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Lethality / Ruffian Set Bonuses and Tactical Items

STAR WARS: The Old Republic > English > Classes > Scoundrel / Operative
Lethality / Ruffian Set Bonuses and Tactical Items
First BioWare Post First BioWare Post

Arstechnica's Avatar

06.15.2019 , 08:34 PM | #31
1. Knockdown if hit from behind and stealth
2. Some kind of mechanic that will refresh Acid Dart or Acid Grenade for both Concealment and Lethality.
3. Rest on Holotraverse if you deliver the killing blow.
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fahdashq's Avatar

06.22.2019 , 01:06 PM | #32
Quote: Originally Posted by LonelyWookiee View Post

[Tactical] Corrosive Assault's range is increased by 20 meters.

All Disciplines:
[Set Bonus] Increases the max stack limit of Tactical Advantage by 1 (stacks with other increases).

[Tactical] Countermeasures now increases movement speed by 50% (stacks with other movement boosts).
[Tactical] Stim Boost now additionally restores x energy over the duration.
[Tactical] Using Kolto Probe now automatically applies 2 stacks of Kolto Probe.

I like these, as well as Arstechnica's suggestion of resetting holotraverse on kill like the sin's util. But, I've also toyed with the idea of nerfing healing and making the entire kit ranged as a tactical item. Extend everything out to 30m
(would require switching shiv, lethal strike, and debilitate to thrown knives), and disable probes / diagnostic scan so infusion is the only heal we have left. Would basically be a merc at that point, but with a item change gives you some flexibility in raids when melee is not ideal. When it was said that tactical items would be build defining and changing, these are the sort of changes I was thinking of, not just adding another proc.