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How To Plan Your Future As An Imperial Agent

As a Swtor Gold Sniper, the Agent has familiarized himself with the rifles with which he is trained, and subsequently found them lacking. To get the most bang for his buck, he moves up to sniper rifles, allowing for unparalleled distance in attack. He is not quite as battle-hardened as the Operative, so he will continue to rely on cover, much as he ought to for levels 1-10. He can also further define his role with these skill trees:

1.Marksmanship, which will expand the Agent's long-range abilities, particularly those performed from cover. 2.Engineering, a tree that improves the Agent's droids and probes, giving him a wealth of de-buff options. 3.Lethality, the shared tree, which for this class focuses on damage over time abilities via the Agent's poisons.

The Cheap Swtor Credits Operative could be considered the Sniper's more bloodthirsty cousin, though this Advanced Class for the Agent can also spec as a healer. The Operative's abilities will change the Agent class from a cover-based killer to that of a stealth-based assassin or back-of-the-battle healer. He also gets a totally freakin' suh-weet energy blade. The Operative skill trees are:

1. Concealment, which does what you could probably guess by the name: conceals the Operative and gives him stealth abilities. 2.Medic, which not only heals, but also doubles as a pretty good buff class. No sense keeping allies alive if they're ineffective, right? 3. Lethality, the shared DPS tree, spilling out some nice, gradual damage from afar with poison.

Alright, I know you're getting tired of it, so this is the last time I say it: Choosing either of the Imperial Agent Advanced Classes in Star Wars: The Old Republic will not change your story. You are still an Imperial, you are still an Agent, you are still serving the Empire. Some tasks may be better suited to one playstyle than the other, but that's entirely personal; you aren't missing out on plot by choosing the class you want.

Imperial Agent Equipment: The Agent must be able to move quickly and freely, so their armor will not be as heavy as the Bounty Hunter's or the Sith Warrior's. Still, the Empire realizes that, should an Agent come under fire, their health ought to be preserved. That's why you'll be wearing medium armor for your adventure. It's nice blend of protection and ease of movement, allowing the Agent to do what he does best.

The Agent is also trained in rifles, unlike his Republic counterpart, the Smuggler. This allows for some really great DPS, particularly if you can beef up your Aim stat in these early levels of 1-10. Finally, though the Empire and I have the utmost confidence in your abilities, it might not be a bad idea to hold onto some stim packs while out and about. The Imperial Agent is a bit softer than many of the other classes.

Imperial Agent Skills: The Agent, as said before, is a trickster and deceiver. He is a spy after all. His abilities will play on this, and exploit every weakness he can find on an enemy. He is a master soldier above all else though, so while the Sith call upon the Force and Bounty Hunters often experiment with dangerous, prototype tech, it's the Agent's own skill that gets him through most scraps.

Using such Buy Swtor Credits skill drains Energy, a resource pool from which the Agent will draw. This regenerates naturally over time, so just make sure to keep the rate at which you expend Energy lower than the rate at which you build it and you'll be fine. The Agent's abilities are focused on bringing down enemies quickly with burst DPS anyway, so you should only need to use a handful per group for levels 1-10.


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