Guide: Imperial Agent Operative - Medic

The Imperial Agent relies on cunning and stealth to serve the Empire in a wide variety of roles. The Operative advanced class focuses on technology and concealment tools and abilities in order to provide healing and unleash damage from close range. Imperial Intelligence is known for quickly and quietly doing their job without being seen, and the Operative is an important piece of this covert organization. The abilities and suggested specs for Operatives in these roles are examined after the jump.

Upon reaching level ten, Imperial Agents will be directed to choose their permanent advanced class. The Sniper advanced class is limited to a damage dealing role and is most effective at long range. Alternatively, the Operative can heal or deal damage and is most effective at short to medium range with several effective melee attacks. This guide takes a look at the Medic specialization of the Operative advanced class.

Attributes

Primary Attribute: Cunning
Secondary Attribute: Endurance
Combat Ratings: Alacrity (Cast/Channeled Time Reduction), Power (+Damage/Healing), Critical Rating, Surge Rating (+Critical Damage/Healing), Accuracy Rating (+Hit Chance)

Cunning affects all Operative abilities, including damaging attacks and healing abilities. Power affects bonus healing and is a popular choice for healers. Currently, both damage and healing Operatives will wear essentially the same gear, especially at the early levels. Where this will differentiate is on what Combat Ratings are preferred.

Skill Trees

Medic

* Note, this is a sample PvE oriented skill setup.  Player preferences may dictate some minor changes for other content types.

The Medic tree is available for Operatives who want to maximize their healing ability. Healing is done through the use of kolto healing technology and a variety of droids. All Operatives will receive the healing abilities Diagnostic Scan, Kolto Injection and Kolto Infusion. Toxin Scan is useful for removing harmful effects and is another skill available to Operatives regardless of spec. Resuscitation Probe is an in-combat revive ability also available to all Operatives.

For those who decide to dive into the Medic tree, several additional healing abilities become available. Kolto Probe is an instant-cast heal over time (HOT) ability that players can stack up to two times on a friendly target. Surgical Probe provides an instant-cast heal that costs no energy but consumes the Tactical Advantage buff. Recuperative Nanotech is the top tier ability in the Medic skill tree and is an effective area of effect HOT skill.

Healing as an Operative depends largely on making effective use of Tactical Advantage. Two of the advanced class’ most effective heals - Kolto Infusion and Surgical Probe - require and consume Tactical Advantage. There are some additional choices within the Medic skill tree that result in more frequent uptime for Tactical Advantage, meaning more healing options are more frequently available to the Operative.

Medical Engineering gives each healing tick of Kolto Probe a chance to grant Tactical Advantage. When several stacks of Kolto Probe are spread across multiple targets, the frequency of this proc occurring is fairly reliable. The Agent gives a small laugh as an audible cue each time Tactical Advantage becomes available through this ability.

Surgical Precision makes the already effective Surgical Probe even more powerful. Not only does it increase the healing of the base ability, it automatically refreshes Tactical Advantage if the Probe is used on targets with less than 30% health remaining. This essentially lets the Operative repeatedly cast Surgical Probe on targets under 30% at no cost until the target is back over 30% and no longer facing immenant death.

Energy consumption can become a concern in intense healing situations. The Operative has some options to help deal with the resource management. Endorphin Rush makes the Adrenaline Probe ability more effective by instantly restoring some energy in addition to the energy over time restored by the base ability. Stim Boost will consume Tactical Advantage and provides another way to restore energy over time.

While Diagnostic Scan as a base healing ability is not incredibly impressive, enhancing it with Prognosis: Critical and Patient Studies make it a useful part of a healing Operative’s rotation. Increasing its chance to crit coupled with crits restoring energy make it a good situational heal when your target is not in need of a large heal, allowing the Operative to take advantage of its energy restoring property.

Companions

Kaliyo Djannis
Combat Style: Ranged Tank
Primary Attribute: Aim
Secondary Attribute: Endurance
Primary Weapon: Blaster Pistol
Secondary Weapon: Shield Generator
Armor: Heavy
Crew Skill: +2 Underworld Trading Critical,+10 Armstech Efficiency

Kaliyo wears heavy armor and wields a blaster pistol, making her ideally suited for a ranged tank role. Abilities such as Guard Stance and Distract help Kaliyo generate threat and draw the attention of enemies, allowing the Operative to get into place for positional attacks such as Backstab.

For healing specced Operatives, a decent strategy against Elite and Boss enemies is to allow Kaliyo to tank and deal damage while the Operative focuses on keeping her alive. This works well at low levels, where the enemy opponents do not have a lot of health. At higher levels however, Kaliyo’s lack of high damage output makes this strategy a bit less effective as it can take quite some time for her to kill Elite targets.

Vector Hyllus
Combat Style: Melee DPS
Primary Attribute: Willpower
Secondary Attribute: Endurance
Primary Weapon: Electrostaff
Secondary Weapon: Generator (non-shield)
Armor: Light
Crew Skill: +5 Diplomacy Critical,+5 Bioanalysis Efficiency

Vector is a lightly armored melee DPS fighter. Swinging around an Electrostaff at close range, he can crank out a good amount of damage in a short amount of time. However Vector does not have any threat generating abilities, so chances are he will not be keeping enemies from attacking the Operative. His stance can be toggled between Combat Pheromones, increasing armor penetration and reducing downtime between fights, and Exsanguination, which gives his attacks the chance of applying a strong damage over time effect.

Doctor Lokin
Combat Style: Healer / Melee DPS
Primary Attribute: Cunning
Secondary Attribute: Endurance
Primary Weapon: Blaster Pistol
Secondary Weapon: Vibroknife
Armor: Medium
Crew Skill: +15 Biochem Efficiency, +10 Investigation Efficiency

In human form, Doctor Lokin fills the role of healer. With abilities such as Med Scan, Field Dress and Kolto Jolt, the Doctor can keep the Operative alive while they focus on dealing damage and attracting the attention of enemies. Med Watch stance reduces threat generation, decreasing the chance nearby enemies will attack Doctor Lokin while he keeps the Operative alive. For healing specced Operatives, having a second healer in the group may be redundant.

Through Transformation, the rakghoul version of Doctor Lokin becomes an entirely different beast. Abilities such as Swipe and Infect allow Lokin to engage enemies at melee range and deal a significant amount of damage. Similar to Vector, the transformed Doctor Lokin is not likely to generate enough threat to draw the attention of all enemies, so Operatives will likely be taking some damage from foes.

Ensign Raina Temple
Combat Style: Ranged DPS
Primary Attribute: Cunning
Secondary Attribute: Endurance
Primary Weapon: Blaster Pistol
Secondary Weapon: Blaster Pistol
Armor: Medium
Crew Skill: +2 Armormech Critical, +10 Scavenging Efficiency

Temple goes into battle wearing medium armor and wielding dual blaster pistols, providing ranged DPS. She is essentially an Agent with abilities that will seem very familiar. Her Force attunement makes an appearance by way of the Force Burst ability, while other skills like Blaster Sweep and Twin Shots make use of her dual wielded pistols.

Clad in medium armor, Ensign Temple is not designed to take much of a beating as a tank for the Operative, although she can hold her own when receiving healing. A more likely scenario is the Operative and Temple trading aggro from enemies as they deal out damage and build threat. The medium armor proficiency and shared primary stats make Temple an excellent candidate to receive armor that the Operative has outgrown, which should keep her fairly well geared and competitive without much extra effort.

SCORPIO
Combat Style: Melee Tank
Primary Attribute: Aim
Secondary Attribute: Endurance
Primary Weapon: Electrostaff
Secondary Weapon: Shield Generator
Armor: Heavy
Crew Skill: +2 Slicing Critical ,+10 Cybertech Efficiency

SCORPIO's metallic body acts as heavy armor, making her well suited for a tanking role. Wielding a tech staff means she is best suited for melee tanking, dealing damage with skills such as Power Attack and Cleave. Abilities like Guard Stance, Guardian Strike and Deploy Shields give her effective tools to generate threat and absorb damage, keeping the enemy from attacking the Operative. The Jet Rush ability gives SCORPIO a way to charge into combat quickly and draw attention to herself.

Because she uses droid parts and has access to an additional armor slot, SCORPIO's damage mitigation will be more effective than Kaliyo's. For healing Operatives, SCORPIO provides a very good option as their companion of choice. The heavy armor, melee attack range and threat generation allows for her to take a beating and keep the focus away from the Operative as they get into position to attack and toss out occasional heals to keep her alive.

Crafting Skills

Obviously, Crafting Skills that focus primarily on force users are going to be wholly ineffectual for Imperial Agents, especially considering the Agent has no force using companions. With that in mind, there are a few Crafting Skills that do stand out.

Cybertech:

Cybertech crafts item modifications, earpieces, mounts and droid parts. Operatives, regardless of spec, can make effective use of all of these items. Item modifications can be used to upgrade newly acquired gear, earpieces can be used to equip themselves and their companions, and Agents who prefer to use SCORPIO can craft upgrades for her as well. Because three of an Operative's five companions receive bonuses relevant to this skill - Temple with Scavenging Efficiency, Scorpio with Cybertech Efficiency and Kaliyo with Underworld Trading Crit - Cybertech is a very good choice for an Operative.

Armstech:

Armstech crafts all non-force weaponry, even weaponry that is companion exclusive. Higher quality item schematics can be discovered by reverse engineering a standard quality item several times. This allows an Operative to focus on developing Blaster Rifles and Barrel modifications, along with weaponry for their preferred companion.

Armormech:

Armormech allows the Operative to ensure they have the most up to date gear equipped in each available armor slot. Much like Armstech, players can reverse engineer basic quality items to discover high quality schematics. As the Operative has several companions who wear medium or heavy armor, this crew skill is one of the most useful available.

Biochem:

Able to craft stims, medpacs and implants, Biochem provides some of the most universally useful items in the game. Adrenals that boost stats such as Cunning and Power can bolster an Operative's healing ability. Beyond that, reverse engineering these items can leave the player with high quality reusable versions fairly early, allowing the player to save massive amounts of credits while staying exceptionally buffed and augmented with additional healing.

Conclusion

The Operative is a versatile advanced class that can be effective at both healing and dealing damage at close range. Stealth is an important aspect of the Operatives arsenal and sustains their covert role within Imperial Intelligence. The Medic skill tree is composed of several interesting and unique tools that make the Operative a healer equipped to thrive in most situations.

Comments

  • #9 Gaiwyn

    It's funny, each class guide so far has been for the _other_ AC from the ones I've chosen for my characters. I see a Juggernaut guide, but my Warrior is a Marauder; I see an Assassin guide, but my Inquisitor is a Sorcerer; and I see this one: an Operative guide, but my Agent is, of course, a Sniper. I'll bet a Mercenary guide will be released instead of a Powertech guide, too. :(

    Well, regardless which AC you choose, use your companions wisely, and make sure you give them at least some up to date gear. :)

  • #8 Flyers108

    "The Agent gives a small laugh as an audible cue each time Tactical Advantage becomes available through this ability."

     

    Thank you for this.  I've been wondering why my Agent was giggling for a very long time.  I thought she had just lost her mind lol

  • #7 Amagon

    yeaaaaa, don't follow that template. bad template is bad.

    PVP ONE - http://www.torhead.com/skill-calc#401MffMzhRRdsZ0cZGb.1

    PVP TWO - http://www.torhead.com/skill-calc#401MffMzhRRdsZ0cZhr.1

    PVE - http://www.torhead.com/skill-calc#401MffMdhoRdsZ0cZG0M.1

  • #11 Jaspor

    Thanks for the feedback. While this guide doesn't really go into PvP tactics or builds, I'm sure some readers will appreciate seeing some PvP related build options.

    As far as your PvE build, the differences between what you posted is that your build skips Prognosis:Critical and Patient Studies, takes both Sedatives and Chem-resistant Inlays, and takes Flash Powder. As Isavetheday pointed out, Sedatives is less effective when in Flashpoints and Operations where the darted mob is usually the last one standing and will die quickly. I'm curious as to what situations Flash Powder becomes important, as I haven't seen that ability taken in any highly rated healing specs. If you're fighting multiple mobs in a Flashpoint or Operation, chances are you've got better CC options than Flash Bang. I think I'd much prefer the energy regen options from the Diagnostic Scan related abilities.

     

  • #6 Chuwero77

    I could not for the life of me figure out what that giggle was, thank you DH for teaching me it means my Medical Engineering is proc'ing.

  • #5 Isavetheday

    Taking sedatives over chem-resistant inlays is pretty stupid considering that the talent is only useful in flashpoints, and more than half the time the sleep darted mob will be the last one alive making healing through it a complete joke to begin with. The 4% damage reduction helps in all cases as a dead healer does no healing and is going to be a better choice 99.9% of the time.

    I would personally not recommend anyone using Kolto Infusion over Kolto Probe until you get 4 piece columi/rakata. The 15% extra crit is required to bring the crit chance of Kolto Infusion over 50%, otherwise it is not worth using. With 4 piece, kolto infusion becomes a very strong single target heal worth using for burst healing when the target may die.

    For stats you should first gear up for 40% crit and 80% surge buffed, then put focus into power and some alacrity. This is due to diminishing returns after these values.

    It is also better to look at Adrenaline Probe as a DPS cooldown rather than an emergency cooldown. When it is up you should always maximize your HPS then use it at around 10-15 energy. When it is on cooldown you should play conservatively around 60% energy, then once past the one minute remaining mark start using your energy a little more heavily. This is required to maximize your HPS or gimp yourself by healing less than you could be.

    Our AoE heal while efficient in 4 and 8 man, is trash in 16 man. It is bad enough that a raid is almost stupid to take us over a sorc healer due to their absolutely broken AoE heal that scales no matter the group size. Without any scaling, our AoE is abysmal and needs to be changed soon if you want to see any operatives in 16 man nightmare guilds.

    Last edited by Isavetheday on 1/17/2012 5:06:13 PM
  • #10 Jaspor

    Quote from Isavetheday »

    Taking sedatives over chem-resistant inlays is pretty stupid considering that the talent is only useful in flashpoints, and more than half the time the sleep darted mob will be the last one alive making healing through it a complete joke to begin with. The 4% damage reduction helps in all cases as a dead healer does no healing and is going to be a better choice 99.9% of the time.

    This is a good point, thanks for the feedback. When posting that build, I hadn't really considered if it was best for solo play, Flashpoints, or Operations. I was focusing more on the "must have" abilities than some of the "debatable filler point" type abilities. But I think you're right, the damage reduction is likely a better choice in almost all situations. Thanks for the tip, I'll update the posted build.

  • #4 shooterguy

    ****MINOR SPOILER ALERT****

    I agree with the earlier posts.  At level 50, ENS Temple fully decked out is the best companion to use.  She takes decent damage, and I can out heal single Elites no problem.  Also, Raina is better looking and better tempered than that tattooed freak Kaliyo!  Just do your duty and you'll generate affection with her. And unlike Kaliyo, Raina is faithful as a bulldog.  She doesn't sleep with dudes she picked up in the cantina on YOUR ship when you are at 6k plus affection with her. 

    I chose the blonde customization for her and I think her look in blonde fits her voice much better than her default look.  Raina fills out whatever uniform you give her very well and looks good from all angles.  But if you are into skinny Goth chicks, Kaliyo may be more to your liking.  I only wish Raina didn't look so angry all the time outside of the cut scenes!  Her furled brow and pursed lips make her look like she wants to shoot me in the junk when I select her and she slowly turns her head my way!

    The thing not really stressed in the article is that with your two primary heals being channeled you need to boost your Alacrity as much as possible as soon as possible!  Alacrity saves lives!  Boost your Alacrity and you'll fill that channel bar quicker and win that race to zero health more often.

    As for crafting skills, I went Biochem and I just use the never consumed purple packs to heal myself.  That way I use my energy to heal other players and my med packs on myself and my companion by using the "also heals your companion" versions.  Works great especially after you get the top skill (Recuperative Nano-tech) because the AOE HOT also heals you!

    Last edited by shooterguy on 1/17/2012 4:37:12 PM
  • #3 adamjgp

    One thing to note about Dr. Lokin.  If you have him in his rakghoul form and go into stealth, the good doctor will transform back into a human, but not be in his healing or dps stance.  This is problematic because you have to expand his hotbar in order to put him into one stance or the other.  I tried using the keybinds for his stance slots on the action bar, but they only work when his action bar is expanded.

    Does anyone else have this same issue?

  • #2 icedetpack

    Of all of the companions we get, Temple does the highest DPS. I've been 50 for over 2 weeks now and have geared her up with the weapons from the Lights Out (Heroic 4) daily in Belsavis and all my old gear and she easily does more damage than fresh 50 mercenaries.

  • #1 indusan

    Once you get DPS companion the lvl up game is much easier. Same with instances right after getting a talent based skill.  Pretty enjoyable.

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