jettison | Trooper | Commando | All | Concussion Charge increases your movement speed by 50% for 3 seconds. For each enemy hit with Concussion Charge, the cooldown of Hold the Line is reduced by 3 seconds. | 3,000 Tech Fragments + 1 million credits | |
Power Cycle | Trooper | Commando | All | When you use an ability with Tech Override, that ability is not put on cooldown. | 3,000 Tech Fragments + 1 million credits | |
NEW in 7.1: Gyroscopic Stabilizers | Trooper | Commando | Gunnery | Reduces the cooldown of Mortar Volley by 20 seconds. Mortar Volley deals 25% more damage to targets affected by your Grav Round's Gravity Vortex. | 3,000 Tech Fragments + 1 million credits | |
Burning Bright | Trooper | Commando | Gunnery | Dealing damage with Boltstorm increases the damage of your next Vortex Bolt, stacking up to 4 times to 100%. | 3,000 Tech Fragments + 1 million credits | |
Primed Ignition | Trooper | Commando | Gunnery | Vortex Bolt causes its target to burn. Boltstorm, Demolition Round, Vortex Bolt, and Grav Round all tick its damage. | 3,000 Tech Fragments + 1 million credits | |
NEW in 7.1: Kolto Vapors | Trooper | Commando | Combat Medic | The Kolto Pods left by Kolto Bomb last a second longer and heal for an additional 5%. | 3,000 Tech Fragments + 1 million credits | |
HP-5 Dart Device | Trooper | Commando | Combat Medic | Med Shot applies a lingering heal over time effect to its target. | 3,000 Tech Fragments + 1 million credits | |
Running Rapid Restoration | Trooper | Commando | Combat Medic | Medical Probe can be cast while moving and heals an additional 10%. | 3,000 Tech Fragments + 1 million credits | |
SC-4 Treatment Scanner | Trooper | Commando | Combat Medic | Successive Treatment heals for an additional 5% and generates Supercharge stacks while channeled, up to 4 stacks for a completed channel. | 3,000 Tech Fragments + 1 million credits | |
NEW in 7.1: Magnetic Resonance | Trooper | Commando | Assault Specialist | Exploding Assault Plastique early with Mag Bolt causes your next Charged Bolts to deal additional Elemental Damage. | 3,000 Tech Fragments + 1 million credits | |
Continuous Fire | Trooper | Commando | Assault Specialist | Hail of Bolts and Mortar Volley refresh and tick your Incendiary Round burn and Serrated Bolt bleed. This effect can only occur once every 2.5 seconds. | 3,000 Tech Fragments + 1 million credits | |
Energized Charges | Trooper | Commando | Assault Specialist | The duration of Assault Specialist’s Supercharge Cell and Supercharged Burn are doubled, and their effectiveness is improved. | 3,000 Tech Fragments + 1 million credits | |
Flying Fists | Trooper | Vanguard | All | Stockstrike and Shockstrike now have a range of 10m. | 3,000 Tech Fragments + 1 million credits | |
Neural Trigger | Trooper | Vanguard | All | Dealing damage to an enemy affected by your Neural Jolt roots them for 2 seconds and ends the taunt. | Crafted / GTN, schematic rotating from Kai Zykken | |
Hotswap | Trooper | Vanguard | Shield Specialist | Transposing a guarded target gives them a large amount of damage reduction for 6 seconds, taunts enemies, and places a benign presence on you. After 6 seconds, you swap back. | 3,000 Tech Fragments + 1 million credits | |
Oil Fire | Trooper | Vanguard | Shield Specialist | Riot Gas makes targets susceptible to Ion Storm. For each enemy affected by Riot Gas hit with Ion Storm, your damage reduction is increased by 3% and the cooldown of Riot Gas is reduced by 1.5 seconds. | 3,000 Tech Fragments + 1 million credits | |
Thermal Screen | Trooper | Vanguard | Shield Specialist | Power Screen now stacks up to 6 times and Energy Blast or Disruptor Rifle only consumes 3 stacks on use. Activating Infused Kolto Packs immediately generates 6 Power Screens and finishes the cooldown of Energy Blast or Disruptor Rifle. | 3,000 Tech Fragments + 1 million credits | |
NEW in 7.1.1: Powered Detonator | Trooper | Vanguard | Tactics | Assault Plastique remains dormant on the target for 12 seconds, and can be detonated by Tactical Surge, Cell Burst, or High Impact Bolt. Depending on which is used, a different effect is applied. Tactical Surge: Slows the target by 50% for 10 seconds. Energy Burst: The cooldown of Stockstrike is reset your next Stockstrike costs no ammo. High Impact Bolt: Your next Shoulder Cannon missile deals 20% more damage. | 3,000 Tech Fragments + 1 million credits | |
NEW in 7.3: Energized Vambrace | Trooper | Vanguard | Tactics | Gaining an Energy Lode stack increases Gut's bleed and Tactical Surge's damage by 5% for 10 seconds. Stacks up to 4 times. | 3,000 Tech Fragments + 1 million credits | |
Flame Detonation | Trooper | Vanguard | Tactics | Dealing Damage with Ion Wave or Explosive Surge to a target affected by a pre-exploded Assault Plastique causes it to explode, creating a large explosion and dealing damage to all nearby enemies. | 3,000 Tech Fragments + 1 million credits | |
Explosive Weaponry | Trooper | Vanguard | Plasmatech | During Battle Focus, Shockstrike, Ion Pulse, and Plasma Flare do damage to all nearby targets and Ion Wave hits twice. | 3,000 Tech Fragments + 1 million credits | |
Flame Dissipation | Trooper | Vanguard | Plasmatech | When Pulse Generator reaches or refreshes to 2 stacks, it applies Pulse Activation to you, lowering the cost of Ion Wave by 3 energy. Stacks up to 5 times and is consumed by Ion Wave at 5 stacks. When consumed, Pulse Activation increases your elemental damage by 10% for 20 seconds. | 3,000 Tech Fragments + 1 million credits | |
Superheated Fuel | Trooper | Vanguard | Plasmatech | Battle Focus increases all elemental attack critical chance and critical hit damage by 25%. | 3,000 Tech Fragments + 1 million credits | |
A Breath of Fresh Air | All | All | All | Every third activation of your basic attack restores 10% of your Class Resource. | Not Available From Vendor, Onderon Reputation | |
Biorhythm | All | All | All | Dealing Damage increases all healing done. Healing increases all damage done. Stacks up to 5 times, only one effect can be active at a time. | Not Available From Vendor, Onderon Reputation | |
Durasteel Wall | All | All | All | Successfully parrying, deflecting, or dodging an attack while under 80% health increases your damage reduction by 1% for 5 seconds. Stacks up to 3 times. | 3,000 Tech Fragments + 1 million credits | |
Krall’s Accord | All | All | All | Cycles between buffing Mastery, Accuracy, Power, Defense, Critical, Absorb, Alacrity, and Shield. In that order. | Not Available From Vendor, Onslaught Storyline | |
Luck Always Changes | All | All | All | Your critical chance with Melee, Ranged, Tech, and Force attacks is increased by 1% each second. This effect resets on a successful critical hit. | Not Available From Vendor, Corellia Flashpoint | |
Overwhelming Offense | All | All | All | Dealing damage increases all damage done for 2 seconds. Stacks up to 5 times. | 3,000 Tech Fragments + 1 million credits | |
Reliquary of Time | All | All | All | Reduces the cooldown of on use Relics by 5%. | 3,000 Tech Fragments + 1 million credits | |
Rolling Boil | All | All | All | Increases Mastery by 5% for 5 seconds when a Relic triggers. | 3,000 Tech Fragments + 1 million credits | |
The Life Warden | All | All | All | Taking damage below 20% health will rapidly heal you for a large amount. 10-minute cooldown. | 3,000 Tech Fragments + 1 million credits | |
REMOVED in 7.0: Second Contract | Trooper | Vanguard | All | Harpoon gets two charges and finishes the cooldown of Stockstrike and Shockstrike. | Not Available | |
REMOVED in 7.1: Sonic Heal | Trooper | Vanguard | All | Sonic Round heals all allies around its target. | Not Available | |
REMOVED in 7.0: Powerlode | Trooper | Vanguard | Tactics | Power Yield instantly builds 4 Energy Lodes. Getting critically hit while under Power Yield builds an Energy Lode. | Not Available | |
REMOVED in 7.1: Missile Backblast | Trooper | Commando | All | Explosive Round knocks its target back and refunds 10 energy. | Not Available | |
REMOVED in 7.0: Thermonuclear Fusion | Trooper | Commando | Gunnery | Plasma Grenade spreads your Grav Round’s Gravity Vortex to the targets it damages, as long as it damages at least one target already affected by your Gravity Vortex. Demolition Round fires additional rounds to nearby targets affected by your Gravity Vortex. | Not Available | |
REMOVED in 7.0: Rocket Fuel Vapors | Trooper | Commando | Combat Medic | Kolto Bomb grants a stack of Supercharge for each target it hits. Supercharge Cell heals all nearby allies when activated. Kolto Bomb’s cooldown is extended by 4 seconds. | Not Available | |
REMOVED in 7.0: Magnetized Shrapnel | Trooper | Commando | Assault Specialist | Sticky Grenade now remains dormant on the target for 12 seconds. Mag Bolt detonates it, dealing double its standard damage to the primary target. | Not Available |
Smuggler Tacticals
Icon | Tactical Name | Class | Advanced Class | Combat Proficiency | Tactical Ability | Vendor |
---|---|---|---|---|---|---|
MG-2 Polygrade Dispersal Caps | Smuggler | Gunslinger | Saboteur | When Explosive Charge's Contingency Charges detonate, they deal damage to all enemies around their target. | 3,000 Tech Fragments + 1 million credits | |
Ruthless Interrogation | Smuggler | Gunslinger | Saboteur | Speed Shot refreshes Shock Charge and ticks its damage every time it hits. Blazing Speed does 75% more damage. | 3,000 Tech Fragments + 1 million credits | |
T0-R0 Ionic Discharge | Smuggler | Gunslinger | Saboteur | Explosive Charge now only triggers from Sabotage and deals 50% more damage. | 3,000 Tech Fragments + 1 million credits | |
Agitating Energies | Smuggler | Gunslinger | Sharpshooter | Vital Shot deals more damage and dealing damage with Trick Shot and Penetrating Rounds refreshes its bleed effect on its target and ticks its damage. | 3,000 Tech Fragments + 1 million credits | |
B-0 Differential Targeting System | Smuggler | Gunslinger | Sharpshooter | Activating Hightail It or returning to your marker with Hideout makes your next Aimed Shot activate instantly and deal 20% more damage. | 3,000 Tech Fragments + 1 million credits | |
Refraction Point | Smuggler | Gunslinger | Sharpshooter | Penetrating Rounds does splash damage to targets around the primary target and causes your next Trick Shot to deal splash damage as well. | 3,000 Tech Fragments + 1 million credits | |
Airborne Agents | Smuggler | Gunslinger | Dirty Fighting | Shrap Bomb spreads Hemorrhaging Blast’s effect. Dirty Blast does splash damage to all targets affected by Shrap Bomb. | 3,000 Tech Fragments + 1 million credits | |
Exploited Weakness | Smuggler | Gunslinger | Dirty Fighting | Hemorrhaging Blast deals 50% more damage. Dealing damage with Dirty Blast causes the target to take bleed damage over 18 seconds. | 3,000 Tech Fragments + 1 million credits | |
Ultraviolet Blast | Smuggler | Gunslinger | Dirty Fighting | Hemorrhaging Blast finishes off all of your bleed effects at once, dealing all their remaining damage. Hemorrhaging Blast’s cooldown is increased by 6 seconds. | 3,000 Tech Fragments + 1 million credits | |
CS-3 Velocity Holo-Dampener | Smuggler | Gunslinger | All | Hideout increases your damage reduction by 15% for 10 seconds when you return. | 3,000 Tech Fragments + 1 million credits | |
Kolto Bombardment | Smuggler | Gunslinger | All | XS Freighter Flyby heals allies in the area whenever it ticks. | 3,000 Tech Fragments + 1 million credits | |
Sniper Siege | Smuggler | Gunslinger | All | Enemies take 10% more damage while under Sweeping Gunfire. Does not affect Operation bosses. | 3,000 Tech Fragments + 1 million credits | |
Critical Surgery | Smuggler | Scoundrel | Sawbones | Emergency Medpac always critically hits on targets below 50% health. | 3,000 Tech Fragments + 1 million credits | |
Diagnostics Probe | Smuggler | Scoundrel | Sawbones | Activating Emergency Medpac reduces the cast time of your next Underworld Medicine by .25 seconds. At 3 stacks, Underworld Medicine can be cast instantly and consumes all stacks. | 3,000 Tech Fragments + 1 million credits | |
Regenerative Waves | Smuggler | Scoundrel | Sawbones | Kolto Waves consumes an Upper Hand and heals 20% more per tick. | 3,000 Tech Fragments + 1 million credits | |
Acid Lash | Smuggler | Scoundrel | Scrapper | Sucker Punch damage triggers Flechette Round damage and refreshes its duration. | 3,000 Tech Fragments + 1 million credits | |
Explosive Cells | Smuggler | Scoundrel | Scrapper | When Blood Boiler triggers, it deals damage to all enemies around the primary target and spreads its effects. | 3,000 Tech Fragments + 1 million credits | |
Volatile Strike | Smuggler | Scoundrel | Scrapper | Bludgeon automatically critically hits targets affected by your unexploded Blood Boiler and triggers it immediately. Dealing damage this way causes your next Back Blast to critically hit. | 3,000 Tech Fragments + 1 million credits | |
Catalyzed Toxins | Smuggler | Scoundrel | Ruffian | Sanguinary Shot finishes all your bleed effects on the target and deals their remaining damage immediately. Sanguinary Shot’s cooldown is extended by 9 seconds. | 3,000 Tech Fragments + 1 million credits | |
Synox Shots | Smuggler | Scoundrel | Ruffian | Sanguinary Shot does 75% more damage. Whenever a Sanguinary Shot critically hits, it restores 2 energy. | 3,000 Tech Fragments + 1 million credits | |
Viral Elements | Smuggler | Scoundrel | Ruffian | Bushwhack spreads Sanguinary Shot’s effect and Point Blank Shot does additional damage to all nearby targets affected by Bushwhack. | 3,000 Tech Fragments + 1 million credits | |
Augmented Holocomm | Smuggler | Scoundrel | All | Trick Move gains an additional charge. | 3,000 Tech Fragments + 1 million credits | |
Combat Medic Training | Smuggler | Scoundrel | All | Heartrigger Patch becomes instant cast and Kolto Pack can be cast while moving. | Crafted / GTN, schematic rotating from Kai Zykken | |
Surgical Shiv | Smuggler | Scoundrel | All | Half of Blaster Whip’s and Bludgeon’s damage heals you. | 3,000 Tech Fragments + 1 million credits | |
A Breath of Fresh Air | All | All | All | Every third activation of your basic attack restores 10% of your Class Resource. | Not Available From Vendor, Onderon Reputation | |
Biorhythm | All | All | All | Dealing Damage increases all healing done. Healing increases all damage done. Stacks up to 5 times, only one effect can be active at a time. | Not Available From Vendor, Onderon Reputation | |
Durasteel Wall | All | All | All | Successfully parrying, deflecting, or dodging an attack while under 80% health increases your damage reduction by 1% for 5 seconds. Stacks up to 3 times. | 3,000 Tech Fragments + 1 million credits | |
Krall’s Accord | All | All | All | Cycles between buffing Mastery, Accuracy, Power, Defense, Critical, Absorb, Alacrity, and Shield. In that order. | Not Available From Vendor, Onslaught Storyline | |
Luck Always Changes | All | All | All | Your critical chance with Melee, Ranged, Tech, and Force attacks is increased by 1% each second. This effect resets on a successful critical hit. | Not Available From Vendor, Corellia Flashpoint | |
Overwhelming Offense | All | All | All | Dealing damage increases all damage done for 2 seconds. Stacks up to 5 times. | 3,000 Tech Fragments + 1 million credits | |
Reliquary of Time | All | All | All | Reduces the cooldown of on use Relics by 5%. | 3,000 Tech Fragments + 1 million credits | |
Rolling Boil | All | All | All | Increases Mastery by 5% for 5 seconds when a Relic triggers. | 3,000 Tech Fragments + 1 million credits | |
The Life Warden | All | All | All | Taking damage below 20% health will rapidly heal you for a large amount. 10-minute cooldown. | 3,000 Tech Fragments + 1 million credits | |
REMOVED in 7.0: Technical Debt | Smuggler | Gunslinger | All | Flourish Shot applies Tech Debt to its target. Whenever the target is healed, so are you for a small amount. | Not Available | |
REMOVED in 7.0: Artistic Insights | Smuggler | Scoundrel | All | Hot Streak maxes out your Upper Hand. | Not Available |
Sith Warrior Tacticals
Icon | Tactical Name | Class | Advanced Class | Combat Proficiency | Tactical Ability | Vendor |
---|---|---|---|---|---|---|
Defel Spliced Genes | Sith Warrior | Marauder | All | The cooldown of Force Camouflage is reduced by 5 seconds. While Force Camouflage is active, you gain a charge of Hidden Savagery every 0.5 seconds. Each charge of Hidden Savagery increases the damage dealt by your next melee attack by 4%. Stacks up to 12 charges and lasts for up to 6 seconds after exiting Force Camouflage. | 3,000 Tech Fragments + 1 million credits | |
Hidden Power | Sith Warrior | Marauder | All | Force Camouflage generates 2 rage per second. | 3,000 Tech Fragments + 1 million credits | |
Grit Teeth | Sith Warrior | Juggernaut | All | The active cooldown of Saber Ward is reduced by 2 seconds when you are attacked. This effect cannot occur more than once per second. | Crafted / GTN, schematic rotating from Kai Zykken | |
Undying Cloak | Sith Warrior | Marauder | All | Taking damage while Cloak of Pain is active reduces the cooldown of Undying Rage by 5 seconds per hit. Cannot occur more than once every 2 seconds. | Crafted / GTN, schematic rotating from Kai Zykken | |
NEW in 7.1: Shard of Mortis | Sith Warrior | Marauder | Carnage | Dealing damage with Massacre grants a stack of Hyper, up to a max of 3. For each stack, your critical hit chance increases by 15% and the rage cost of your next Massacre increases by 1. Hyper lasts 6 seconds and ends after dealing damage with an ability that isn't Massacre, generating 1 rage per stack removed. | 3,000 Tech Fragments + 1 million credits | |
Andeddu’s Malevolence | Sith Warrior | Marauder | Carnage | Ferocity is always active but only gives a 50% armor penetration. | 3,000 Tech Fragments + 1 million credits | |
The Prosecution | Sith Warrior | Marauder | Carnage | Devastating Blast is now affected by Furious Power. | 3,000 Tech Fragments + 1 million credits | |
Tome of Unyielding Blades | Sith Warrior | Marauder | Carnage | Smash causes your next Massacre to do damage to up to 8 enemies near the primary target. | 3,000 Tech Fragments + 1 million credits | |
Malmourral Mask | Sith Warrior | Marauder | Annihilation | When Annihilate deals damage to an enemy affected by Force Rend, it triggers a burst of damage to up to 8 targets around them. | 3,000 Tech Fragments + 1 million credits | |
No Time for Fools | Sith Warrior | Marauder | Annihilation | Annihilate automatically kills standard and weak enemies with less than 30% health. Killing an enemy this way resets the cooldown of Annihilate. | 3,000 Tech Fragments + 1 million credits | |
Spiteful Saber | Sith Warrior | Marauder | Annihilation | Vicious Slash, Vicious Throw, and Dual Saber Throw refresh the duration of your Rupture’s bleed effect and ticks its damage. | 3,000 Tech Fragments + 1 million credits | |
Thirsty Blade | Sith Warrior | Marauder | Annihilation | Ravage deals 5% more damage for each bleed stacked on the target, up to 25%. | 3,000 Tech Fragments + 1 million credits | |
Cauterized Coronary | Sith Warrior | Marauder | Fury | Furious Strike causes its target to bleed. | 3,000 Tech Fragments + 1 million credits | |
Enrage Crush | Sith Warrior | Marauder | Fury | Raging Burst and Smash detonate Force Crush, dealing Force Crush’s remaining damage to up to 8 enemies in an area around the primary target. | 3,000 Tech Fragments + 1 million credits | |
Force Barter | Sith Warrior | Marauder | Fury | Furious Strike refunds one additional rage after it hits but refunds all its rage if you have fallen to zero. | 3,000 Tech Fragments + 1 million credits | |
Perseverance | Sith Warrior | Marauder | Fury | Using Obliterate with Furious Power causes it to critically hit. | 3,000 Tech Fragments + 1 million credits | |
Rancor’s Tail | Sith Warrior | Juggernaut | All | Activating Saber Ward finishes the cooldown of Force Push. | 3,000 Tech Fragments + 1 million credits | |
Throwing Arm | Sith Warrior | Juggernaut | All | Saber Throw lowers the targets accuracy by 70% for 6 seconds. | 3,000 Tech Fragments + 1 million credits | |
A Vicious Cycle | Sith Warrior | Juggernaut | Vengeance | Hew triggers a Retaliation that does 30% more damage. | 3,000 Tech Fragments + 1 million credits | |
Cut to Pieces | Sith Warrior | Juggernaut | Vengeance | When a bleed tick critically hits it reduces the cooldown of Vengeful Slam by 1 second. | 3,000 Tech Fragments + 1 million credits | |
Hemophilic Slash | Sith Warrior | Juggernaut | Vengeance | Ravage refreshes the duration of Force Scream, Impale, and Shatter’s bleeds on the target and ticks their damage. | 3,000 Tech Fragments + 1 million credits | |
Hord’s Makashi Strike | Sith Warrior | Juggernaut | Immortal | Retaliation consumes Aegis Assault’s damage reduction and grants Retaliating Defense, increasing damage reduction by 7% for 20 seconds. | 3,000 Tech Fragments + 1 million credits | |
Jaw Breaker | Sith Warrior | Juggernaut | Immortal | Using Backhand while Invincible extends the duration of Invincible by 5 seconds. | 3,000 Tech Fragments + 1 million credits | |
Leviathan’s Hide | Sith Warrior | Juggernaut | Immortal | Crushing Blow generates stacks of Crushing Defenses for every enemy it hits, granting 2.5% increased damage reduction per stack for 10 seconds. Stacks up to 8 times. | 3,000 Tech Fragments + 1 million credits | |
Joiner’s Pressure | Sith Warrior | Juggernaut | Rage | Activating Force Push on a target affected by Force Crush grants Joiner’s Pressure, increasing your damage dealt by 20% for 10 seconds. | 3,000 Tech Fragments + 1 million credits | |
Syn’s Second Amulet | Sith Warrior | Juggernaut | Rage | Retaliation refunds one rage and finishes the cooldown of Furious Strike. | 3,000 Tech Fragments + 1 million credits | |
Unknowing Ancient Text | Sith Warrior | Juggernaut | Rage | Force Crush builds a Furious Power ability charge. | 3,000 Tech Fragments + 1 million credits | |
A Breath of Fresh Air | All | All | All | Every third activation of your basic attack restores 10% of your Class Resource. | Not Available From Vendor, Onderon Reputation | |
Biorhythm | All | All | All | Dealing Damage increases all healing done. Healing increases all damage done. Stacks up to 5 times, only one effect can be active at a time. | Not Available From Vendor, Onderon Reputation | |
Durasteel Wall | All | All | All | Successfully parrying, deflecting, or dodging an attack while under 80% health increases your damage reduction by 1% for 5 seconds. Stacks up to 3 times. | 3,000 Tech Fragments + 1 million credits | |
Krall’s Accord | All | All | All | Cycles between buffing Mastery, Accuracy, Power, Defense, Critical, Absorb, Alacrity, and Shield. In that order. | Not Available From Vendor, Onslaught Storyline | |
Luck Always Changes | All | All | All | Your critical chance with Melee, Ranged, Tech, and Force attacks is increased by 1% each second. This effect resets on a successful critical hit. | Not Available From Vendor, Corellia Flashpoint | |
Overwhelming Offense | All | All | All | Dealing damage increases all damage done for 2 seconds. Stacks up to 5 times. | 3,000 Tech Fragments + 1 million credits | |
Reliquary of Time | All | All | All | Reduces the cooldown of on use Relics by 5%. | 3,000 Tech Fragments + 1 million credits | |
Rolling Boil | All | All | All | Increases Mastery by 5% for 5 seconds when a Relic triggers. | 3,000 Tech Fragments + 1 million credits | |
The Life Warden | All | All | All | Taking damage below 20% health will rapidly heal you for a large amount. 10-minute cooldown. | 3,000 Tech Fragments + 1 million credits | |
REMOVED in 7.0: Higher Focus | Sith Warrior | Juggernaut | All | Enrage builds one Furious Power ability charge. | Not Available | |
REMOVED in 7.0: Frenzied Power | Jedi Knight | Marauder | Frenzy builds a Furious Power ability charge. | Not Available | ||
REMOVED in 7.0: Grievous Wounds | Sith Warrior | Marauder | All | Crippling Slash’s trauma and slow effects last twice as long. | Not Available | |
REMOVED in 7.0: Fanged God Form | Sith Warrior | Marauder | Carnage | Using Massacre adds Hyper stacks to you, increasing your critical chance by 10% and reducing the cost of your next Massacre by 1 rage per stack. Stacks up to 3 times. Lasts 10 seconds or until an ability other than Massacre is used. | Not Available |
Sith Inquisitor Tacticals
Icon | Tactical Name | Class | Advanced Class | Combat Proficiency | Tactical Ability | Vendor |
---|---|---|---|---|---|---|
All for One | Sith Inquisitor | Sorcerer | Corruption | Revivification's pool concludes with a burst of dark Force energy, healing up to 8 allies within it. | 3,000 Tech Fragments + 1 million credits | |
One for All | Sith Inquisitor | Sorcerer | Corruption | Roaming Mend heals up to 5 targets instead of 4. | 3,000 Tech Fragments + 1 million credits | |
Metaphysical Mender | Sith Inquisitor | Sorcerer | Corruption | Volt Rush heals an ally within 20 meters of the damaged enemy. This healing scales up with each charge of Empowered, and Empowered charges also reduce the Force Volt Rush consumes by 30% per charge. (Previously called Storm’s Succor.) | 3,000 Tech Fragments + 1 million credits | |
Elemental Convection | Sith Inquisitor | Sorcerer | Lightning | Volt Rush triggers Lightning Storm when activated. Chain Lightning gives you Volt Flux, causing your next Volt Rush to arc to multiple targets for the next 10 seconds. | 3,000 Tech Fragments + 1 million credits | |
Eyrin’s Haste | Sith Inquisitor | Sorcerer | Lightning | Force Speed grants an additional Convection stack. 3 Convection stacks allow Thundering Blast to be activated instantly, consuming all stacks. Lightning Bolt deals 10% more damage and Thundering Blast deals 20% more damage while Convection is active. | 3,000 Tech Fragments + 1 million credits | |
Stormwatch | Sith Inquisitor | Sorcerer | Lightning | Lightning Flash applies Stormwatch to its targets. For the next 15 seconds, whenever the target takes damage to Affliction, Crushing Darkness, or Thundering Blast a lightning bolt is called down upon the target, dealing energy damage. | 3,000 Tech Fragments + 1 million credits | |
Ticking Force-Bomb | Sith Inquisitor | Sorcerer | Lightning | Forked Darkness now has a greater chance to activate on Crushing Darkness and Crushing Darkness deals more damage each time it ticks. | 3,000 Tech Fragments + 1 million credits | |
Mystic’s Ruthless Blade | Sith Inquisitor | Sorcerer | Madness | Demolish deals 20% more damage on initial hit. Additionally, under Polarity Shift, Demolish resets the cooldown of Force Leech and causes the next Force Leech to activate instantly. | 3,000 Tech Fragments + 1 million credits | |
Tempest of Rho | Sith Inquisitor | Sorcerer | Madness | Lightning Strike has a 100% chance and Force Lightning has 50% chance to cause Creeping Terror to tick an additional time whenever they deal damage. | 3,000 Tech Fragments + 1 million credits | |
The Rushdown | Sith Inquisitor | Sorcerer | Madness | When Force Lightning generates 4 stacks of Wrath you gain Wrath Rush, allowing your next 3 Volt Rushes to deal 25% more damage and cost 50% less force. Volt Rush consumes all stacks of Wrath. | 3,000 Tech Fragments + 1 million credits | |
Endless Barrier | Sith Inquisitor | Sorcerer | All | Activating Unnatural Preservation removes Static Barrier’s Deionize effect from you. | 3,000 Tech Fragments + 1 million credits | |
An Explosive Return | Sith Inquisitor | Sorcerer | All | Returning to your Phase Walk marker causes a force explosion around you, dealing damage to any enemies around. | 3,000 Tech Fragments + 1 million credits | |
Cleanse the Agony | Sith Inquisitor | Sorcerer | All | Consuming Darkness lowers the cooldown of Expunge by 3 seconds. | Crafted / GTN, schematic rotating from Kai Zykken | |
A Healing Hand | Sith Inquisitor | Sorcerer | All | Extrication now heals you and the target and makes your next Resurgence free. | 3,000 Tech Fragments + 1 million credits | |
Ancient Tome of Exar Kun | Sith Inquisitor | Assassin | Darkness | Wither generates Redirected Wrath stacks for every enemy it hits, increasing your Shield Absorption and damage reduction by 2% per stack for 5 seconds. In addition, Maul deals 10% more damage to targets affected by Wither's slow effect. | 3,000 Tech Fragments + 1 million credits | |
Shroud of a Shadow | Sith Inquisitor | Assassin | Darkness | Using Force Shroud while Dark Ward is active consumes Dark Ward and extends the duration of Force Shroud by .25 seconds for each Dark Ward stack consumed. | 3,000 Tech Fragments + 1 million credits | |
Ward of the Continuum | Sith Inquisitor | Assassin | Darkness | Dark Ward now has 10 charges and Dark Bulwark can no longer restore charges. Consuming a charge of Dark Ward increases defense chance by 1%. This effect stacks up to 10 times and lasts for 20 seconds or until Dark Ward is reactivated. | 3,000 Tech Fragments + 1 million credits | |
Blade of the Elements | Sith Inquisitor | Assassin | Deception | The critical hit chance of Reaping Strike is increased by 50% per Voltage stack. Critically hitting with Voltaic Slash reduces the cooldown of Reaping Strike by 1.5 seconds. | 3,000 Tech Fragments + 1 million credits | |
May Cause Injury | Sith Inquisitor | Assassin | Deception | Gaining a stack of Induction causes your next Discharge to arc to multiple targets. | 3,000 Tech Fragments + 1 million credits | |
The Awakened Flame | Sith Inquisitor | Assassin | Deception | When Ball Lightning deals damage, it causes its target to become electrified, dealing energy damage over 6 seconds. | 3,000 Tech Fragments + 1 million credits | |
Quick Escalation | Sith Inquisitor | Assassin | Hatred | The critical chance of Leeching Strike is increased by 10%. Critically hitting with Leeching Strike resets its cooldown and grants Hungering Blade, increasing the critical chance and Force cost of your next Leeching Strike. Stacks up to 3 times. | 3,000 Tech Fragments + 1 million credits | |
Severance Pay | Sith Inquisitor | Assassin | Hatred | Death Field does more damage to slowed targets and finishes the cooldown of Severing Slash. | 3,000 Tech Fragments + 1 million credits | |
Two Cloaks | Sith Inquisitor | Assassin | All | Force Cloak has 2 charges. | 3,000 Tech Fragments + 1 million credits | |
Jerra’s Persistence | Sith Inquisitor | Assassin | All | Phantom Stride gains 2 charges. | Crafted / GTN, schematic rotating from Kai Zykken | |
Traumatizer | Sith Inquisitor | Assassin | All | Maul and Low Slash inflict trauma for 15 seconds, reducing all healing the target receives by 20%. | 3,000 Tech Fragments + 1 million credits | |
Two Time Trouble | Sith Inquisitor | Assassin | Hatred | Creeping Terror has a 100% chance to tick an additional time when you deal damage with Assassinate and a 60% chance to tick an additional time when you deal damage with a non-basic melee attack. Does not trigger additional healing. | 3,000 Tech Fragments + 1 million credits | |
Chant of Regeneration | Sith Inquisitor | Assassin | All | Recklessness increases your Force regeneration greatly for a short time. | 3,000 Tech Fragments + 1 million credits | |
Friend of the Force | Sith Inquisitor | Assassin | All | Force Shroud also applies to any ally you are guarding. | 3,000 Tech Fragments + 1 million credits | |
A Breath of Fresh Air | All | All | All | Every third activation of your basic attack restores 10% of your Class Resource. | Not Available From Vendor, Onderon Reputation | |
Biorhythm | All | All | All | Dealing Damage increases all healing done. Healing increases all damage done. Stacks up to 5 times, only one effect can be active at a time. | Not Available From Vendor, Onderon Reputation | |
Durasteel Wall | All | All | All | Successfully parrying, deflecting, or dodging an attack while under 80% health increases your damage reduction by 1% for 5 seconds. Stacks up to 3 times. | 3,000 Tech Fragments + 1 million credits | |
Krall’s Accord | All | All | All | Cycles between buffing Mastery, Accuracy, Power, Defense, Critical, Absorb, Alacrity, and Shield. In that order. | Not Available From Vendor, Onslaught Storyline | |
Luck Always Changes | All | All | All | Your critical chance with Melee, Ranged, Tech, and Force attacks is increased by 1% each second. This effect resets on a successful critical hit. | Not Available From Vendor, Corellia Flashpoint | |
Overwhelming Offense | All | All | All | Dealing damage increases all damage done for 2 seconds. Stacks up to 5 times. | 3,000 Tech Fragments + 1 million credits | |
Reliquary of Time | All | All | All | Reduces the cooldown of on use Relics by 5%. | 3,000 Tech Fragments + 1 million credits | |
Rolling Boil | All | All | All | Increases Mastery by 5% for 5 seconds when a Relic triggers. | 3,000 Tech Fragments + 1 million credits | |
The Life Warden | All | All | All | Taking damage below 20% health will rapidly heal you for a large amount. 10-minute cooldown. | 3,000 Tech Fragments + 1 million credits | |
REMOVED in 7.0: Slow Mercy | Sith Inquisitor | Sorcerer | Madness | Death Field spreads Force Slow’s effect. Demolish hits all nearby targets affected by your Deathmark and Force Storm does 15% more damage to targets affected by your Deathmark. | Not Available | |
REMOVED in 7.0: Go to Sleep, Go to Sleep! | Sith Inquisitor | Assassin | All | Mind Trap can now affect up to two targets at once. | Not Available |
Bounty Hunter Tacticals
Icon | Tactical Name | Class | Advanced Class | Combat Proficiency | Tactical Ability | Vendor |
---|---|---|---|---|---|---|
NEW in 7.1: Gyroscopic Stabilizers | Bounty Hunter | Mercenary | Arsenal | Reduces the cooldown of Death From Above by 20 seconds. Death From Above deals 25% more damage to targets affected by your Tracer Missile's Heat Signature. | 3,000 Tech Fragments + 1 million credits | |
Burning Bright | Bounty Hunter | Mercenary | Arsenal | Dealing damage with Blazing Bolts increases the damage of your next Priming Shot, stacking up to 4 times to 100%. | 3,000 Tech Fragments + 1 million credits | |
Primed Ignition | Bounty Hunter | Mercenary | Arsenal | Priming Shot causes its target to burn. Blazing Bolts, Heatseeker Missiles, Priming Shot, and Tracer Missile all tick its damage. | 3,000 Tech Fragments + 1 million credits | |
NEW in 7.1: Kolto Vapors | Bounty Hunter | Mercenary | Bodyguard | The Kolto Pods left by Kolto Missile last a second longer and heal for an additional 5%. | 3,000 Tech Fragments + 1 million credits | |
HP-5 Dart Device | Bounty Hunter | Mercenary | Bodyguard | Kolto Shot applies a lingering heal over time effect to its target. | 3,000 Tech Fragments + 1 million credits | |
Running Rapid Restoration | Bounty Hunter | Mercenary | Bodyguard | Rapid Scan can be cast while moving and heals an additional 10%. | 3,000 Tech Fragments + 1 million credits | |
SC-4 Treatment Scanner | Bounty Hunter | Mercenary | Bodyguard | Progressive Scan heals for an additional 5% and generates Supercharge stacks while channeled, up to 4 stacks for a completed channel. | 3,000 Tech Fragments + 1 million credits | |
NEW in 7.1: Magnetic Resonance | Bounty Hunter | Mercenary | Innovative Ordnance | Exploding Thermal Detonator early with Mag Shot causes your next Power Shot to deal additional Elemental damage. | 3,000 Tech Fragments + 1 million credits | |
Continuous Fire | Bounty Hunter | Mercenary | Innovative Ordnance | Sweeping Blasters and Death From Above refresh and tick your Incendiary Missile burn and Serrated Shot bleed. This effect can only occur once every 2.5 seconds. | 3,000 Tech Fragments + 1 million credits | |
Energized Charges | Bounty Hunter | Mercenary | Innovative Ordnance | The duration of Innovative Ordnance’s Supercharge Gas and Supercharged Burn are doubled, and their effectiveness is improved. | 3,000 Tech Fragments + 1 million credits | |
Cool Your Jets | Bounty Hunter | Mercenary | All | Rocket Out vents 20 heat and immobilizes enemies around you for 2 seconds as you leave. | 3,000 Tech Fragments + 1 million credits | |
Jettison | Bounty Hunter | Mercenary | All | Jet Boost increases your movement speed by 50% for 3 seconds. For each enemy hit with Jet Boost, the cooldown of Hydraulic Overrides is reduced by 3 seconds. | 3,000 Tech Fragments + 1 million credits | |
Power Cycle | Bounty Hunter | Mercenary | All | When you use an ability with Power Surge, that ability is not put on cooldown. | 3,000 Tech Fragments + 1 million credits | |
Hotswap | Bounty Hunter | Powertech | Shield Tech | Translocating a guarded target gives them a large amount of damage reduction for 6 seconds, taunts enemies, and places a benign presence on you. After 6 seconds, you swap back. | 3,000 Tech Fragments + 1 million credits | |
Oil Fire | Bounty Hunter | Powertech | Shield Tech | Oil Slick makes targets susceptible to Firestorm. For each enemy affected by Oil Slick hit with Firestorm, your damage reduction is increased by 3% and the cooldown of Oil Slick is reduced by 1.5 seconds. | 3,000 Tech Fragments + 1 million credits | |
Thermal Screen | Bounty Hunter | Powertech | Shield Tech | Heat Screen now stacks up to 6 times and Heat Blast or Payday only consumes 3 Stacks on use. Activating Energy Yield immediately generates 6 Heat Screens and finishes the cooldown of Heat Blast or Payday. | 3,000 Tech Fragments + 1 million credits | |
NEW in 7.1.1: Powered Detonator | Bounty Hunter | Powertech | Advanced Prototype | Thermal Detonator remains dormant on the target for 12 seconds, and can be detonated by Magnetic Blast, Energy Burst, or Railshot. Depending on which is used, a different effect is applied. Magnetic Blast: Slows the target by 50% for 10 seconds. Energy Burst: The cooldown of Rocket Punch is reset your next Rocket Punch costs no heat. Railshot: Your next Shoulder Cannon missile deals 20% more damage. | 3,000 Tech Fragments + 1 million credits | |
NEW in 7.3: Energized Vambrace | Bounty Hunter | Powertech | Advanced Prototype | Gaining an Energy Lode stack increases Retractable Blade's bleed and Magnetic Blast's damage by 5% for 10 seconds. Stacks up to 4 times. | 3,000 Tech Fragments + 1 million credits | |
Flame Detonation | Bounty Hunter | Powertech | Advanced Prototype | Dealing Damage with Searing Wave or Flame Sweep to a target affected by a pre-exploded Thermal Detonator causes it to explode, creating a large explosion and dealing damage to all nearby enemies. | 3,000 Tech Fragments + 1 million credits | |
Explosive Weaponry | Bounty Hunter | Powertech | Pyrotech | During Explosive Fuel Flaming Fist, Flame Burst and Immolate do damage to all nearby targets and Searing Wave hits twice. | 3,000 Tech Fragments + 1 million credits | |
Flame Dissipation | Bounty Hunter | Powertech | Pyrotech | When Superheated Flamethrower reaches or refreshes to 2 stacks, it applies Flame Dissipation to you, lowering the cost of Searing Wave by 3 heat. Stacks up to 5 times and is consumed by Searing Wave at 5 stacks. When consumed, Flame Dissipation increases your elemental damage by 10% for 20 seconds. | 3,000 Tech Fragments + 1 million credits | |
Superheated Fuel | Bounty Hunter | Powertech | Pyrotech | Explosive Fuel increases flame attack critical chance and critical hit damage by 25%. | 3,000 Tech Fragments + 1 million credits | |
Flying Fists | Bounty Hunter | Powertech | All | Rocket Punch and Flaming Fist now have a range of 10m. | 3,000 Tech Fragments + 1 million credits | |
Neural Trigger | Bounty Hunter | Powertech | All | Dealing damage to an enemy affected by your Neural Dart roots them for 2 seconds and ends the taunt. | Crafted / GTN, schematic rotating from Kai Zykken | |
A Breath of Fresh Air | All | All | All | Every third activation of your basic attack restores 10% of your Class Resource. | Not Available From Vendor, Onderon Reputation | |
Biorhythm | All | All | All | Dealing Damage increases all healing done. Healing increases all damage done. Stacks up to 5 times, only one effect can be active at a time. | Not Available From Vendor, Onderon Reputation | |
Durasteel Wall | All | All | All | Successfully parrying, deflecting, or dodging an attack while under 80% health increases your damage reduction by 1% for 5 seconds. Stacks up to 3 times. | 3,000 Tech Fragments + 1 million credits | |
Krall’s Accord | All | All | All | Cycles between buffing Mastery, Accuracy, Power, Defense, Critical, Absorb, Alacrity, and Shield. In that order. | Not Available From Vendor, Onslaught Storyline | |
Luck Always Changes | All | All | All | Your critical chance with Melee, Ranged, Tech, and Force attacks is increased by 1% each second. This effect resets on a successful critical hit. | Not Available From Vendor, Corellia Flashpoint | |
Overwhelming Offense | All | All | All | Dealing damage increases all damage done for 2 seconds. Stacks up to 5 times. | 3,000 Tech Fragments + 1 million credits | |
Reliquary of Time | All | All | All | Reduces the cooldown of on use Relics by 5%. | 3,000 Tech Fragments + 1 million credits | |
Rolling Boil | All | All | All | Increases Mastery by 5% for 5 seconds when a Relic triggers. | 3,000 Tech Fragments + 1 million credits | |
The Life Warden | All | All | All | Taking damage below 20% health will rapidly heal you for a large amount. 10-minute cooldown. | 3,000 Tech Fragments + 1 million credits | |
REMOVED in 7.0: Sonic Heal | Bounty Hunter | Powertech | All | Sonic Missile heals all allies around its target. | Not Available | |
REMOVED in 7.0: Second Contract | Bounty Hunter | Powertech | All | Grapple gets two charges and finishes the cooldown of Rocket Punch and Flaming Fist. | Not Available | |
REMOVED in 7.0: Powerlode | Bounty Hunter | Powertech | Advanced Prototype | Power Yield instantly builds 4 Energy Lodes. Getting critically hit while under Power Yield builds an Energy Lode. | Not Available | |
REMOVED in 7.0: Missile Backblast | Bounty Hunter | Mercenary | All | Missile Blast knocks its target back and refunds 10 heat. | Not Available | |
REMOVED in 7.0: Thermonuclear Fusion | Bounty Hunter | Mercenary | Arsenal | Fusion Missile spreads your Tracer Missile’s Heat Signature to the targets it damages, as long as it damages at least one target already affected by your Heat Signature. Heatseeker Missiles fire additional missiles to nearby targets affected by your Heat Signature. | Not Available | |
REMOVED in 7.0: Rocket Fuel Vapors | Bounty Hunter | Mercenary | Bodyguard | Kolto Missile grants a stack of Supercharge for each target it hits. Supercharged Gas heals all nearby allies when activated. Kolto Missile’s cooldown is extended by 4 seconds. | Not Available | |
REMOVED in 7.0: Magnetized Shrapnel | Bounty Hunter | Mercenary | Innovative Ordnance | Explosive Dart now remains dormant on the target for 12 seconds. Mag Shot detonates it, dealing double its standard damage to the primary target. | Not Available |
Imperial Agent Tacticals
Icon | Tactical Name | Class | Advanced Class | Combat Proficiency | Tactical Ability | Vendor |
---|---|---|---|---|---|---|
Agitating Energies | Imperial Agent | Sniper | Marksmanship | Corrosive Dart deals more damage and dealing damage with Followthrough and Penetrating Blast refreshes its bleed effect on its target and ticks its damage. | 3,000 Tech Fragments + 1 million credits | |
B-0 Differential Targeting System | Imperial Agent | Sniper | Marksmanship | Activating Covered Escape or returning to your marker with Hololocate makes your next Ambush activate instantly and deal 30% more damage. | 3,000 Tech Fragments + 1 million credits | |
Refraction Point | Imperial Agent | Sniper | Marksmanship | Penetrating Blast does splash damage to targets around the primary target and causes your next Followthrough to deal splash damage as well. | 3,000 Tech Fragments + 1 million credits | |
MG-2 Polygrade Dispersal Caps | Imperial Agent | Sniper | Engineering | Cluster Bombs deal damage to all enemies around their target. | 3,000 Tech Fragments + 1 million credits | |
Ruthless Interrogation | Imperial Agent | Sniper | Engineering | Series of Shots refreshes Interrogation Probe and ticks its damage every time it hits. Electrified Railgun does 75% more damage. | 3,000 Tech Fragments + 1 million credits | |
T0-R0 Ionic Discharge | Imperial Agent | Sniper | Engineering | Explosive Probe now only triggers from EMP Discharge and deals 50% more damage. | 3,000 Tech Fragments + 1 million credits | |
Airborne Agents | Imperial Agent | Sniper | Virulence | Corrosive Grenade spreads Weakening Blast’s effect. Lethal Shot does splash damage to all targets affected by Corrosive Grenade. | 3,000 Tech Fragments + 1 million credits | |
Exploited Weakness | Imperial Agent | Sniper | Virulence | Weakening Blast deals 50% more damage. Dealing damage with Lethal shot causes the target to take poison damage over 18 seconds. | 3,000 Tech Fragments + 1 million credits | |
Ultraviolet Blast | Imperial Agent | Sniper | Virulence | Weakening Blast finishes off all of your poison effects at once, dealing all their remaining damage. Weakening Blast’s cooldown is increased by 6 seconds. | 3,000 Tech Fragments + 1 million credits | |
CS-3 Velocity Holo-Dampener | Imperial Agent | Sniper | All | Hololocate increases your damage reduction by 15% for 10 seconds when you return. | 3,000 Tech Fragments + 1 million credits | |
Kolto Bombardment | Imperial Agent | Sniper | All | Orbital Strike heals allies in the area whenever it ticks. | 3,000 Tech Fragments + 1 million credits | |
Sniper Siege | Imperial Agent | Sniper | All | Enemies take 10% more damage while under Suppressive Fire. Does not affect Operation bosses. | 3,000 Tech Fragments + 1 million credits | |
Acid Lash | Imperial Agent | Operative | Concealment | Laceration damage triggers Acid Blade damage and refreshes its duration. | 3,000 Tech Fragments + 1 million credits | |
Explosive Cells | Imperial Agent | Operative | Concealment | When Volatile Substance triggers, it deals damage to all enemies around the primary target and spreads its effects. | 3,000 Tech Fragments + 1 million credits | |
Volatile Strike | Imperial Agent | Operative | Concealment | Veiled Strike automatically critically hits targets affected by your unexploded Volatile Substance and triggers it immediately. Dealing damage this way causes your next Backstab to critically hit. | 3,000 Tech Fragments + 1 million credits | |
Critical Surgery | Imperial Agent | Operative | Medicine | Surgical Probe always critically hits on targets below 50% health. | 3,000 Tech Fragments + 1 million credits | |
Diagnostics Probe | Imperial Agent | Operative | Medicine | Activating Surgical Probe reduces the cast time of your next Kolto Injection by .25 seconds. At 3 stacks, Kolto Injection can be cast instantly and consumes all stacks. | 3,000 Tech Fragments + 1 million credits | |
Regenerative Waves | Imperial Agent | Operative | Medicine | Kolto Waves consumes a Tactical Advantage and heals 20% more per tick. | 3,000 Tech Fragments + 1 million credits | |
Catalyzed Toxins | Imperial Agent | Operative | Lethality | Toxic Blast finishes all your poison effects on the target and deals their remaining damage immediately. Toxic Blast’s cooldown is extended by 9 seconds. | 3,000 Tech Fragments + 1 million credits | |
Synox Shots | Imperial Agent | Operative | Lethality | Toxic Blast does 75% more damage. Whenever a Toxic Blast critically hits, it restores 2 energy. | 3,000 Tech Fragments + 1 million credits | |
Viral Elements | Imperial Agent | Operative | Lethality | Toxic Haze spreads Toxic Blast’s effect and Lethal Strike does additional damage to all nearby targets affected by Toxic Haze. | 3,000 Tech Fragments + 1 million credits | |
Augmented Holocomm | Imperial Agent | Operative | All | Holotraverse gains an additional charge. | 3,000 Tech Fragments + 1 million credits | |
Combat Medic Training | Imperial Agent | Operative | All | Resuscitation Probe becomes instant cast and Kolto Infusion can be cast while moving. | Crafted / GTN, schematic rotating from Kai Zykken | |
Surgical Shiv | Imperial Agent | Operative | All | Half of Shiv’s and Veiled Strike’s damage heals you. | 3,000 Tech Fragments + 1 million credits | |
A Breath of Fresh Air | All | All | All | Every third activation of your basic attack restores 10% of your Class Resource. | Not Available From Vendor, Onderon Reputation | |
Biorhythm | All | All | All | Dealing Damage increases all healing done. Healing increases all damage done. Stacks up to 5 times, only one effect can be active at a time. | Not Available From Vendor, Onderon Reputation | |
Durasteel Wall | All | All | All | Successfully parrying, deflecting, or dodging an attack while under 80% health increases your damage reduction by 1% for 5 seconds. Stacks up to 3 times. | 3,000 Tech Fragments + 1 million credits | |
Krall’s Accord | All | All | All | Cycles between buffing Mastery, Accuracy, Power, Defense, Critical, Absorb, Alacrity, and Shield. In that order. | Not Available From Vendor, Onslaught Storyline | |
Luck Always Changes | All | All | All | Your critical chance with Melee, Ranged, Tech, and Force attacks is increased by 1% each second. This effect resets on a successful critical hit. | Not Available From Vendor, Corellia Flashpoint | |
Overwhelming Offense | All | All | All | Dealing damage increases all damage done for 2 seconds. Stacks up to 5 times. | 3,000 Tech Fragments + 1 million credits | |
Reliquary of Time | All | All | All | Reduces the cooldown of on use Relics by 5%. | 3,000 Tech Fragments + 1 million credits | |
Rolling Boil | All | All | All | Increases Mastery by 5% for 5 seconds when a Relic triggers. | 3,000 Tech Fragments + 1 million credits | |
The Life Warden | All | All | All | Taking damage below 20% health will rapidly heal you for a large amount. 10-minute cooldown. | 3,000 Tech Fragments + 1 million credits | |
REMOVED in 7.0: Artistic Insights | Imperial Agent | Operative | All | Tactical Overdrive maxes out your Tactical Advantage. | Not Available | |
REMOVED in 7.0: Technical Debt | Imperial Agent | Sniper | All | Shatter Shot applies Tech Debt to its target. Whenever the target is healed, so are you for a small amount. | Not Available |
Crafted Tacticals
The crafted Tacticals come from the Kai Zykken vendor or the GTN by other players who have crafted them.
Kai Zykken is a vendor who has a small selection of rotating items. Each Tuesday, his stock resets. He is located in the Supplies section of the fleet.
Schematics costs 2,000 Tech Fragments and 1 million credits. Schematics themselves can also be sold on the GTN, and the tacticals they craft can also be sold.
Schematics available as part of Kai Zykken’s rotation:
- Schematic: Armstech Tactical 1 – Combat Medic Training
- Schematic: Armstech Tactical 2 – Jerra’s Persistence
- Schematic: Artifice Tactical 2 – Cleanse the Agony
- Schematic: Biochem Tactical 2 – Grit Teeth (Guardian Tank / Juggernaut Tank suggested!)
- Schematic: Cybertech Tactical 1 – Neural Trigger
- Schematic: Cybertech Tactical 2 – Undying Cloak
These tacticals have been removed in 7.0 along with their schematics:
- Schematic: Artifice Tactical 1 – Technical Debt (REMOVED)
- Schematic: Biochem Tactical 1 – Missile Backblast (REMOVED)
Swoop Event Tacticals
The All Worlds Ultimate Swoop Rally, better known as the “Swoop Event”, is a limited-time event running in Star Wars: The Old Republic based on swoop racing, a mini-game that was first introduced in the Knights of the Old Republic game.
The tactical rewards, available at Legend and Champion, are fun tactical items that you equip, and then give you a special effect while driving your normal speeder (not while swoop racing). You can only have one equipped at a time and they do not offer any combat advantage.
Screamer’s Introductory Flair
Champion – 300 – Pit Screamers – Tactical Item, no effect just looks cool, when you mount up on your normal speeder, green sparkles appear around your speeder and you kick your feet in the air
Bek’s Pre-Boom Precautions
Champion – 300 – Blatant Beks – Tactical Item, when you mount up on your normal speeder, a little droid appears and scans you with a blue light. You get a 5-second buff that says it absorbs incoming damage while mounted.
I’m not sure exactly what it does, but the datamined content says this about it:
Razor’s Kickstart
Champion – 300 – Horizon Razors – Tactical Item, Increases immediate mount acceleration. This cannot occur more than once every 10 seconds.
Update 7.0: This item was changed in 7.0, it used to be when you mounted up you would go super fast for about two seconds, then you could mount and dismount to take advantage of it and move really fast across the map if you had the mount while moving legacy perk. This funny bug has since been patched as it was never meant to be an infinite speed boost. Here’s a video showing off the tactical before the change.
Razor’s Forward Momentum
Legend – 300 – Horizon Razors – Tactical Item, when you dismount up on your normal speeder, a wave of energy is pushed out around your speeder, and knocks back nearby standard enemies
Screamer’s Finishing Pose
Legend – 300 – Pit Screamers – Tactical Item, no effect just looks cool, when you dismount up on your normal speeder, red smoke appears around your character and your character beats their chest
Bek’s Dismount Flourish
Legend – 300 – Blatant Beks – Tactical Item, when you dismount on your normal speeder, you are blasted in to the air
Collecting Tacticals
There is a set of achievements you can earn for collecting one of every tactical. This set of achievements is located at the very end of the achievements list, in the “Spoils of War” section, and is called “Tactical Items”.
- You can get most of the tacticals straight from the vendor in the Supplies section of the Fleet. You will need at least one of each Combat Styles / Mirrors at level 75 so you can purchase the tacticals on those characters. You can not buy them from the vendor and then sell them back. There are no refunds from the vendor or buy-back protection at all.
- “Luck Always Changes” is not available from the vendor. It is a lucky drop from the Corellia flashpoint.
- “Krall’s Accord” is not available from the vendor. It is a guaranteed reward from running the Onslaught expansion on Onderon.
- The crafted Set Bonus Armor and Tacticals can be purchased from the GTN or crafted, then “held” in your inventory, and you can get the achievement without binding them. You can then sell them on the GTN or trade them to a friend.
- If you have any old tacticals and they’re not being “checked off” in your achievements, try mailing them to another of your characters. When it goes from your mailbox to your inventory it should become recognized in your achievements.
- Tacticals no longer drop from places like Flashpoints or Operations, like they did in 6.0.
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