SWTOR Imperial Agent: Gameplay Guide

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SWTOR Imperial Agent: Gameplay Guide

by Admin on August 28, 2011

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The Imperial Agent is a smooth character.  If an Agent has done his job right, his enemies will know when it’s too late, or they might never know the Agent was there at all.

The Imperial Agent class from Star Wars: The Old Republic is a class of range, stealth,  cover and cunning.  The primary weapons of the Agent are blaster rifles and energy Knives.  Also at their disposal are a number of high tech gadgets.

Contents

Gameplay

The combat style of the Imperial Agent is getting the drop on your enemy.

The SWTOR Imperial Agent has three specializations rather than the advertised two, each of which has dramatically different gameplay.  One specialization allows for melee combat, another for healing, and a third specialization focuses in on the ranged aspect of this class.

Whereas stealth is the modus operandi of the Operative, the Sniper is more heavily into range and the cover mechanic.  Agents also have a medic line, within the Operative Advanced Class.  This brings in the interesting possibly of the stealth healer.  Check out the Imperial Agent’s class video:

The Sniper specialization seems to be the most pure ranged DPS class in the game, but players will have other options to choose from when fleshing out their character.

The Agent’s X-70b Phantom-Class Prototype is obviously inspired by the Naboo royal starship seen in Episode 1, but has elements reminiscent of Imperial Star Destroyers.  This is the best looking ship in the game.  Other classes envy it’s sleek lines and sexy appeal.  Let those others have their flying Junk heaps and cargo shuttles.

The Imperial Agent will bring victory to the Empire and do it with style and finesse!

Abilities

Rifle Shot (Rank 1)

  • Instant
  • Range: 30m
  • Fire two quick shots resulting in medium damage

Take Cover (Rank 1)

  • Instant
  • Evasion increases against targets in your cone of cover while taking cover

Shiv (Rank 1)

  • Instant
  • Energy: 40
  • Range: 4m
  • Stab the target with your energy blade for moderate damage, additional light damage over 3 seconds

Recuperate (Rank 1)

  • 15 seconds: Channeled
  • Cooldown: 1 minute
  • Catch your breath, recovering your Health and Energy over 15 seconds. Only usable out of combat

Snipe (Rank 1)

  • 1 second: Channeled
  • Energy: 15
  • Range: 30m
  • Rifle shot that does heavy damage.  Only usable while in Cover

Explosive Probe (Rank 1) – Requires Level 6 – 160 Credits

  • Instant
  • Energy: 20
  • Cooldown: 30 seconds
  • Deploy an explosive probe that travels to the primary target.  The probe will arm after 3 seconds, and automatically explode.  Moderate damage in a 5m radius to up to 5 targets.  The effect expires after 20 seconds.  Only usable while in Cover

Weapons & Armor

The Imperial Agent’s weapon of choice is the rifle.  The Agent is akin to the Rogue class in other games, and as such, utilizes light armor and relies on certain skill sets (such as Cover) as opposed to damage absorption and mitigation through heavy armor.

Advanced Classes

Choice of an advanced class takes place at Level 10, after the Imperial Agent leaves his starting planet of Hutta for the next planet in progression: Dromund Kaas.  As of this writing, this decision cannot be reversed, so choose wisely.

Operative

Technically, the Operative is a single Advanced Class.  In reality, there are two very different choices which we will discuss in more detail in the next section.  The Operative will likely be very decisive vs. casters in PvP, as it contains many snares, roots, and interrupts.

  • Stealth
  • Close to mid-range DPS
  • Melee skills
  • Healing

Sniper

The Sniper is all about range and cover.  The two specialization trees offer options on the same theme: getting enemies dead fast and beyond arms reach, and calling down heavy fire from orbit.  Snipers will be able to entrench themselves in order to prevent knock backs and other similar abilities.

  • Cover
  • Ambush
  • Orbital Strikes
  • Mid to long-range DPS

Specializations

The specialization UI is similar to other games, with three trees (one shared, two unique) of passive and activated abilities that you spend points in – earned as you level up – to progress through the tree, unlocking stronger abilities and additional passive effects.  There are a limited number of skill points available, so you will not be able to activate all of them.

The shared tree for the Operative and the Sniper is “Lethality”.  If you like poison then you will like this one, adding venom to your ranged and melee attacks.

Operative

  • Concealment – For Agents more interested in Rogue/Thief style gameplay, the Operative can gain Stealth and Backstab abilities here, along with access to melee vibroblade weapons.
  • Medic – Allows the Agent to become a full-fledged healer class.

Sniper

  • Marksmanship – This tree focuses mostly on increasing range and damage done by attacks.  The downside is that most of them are only usable in Cover.
  • Engineering – Adds a variety of traps, bombs, and probes to your arsenal.  Send hurt and confusion to your enemy while harassing them with your rifle.

Combat Tactics

Since the game isn’t live yet, it would be kind of silly to suggest tactics for playing the character.

Be sure to bookmark this guide and check back later!

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