Discipline Guides

Please note the links below are currently to 6.x class guides. Updated guides are in progress.

Combat Style Legendary Implants

Legendary Implants can be purchased and upgraded on the fleet in the Supplies section. A player can equip two implants and so can equip up to two Legendary Implant bonuses.

Locked and Loaded Package

Ranged and tech damage and healing is increased by 5%. Package contains Alacrity Rating.

Comments: Locked and Loaded is a great package for damage and healer disciplines since it provides a flat 5% buff to both. Highly recommended.

Mini Shield Package

Activating Shield Probe creates an absorb shield around each ally within 5 meters, lasting up to 10 seconds and absorbing damage. Package contains Absorption and Defense. (The second/tertiary is likely a bug and should be fixed.)

Comments: The Mini Shield Package is weird in that it is clearly intended to be a mitigation option but it contains mitigation tertiary stats, which are useless for Scoundrels, Operatives, Gunslingers and Snipers since they do not have a tank discipline. I assume this is a mistake and it will be fixed to assign Alacrity Rating or Critical Rating. Even if that takes place, I would not recommend this implant since buffing group survivability is a poor choice for healers and damage dealers who should focus on improving their primary role.

Active Reload Package

Killing an enemy with Takedown resets the cooldown of Takedown and increases your damage by 5%. This effect stacks up to 3 times and lasts 10 seconds. Package contains Alacrity Rating.

Comments: Active Reload has some value in fights with lots of enemies and frequent target swapping, such as Draxus in the Dread Fortress, where keeping high uptime on a 5-15% damage buff would be very powerful. In most encounters this bonus will only proc occasionally and so provides very little value. Not recommended.

Energy Regulators Package

You gain 1 energy per second while in cover. Package contains Alacrity Rating.

Comments: Energy Regulators may be extremely useful but is it too early to say for sure. All disciplines benefited significantly from the Established Foothold set bonus in 6.x that provided massive energy regeneration benefits, which are no longer available in game. As such, it is possible that taking Energy Regulators may smooth out the discipline rotations and enable more damage by needing fewer filler abilities. It is likely a viable option though more testing is needed to conclude whether it is a better second option after Locked and Loaded than Improved Targeting.

Improved Targeting Package

Reduces the cooldown of Laze Target, Viral Targeting, and Targeting Systems by 15 seconds. Package contains Critical Rating.

Comments: Improved Targeting is a nice bonus that gives more uptime on a key offensive cooldown. These all have a base 60 second cooldown so a 15 second cooldown reduction will allow for significantly more uses in an encounter. These abilities were also buffed in all three skill trees to provide a range of diverse and powerful benefits. Improved Targeting is likely the best second option after Locked and Loaded, though it is possible that Energy Regulators may end up being better depending on discipline energy management. For now all three appear to be solid choices.

Combat Style Tacticals

Unless otherwise noted, all tacticals can be purchased on the fleet in the Supplies area for 3,000 Tech Fragments and 1,000,000 credits. They may also be available from Kai Zykken in his rotating inventory for 2,000 Tech Fragments and 1,000,000 credits.

CS-3 Velocity Holo-Dampener

Hideout increases your damage reduction by 15% for 10 seconds when you return.

Comments: An interesting tactical but not very useful given the long cooldown on Hideout.

Kolto Bombardment

XS Freighter Flyby heals allies in the area whenever it ticks.

Comments: Early testing suggests this Tactical causes Flyby to heal for about as much as a Scoundrel Kolto Waves. Could have some use in progression for Saboteur due to their reduced CD and rotational use of Flyby for heal-intensive fights. That said, it does not provide any increase to DPS so would rarely be useful.

Sniper Siege

Enemies take 10% more damage while under Sweeping Gunfire. Does not affect Operation bosses.

Comments: This would be broken if allowed to affect Operation bosses. It has some situational use for very high AoE sustained DPS encounters, as it effectively provides the entire team a 10% damage buff.