Smuggler And Imperial Agent Set Bonuses Give Great Bonuses In Star Wars The Old Republic

Smuggler And Imperial Agent Set Bonuses Give Great Bonuses In Star Wars The Old Republic
Credit: swtheoldrepublic

The Set Bonuses for the Smuggler and Imperial Agent continue to make the classes more unique than before. Both the general class and the advanced classes have distinct set bonuses to help players play the classes their way.

The Smuggler and Agent set bonus begins with Escape Artist, which grant +2% Alacrity Rating at two pieces, Flash Grenade/Flash Bang now heals any allies nearby for a small amount and resets the cooldown of Surrender/Countermeasures at four pieces.

The Probe Tech set bonus gives +2% Endurance at two pieces and at four, Defense Screen/Shield Probe creates a small shield around surrounding allies. Quick Thinker grants +2% Mastery at two pieces and at four, any enemy who attacks the player during Cool Head/Adrenaline Probe is stunned for 2 seconds.  And the final general Smuggler/Imperial Agent set bonus is the Slow Road, which gives players +2% Mastery at two pieces and at four, Thermal Grenade/Frag Grenade slows its primary target and all targets around it by 30% for 6 seconds.

At level 72, Gunslingers and Snipers gain a new ability, Hideout/Holo-locate. Activating this ability marks their current location for 10 minutes. When this ability is activated again, if the player is within 60 meters of the marked location, they instantly return to the marked location. Hideout/Holo-locate goes on cooldown for 120 seconds when used to return to the marked location.

For the Gunslinger/Sniper specific set bonuses, we start with Established Foothold, which grants +2% Mastery, at two pieces, at four, the cooldown of Hunker Down/Entrench is reduced by 10 seconds, with the player gaining 2 energy per second while Hunker Down/Entrench is active. And at all six pieces, while Hunkered Down/Entrenched, players build stacks of Entrenched Offense, increasing damage by 3% per stack while remaining Hunkered Down/Entrenched. Stacks up to 5 times. Breaking cover or Hunker Down/Entrench’s timer running out removes this.

Outlaws Parlay’s set bonuses grant +2% Mastery at two pieces, the energy cost of Quickdraw/Takedown is reduced by 3 at four pieces, and at all six, killing an enemy within 3 seconds of damaging them with Quickdraw/Takedown resets the cooldown of Quickdraw/Takedown and gives a 5% damage buff. This stacks up to 3 times and lasts 10 seconds.

Precise Targeter grants +2% Mastery at two pieces, reduces the cooldown of Illegal Mods/Target Acquired by 15 seconds and activating Illegal Mods/Target Acquired restores 15 energy at four, and at six, Smuggler’s Luck/Laze Target gets 3 charges and its cooldown is reduced by 15 seconds. And the final Gunslinger/Sniper set bonus, Repositioning, grants +2% Alacrity Rating at two pieces, reduces the cooldown of Pulse Detonator/Cover Pulse by 5 seconds, at four and Dodge/Evasion finishes the cooldown of Hightail It/Covered Escape and increases you and your allies’ movement speed by 50% for 6 seconds at all six.

At level 72 Scoundrel/Operative players will receive a new ability, Hot Streak/Tactical Overdrive. Hot Streak/Tactical Overdrive resets the cooldown of Pugnacity/Stim Boost, Kolto Cloud/Recuperative Nanotech, Blood Boiler/Volatile Substance, Point Blank Shot/Lethal Strike, and Defense Screen/Shield Probe and increases your Mastery by 20% for 15 seconds.

The set bonuses build upon the Scoundrel/Operative playstyle, with Aggressive Treatment granting +2% Alacrity Rating at two pieces, Bushwhack/Toxic Haze refunds all its energy at four, and at all six, Bushwhack/Toxic Haze heals any allies standing inside it by a minor amount.

The Authority set bonus give +2% Mastery at two pieces, Lacerating Blast/Noxious Knives deals 5% more damage at four pieces, and at all six, Activating Lacerating Blast/Noxious Knives reduces the cooldown of Bushwhack/Toxic Haze by 3 seconds. Every enemy affected by Bushwhack/Toxic Haze takes 20% more damage from Lacerating Blast.

The Debilitator set bonus grants +2% Mastery at two pieces, Scamper/Exfiltrate’s recharge time is reduced by 2 seconds at four pieces, and at all six, Dirty Kick/Debilitate gets two ability charges. And the final set bonus, Tactician, grants +2% Mastery at two pieces, Hot Streak/Tactical Overdrive additionally resets the cooldown of Back Blast/Backstab, Tendon Blast/Sever Tendon, and Triage/Toxic Scan at four pieces, and gaining an Upper Hand/Tactical Advantage increases Critical Chance by 15% for 10 seconds,  but this can only happen once every 10 seconds. Finally, at all six pieces, Upper Hand/Tactical Advantage gets an additional stack. Having an Upper Hand/Tactical Advantage increases damage and healing by 5%.

Set bonuses continue to make playing the classes more fun as players are able to play the game their way. Seeking these set bonuses out will be a fun experience for years to come.

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