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Captain Specialization/Temporal Operative skills

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Ground Skills[edit | edit source]

  Tier Title Details
Temporal Operative t1 Imminent Decay icon.png I Imminent Decay I to target: 5% chance: {Magnitude} Physical Damage every 1 sec for 5 sec
Temporal Operative t1 Decay Amplification icon.png I Decay Amplification I +10% All Damage for all Ground Damage-Over-Time effects
Temporal Operative t1 Decay Amplification2 icon.png I Decay Amplification II +20% All Damage for all Ground Damage-Over-Time effects
Temporal Operative t1 Decayed Defenses icon.png I Decayed Defenses I When activating a DOT effect on Foe: to target: -5 All Damage Resistance Rating for 10sec
Temporal Operative t1 Decayed Defenses2 icon.png I Decayed Defenses II When activating a DOT effect on Foe: to target: -10 All Damage Resistance Rating for 10sec
Temporal Operative t2 Inevitability icon.png II Inevitability I +10% Power Recharge Speed on all Kit Module abilities
Temporal Operative t2 Inevitability2 icon.png II Inevitability II +15 Power Recharge Speed on all Kit Module abilities
Temporal Operative t2 Inevitability3 icon.png II Inevitability III +20% Power Recharge Speed on all Kit Module abilities
Temporal Operative t2 Uncertainty icon.png II Uncertainty I Ground: 5 of Kit Module Damage returned to self as Shield Heal
Temporal Operative t2 Uncertainty2 icon.png II Uncertainty II Ground: 10% of Kit Module Damage returned to self as Shield Heal
Temporal Operative t3 Modular Momentum icon.png III Modular Momentum I Activating a Kit Ability instantly reduces Secondary Firing Mode Cooldowns by 2 sec or 10% (whichever is less)
Temporal Operative t3 Modular Momentum 2 icon.png III Modular Momentum II Activating a Kit Ability instantly reduces Secondary Firing Mode Cooldowns by 3 sec or 15% (whichever is less)
Temporal Operative t3 Temporal Rebuke icon.png III Temporal Rebuke When hit by attacker within 5m: Foe is teleported 30m away and Rooted for 2sec

Space Skills[edit | edit source]

  Tier Title Details
Temporal Operative t1 Entropic Rider icon.png I Entropic Rider I to target: 2.5% chance: {Magnitude} Physical Damage every 1 sec for 5 sec (10% chance with Projectiles)
Temporal Operative t1 Atrophied Defenses icon.png I Atrophied Defenses I to target: 2.5% chance: When activating a DOT effect on Foe: to target:
  • - 5 All Damage Resistance Rating for 10sec
Temporal Operative t1 Atrophied Defenses2 icon.png I Atrophied Defenses II to target: 2.5% chance: When activating a DOT effect on Foe: to target: -[10] All Damage Resistance Rating for 10sec
Temporal Operative t1 Entropic Amplification icon.png I Entropic Amplification I + 10% All Damage for all Space Damage-Over-Time effects
Temporal Operative t1 Entropic Amplification2 icon.png I Entropic Amplification II + 20% All Damage for all Space Damage-Over-Time effects
Temporal Operative t2 Inevitability icon.png II Inevitability I +5% Power Recharge Speed on all Exotic Damage Bridge Officer abilities
Temporal Operative t2 Inevitability2 icon.png II Inevitability II +7.5%Power Recharge Speed on all Exotic Damage Bridge Officer abilities
Temporal Operative t2 Inevitability3 icon.png II Inevitability III 10% Power Recharge Speed on all Exotic Damage Bridge Officer abilities
Temporal Operative t2 Uncertainty icon.png II Uncertainty I Space: 5% of Exotic Damage returned to self as Shield Heal
Temporal Operative t2 Uncertainty2 icon.png II Uncertainty II Space: 10% of Exotic Damage returned to self as Shield Heal
Temporal Operative t2 Decaying Rebuke icon.png II Decaying Rebuke I {Magnitude} Physical Damage per sec for 10sec (ignores Shields)
Temporal Operative t2 Decaying Rebuke2 icon.png II Decaying Rebuke II {Magnitude} Physical Damage per sec for 10sec (ignores Shields)
Temporal Operative t3 Temporal Cross-Wiring icon.png III Temporal Cross-Wiring I Activating an Exotic Damage Ability grants 2.5% Firing Cycle Haste for Energy Weapons for 10sec (stacks up to 4 times)
Temporal Operative t3 Temporal Cross-Wiring2 icon.png III Temporal Cross-Wiring II Activating an Exotic Damage Ability grants 5% Firing Cycle Haste for Energy Weapons for 10sec (stacks up to 4 times)
Temporal Operative t3 Anomaly Leash icon.png III Anomaly Leash I Anomalies will slowly move to your current target (Anomalies: Gravity Well, Tykens Rift, Subspace Vortex, Ionic Turbulence, Chronometric Inversion Field, Timeline Collapse)

Anomalies gain a Flight Speed of 10

Temporal Operative t3 Anomaly Leash2 icon.png III Anomaly Leash II Anomalies will slowly move to your current target (Anomalies: Gravity Well, Tykens Rift, Subspace Vortex, Ionic Turbulence, Chronometric Inversion Field, Timeline Collapse)

Anomalies gain a Flight Speed of 20

Temporal Operative t3 Phasic Artillery icon.png III Phasic Artillery After launching Mines or a Targetable Torpedo, grant them {Magnitude} Temporary Hitpoints
Temporal Operative t4 Continuity icon.png IV Continuity When reduced below 10% Hull, trigger Continuity (max once per 3 minutes):
  • When triggered, apply to self:
    • Teleport backwards 8km from current position and facing
    • +{Magnitude} Hit Points
    • +{Magnitude} Shield Regeneration per Facing
      • Also causes "Adjustment Period" debuff:
      • -80% All Damage for 20sec
      • -66.7 Flight Speed for 20sec
Temporal Operative t4 Casual Glitch icon.png IV Casual Glitch I When Continuity is triggered: Reduce Cooldown on all Bridge Officer and Captain Abilities by 25%
Temporal Operative t4 Casual Glitch icon.png IV Casual Glitch II When Continuity is triggered: Reduce Cooldown on all Bridge Officer and Captain Abilities by 50%
Temporal Operative Temporal Adaption icon.png IV Temporal Adaption I "Adjustment Period" Debuff lasts 10 seconds
Temporal Operative Temporal Adaption2 icon.png IV Temporal Adaption II "Adjustment Period" Debuff no longer applies