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Specialization: Temporal Operative

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Temporal starships used by the Federation in the Battle of Procyon V in 26th century.
The Temporal Operative tree.

Temporal Operatives can manipulate the fabric of reality to turn probability and causality on its head, shifting the tide of battle in their favor.


The Temporal Operative Specialization is a Primary Captain Specialization released with Agents of Yesterday. Temporal Operatives lean heavily on Exotic Damage and Kit Module abilities, belying their roots as a science-heavy specialization.

Specialization Temporal Operative icon.png
Common icon.png

Temporal Operative
Space Skill & Ground Skill

While the Temporal Operative specialization is active, you benefit from additional +5 Kit Performance Skill (Ground Only) and +5 Exotic Particle Generator Skill (Space Only).

This bonus increases by a +1.5 Skill for each point spent in the Specialization.

(You must have at least 1 point spent in this Specialization to gain this bonus.)

Scaling bonus:

Tiers Overview[edit | edit source]

Available by default.


  Title Details
Temporal Operative t1 Imminent Decay icon.png Imminent Decay I Ground Skill

Your ground weapons gain a chance to inflict a short-duration Physical Damage-over-Time effect.

  • Your weapon attacks gain: 5% chance: ____ Physical Damage every 1 sec for 10 sec (Ignores Shields)
Temporal Operative t1 Decayed Defenses icon.png Decay Amplification I Ground Skill

Increase the damage inflicted by all of your Damage-over-Time effects.

  • +10% All Damage for all Ground Damage-Over-Time effects
Temporal Operative t1 Decayed Defenses2 icon.png Decay Amplification II Ground Skill

Increase the damage inflicted by all of your Damage-over-Time effects.

  • +20% All Damage for all Ground Damage-Over-Time effects
Temporal Operative t1 Decayed Defenses icon.png Decayed Defenses I Ground Skill

While in Ground Combat, dealing weapon damage to a foe that has at least one Damage-over-Time effect already applied will also apply a damage resistance debuff to them for several seconds.

  • When dealing Weapon Damage to a Foe that has at least one DoT effect applied: to target: -5 All Damage Resistance Rating for 10 sec
Temporal Operative t1 Decayed Defenses2 icon.png Decayed Defenses II Ground Skill

While in Ground Combat, dealing weapon damage to a foe that has at least one Damage-over-Time effect already applied will also apply a damage resistance debuff to them for several seconds.

  • When dealing Weapon Damage to a Foe that has at least one DoT effect applied: to target: -10 All Damage Resistance Rating for 10 sec
Temporal Operative t1 Entropic Rider icon.png Entropic Rider I Space Skill

Your starship weapons gain a chance to inflict a short-duration Physical Damage-over-Time effect. The chance is greater for projectiles than it is for directed energy weapons.

  • When firing energy weapons, 2.5% chance: ____ Physical Damage every 1 sec for 10 sec (Ignores Shields)
  • When firing projectile weapons, 10% chance: ____ Physical Damage every 1 sec for 10 sec (Ignores Shields)
Temporal Operative t1 Atrophied Defenses icon.png Atrophied Defenses I Space Skill

While in Space Combat, dealing weapon damage to a foe that has at least one Damage-over-time effect already applied will also apply a damage resistance debuff to them for several seconds.

  • When dealing Weapon Damage to a Foe that has at least one DoT effect applied: to target: -5 All Damage Resistance Rating for 10 sec
Temporal Operative t1 Atrophied Defenses2 icon.png Atrophied Defenses II Space Skill

While in Space Combat, dealing weapon damage to a foe that has at least one Damage-over-time effect already applied will also apply a damage resistance debuff to them for several seconds.

  • When dealing Weapon Damage to a Foe that has at least one DoT effect applied: to target: -10 All Damage Resistance Rating for 10 sec
Temporal Operative t1 Entropic Amplification icon.png Entropic Amplification I Space Skill

Increase the damage inflicted by all of your Damage-over-Time effects.

  • +10% All Damage for all Space Damage-over-Time effects
Temporal Operative t1 Entropic Amplification2 icon.png Entropic Amplification II Space Skill

Increase the damage inflicted by all of your Damage-over-Time effects.

  • +20% All Damage for all Space Damage-over-Time effects

Unlocks after choosing 5 abilities from this specialization.


Store Unlock:

Officer Training R&D School Unlock:


  Title Details
Temporal Operative t2 Inevitability icon.png Inevitability I Space Skill & Ground Skill

Increase how quickly certain abilities recharge. In Ground Combat, this ability speeds up the recharge of Kit Modules. In Space Combat, this ability speeds up the recharge of Exotic Damage Bridge Officer abilities.

  • +10% Power Recharge Speed on all Kit Module abilities
  • +5% Power Recharge Speed on all Exotic Damage Bridge Officer abilities
Temporal Operative t2 Inevitability2 icon.png Inevitability II Space Skill & Ground Skill

Increase how quickly certain abilities recharge. In Ground Combat, this ability speeds up the recharge of Kit Modules. In Space Combat, this ability speeds up the recharge of Exotic Damage Bridge Officer abilities.

  • +15% Power Recharge Speed on all Kit Module abilities
  • +7.5% Power Recharge Speed on all Exotic Damage Bridge Officer abilities
Temporal Operative t2 Inevitability3 icon.png Inevitability III Space Skill & Ground Skill

Increase how quickly certain abilities recharge. In Ground Combat, this ability speeds up the recharge of Kit Modules. In Space Combat, this ability speeds up the recharge of Exotic Damage Bridge Officer abilities.

  • +20% Power Recharge Speed on all Kit Module abilities
  • +10% Power Recharge Speed on all Exotic Damage Bridge Officer abilities
Temporal Operative t2 Uncertainty icon.png Uncertainty I Space Skill & Ground Skill

Activating any Kit Module Damage or Exotic Damage grants you a small amount of Temporary Hitpoints. This effect can stack several times, each time adding additional Temp HP to your current pool.

  • Space: ____ Temporary Hitpoints (lasts 10sec, stacks 10 time max) when activating Exotic Damage abilities
  • Ground: ____ Temporary Hitpoints (lasts 10sec, stacks 10 time max) when activating Kit Module abilities
Temporal Operative t2 Uncertainty2 icon.png Uncertainty II Space Skill & Ground Skill

Activating any Kit Module Damage or Exotic Damage grants you a small amount of Temporary Hitpoints. This effect can stack several times, each time adding additional Temp HP to your current pool.

  • Space: ____ Temporary Hitpoints (lasts 10sec, stacks 10 time max) when activating Exotic Damage abilities
  • Ground: ____ Temporary Hitpoints (lasts 10sec, stacks 10 time max) when activating Kit Module abilities

Unlocks after choosing 10 abilities from this specialization.


Store Unlock:

  • 13 points spent - unlock:
    • Ability to purchase Uncommon Temporal Kit Modules II from the Dilithium Store

Starship Trait Unlock:

  • 15 points spent - unlock:

  Title Details
Temporal Operative t3 Modular Momentum icon.png Modular Momentum I Ground Skill

Activating any Kit Module ability will cause all Secondary Firing Modes to recharge more quickly. This affect is immediately applied when the Kit Module is activated, and only affects Secondary Firing Modes that are already in cooldown.

Effect cannot be triggered by Sweeping Strikes attacks

  • Activating a Kit Ability instantly reduces Secondary Firing Mode cooldowns by 2sec or 10% (whichever is less)
Temporal Operative t3 Modular Momentum 2 icon.png Modular Momentum II Ground Skill

Activating any Kit Module ability will cause all Secondary Firing Modes to recharge more quickly. This affect is immediately applied when the Kit Module is activated, and only affects Secondary Firing Modes that are already in cooldown.

Effect cannot be triggered by Sweeping Strikes attacks

  • Activating a Kit Ability instantly reduces Secondary Firing Mode cooldowns by 3sec or 15% (whichever is less)
Temporal Operative t3 Temporal Rebuke icon.png Temporal Rebuke Ground Skill

Whenever you are struck by a foe within melee range, there is a chance you will automatically Stun that foe for several seconds, preventing them from moving or taking action.

  • When hit by attacker within 5m: Foe is Stunned for 4 sec
  • After being triggered, may not activate again for 30 sec
Temporal Operative t2 Decaying Rebuke icon.png Decaying Rebuke I Ground Skill

When Temporal Rebuke is triggered, the affected enemy is also afflicted with a Physical Damage-over-Time effect for several seconds.

  • ____ Physical Damage per sec for 10 sec (Ignores Shields)
Temporal Operative t2 Decaying Rebuke2 icon.png Decaying Rebuke II Ground Skill

When Temporal Rebuke is triggered, the affected enemy is also afflicted with a Physical Damage-over-Time effect for several seconds.

  • ____ Physical Damage per sec for 10 sec (Ignores Shields)
Temporal Operative t3 Temporal Cross-Wiring icon.png Temporal Cross-Wiring I Space Skill

Activating any Exotic Damage ability will provide you with a temporary buff that improves the speed of your Energy Weapons' firing cycles, making them both activate and recharge more quickly.

  • Activating an Exotic Damage Ability grants 2% Firing Cycle Haste for Energy Weapons for 10 sec
Temporal Operative t3 Temporal Cross-Wiring2 icon.png Temporal Cross-Wiring II Space Skill

Activating any Exotic Damage ability will provide you with a temporary buff that improves the speed of your Energy Weapons' firing cycles, making them both activate and recharge more quickly.

  • Activating an Exotic Damage Ability grants 4% Firing Cycle Haste for Energy Weapons for 10 sec
Temporal Operative t3 Anomaly Leash icon.png Anomaly Leash I Space Skill

Anomalies summoned by you are now mobile and will move at a slow pace toward whatever enemy you currently have targeted.

Anomalies affected by this:

Gravity Well
Tyken's Rift
Subspace Vortex
Ionic Turbulence
Chronometric Inversion Field
Timeline Collapse
  • Anomalies gain a Flight Speed of 5
Temporal Operative t3 Anomaly Leash2 icon.png Anomaly Leash II Space Skill

Anomalies summoned by you are now mobile and will move at a slow pace toward whatever enemy you currently have targeted.

Anomalies affected by this:

Gravity Well
Tyken's Rift
Subspace Vortex
Ionic Turbulence
Chronometric Inversion Field
Timeline Collapse
  • Anomalies gain a Flight Speed of 10
Temporal Operative t3 Phasic Artillery icon.png Phasic Artillery Space Skill

Your mines and targetable torpedoes are slightly out-of-phase, granting them the ability to absorb a small amount of incoming damage before being destroyed. This is represented as Temporary Hitpoints, and may allow them to survive enemy fire and hazardous anomalies.

  • After launching Mines or a Targetable Torpedo, grant to them ____ Temporary Hitpoints

Unlocks after choosing 15 abilities from this specialization.


Store Unlock:

  • 18 points spent - unlock:
    • Ability to purchase Rare Temporal Kit Modules III from the Dilithium Store
  • 27 points spent - unlock:
    • Ability to purchase Very Rare Temporal Kit Modules IV from the Dilithium Store

Officer Training R&D School Unlock:

Starship Trait Unlock:


  Title Details
Temporal Operative t4 Continuity icon.png Continuity Space Skill

When reduced to less than 10% of your Hull, you will immediately be removed from danger. Your ship will teleport approximately 8km from its current location, become briefly untargetable, and have its hull and shields restored by a large amounts. This action will also wipe all accumulated threat vs. NPCs.

After Continuity is triggered, your ship will perform at less than full capacity for a short period of time, as the timelines adjust to this sudden shift of probability.

This effect may only trigger once every 3 minutes.

If Threatening Stance is active, Teleport and Threat wipe will not occur.

  • 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
    • +____ Hit Points
    • +____ 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 Causal Glitch I Space Skill

When Continuity is triggered, all Bridge Officer Abilities that are currently in cooldown will have their remaining recharge timers heavily reduced.

  • Reduced Cooldown on all Bridge Officer Abilities for 25%
Temporal Operative t4 Casual Glitch icon.png Causal Glitch II Space Skill

When Continuity is triggered, all Bridge Officer Abilities that are currently in cooldown will have their remaining recharge timers heavily reduced.

  • Reduced Cooldown on all Bridge Officer Abilities for 50%
Temporal Operative Temporal Adaption icon.png Temporal Adaption I Space Skill

"Adjustment Period" debuff that is applies when Continuity is triggered does not last as long

  • "Adjustment Period" debuff lasts 10 seconds
Temporal Operative Temporal Adaption2 icon.png Temporal Adaption II Space Skill

"Adjustment Period" debuff no longer applies when Continuity is triggered.

  • "Adjustment Period" debuff no longer applies

Temporal Operatives[edit | edit source]

Any Tactical, Engineering or Science Bridge Officer can be trained in Temporal specialization by using the [Specialization Qualification - Temporal Operative]. Said item is unlocked for crafting in the Officer Training R&D School once 10 points have been spent in Temporal Specialization, or may be purchased from the Exchange.

Common Temporal Operative Bridge Officers can also be purchased from Bridge Officer Requisition Officer for a modest dilithium fee.

Bridge Officer Abilities[edit | edit source]

Entropy meter
See main article: Bridge officer and kit abilities -> Temporal Operative Abilities

Temporal Operatives use their understanding of temporal mechanics to cause subtle fluctuations in localized causality, primarily manifesting in the form of a mechanic known as Entropy which they generate on foes, then consume to improve subsequent effects.

Most of the Temporal Operative BOff abilities can be classified as either a Builder or a Consumer, depending on whether they increase Entropy or consume it. Using the Builder abilities, you can apply to each foe up to a maximum of five (5) applications of Entropy. Activating the Consumer ability will consume all of the Entropy applied to the foe, increasing the damage output of the ability.

Space Abilities[edit | edit source]

Builder
Channeled Deconstruction icon (Federation).png Channeled Deconstruction
+1 Entropy every 2 sec

Focus entropic energies into your foe's hull over time, gradually causing more and more physical damage as the ship rapidly decays.

Chronometric Inversion Field icon (Federation).png Chronometric Inversion Field
Each sec, 15% chance: +1 Entropy to all foes inside the Field

By upsetting the balance of localized space-time, you can generate a field that will reduce the speed and damage of opponents caught within it, while dealing physical damage to their hull.

Entropic Cascade icon (Federation).png Entropic Cascade
+1 Entropy to Primary Target if no valid Secondary Targets

Inflict a slow-acting decay on your primary target which will periodically cascade out to other allies of your primary target. If no other enemies are near the primary target, additional Entropy will build up on the primary foe.

Heisenberg Amplifier icon (Federation).png Heisenberg Amplifier
+1 Entropy

Amplify aspects of the Heisenberg Uncertainty Principle in localized space-time, in order to randomly move matter and space on a macro scale. This effect also generates synaptic disruptions that will Confuse the crews of affected starships.

Recursive Shearing icon (Federation).png Recursive Shearing
+2 Entropy

Creates a localized causal paradox, centered on the firepower being directed at an enemy ship. While present, the phenomenon will 'store' a portion of all incoming damage directed at that foe. Upon expiration, all of that 'stored' damage will be instantly reapplied to the foe as a physical burst.

Shared Fate icon (Federation).png Shared Fate
Each sec, 10% chance: +1 Entropy

Create a resonant tachyon failure that weakens and drains nearby enemy shields. These effects will become stronger with each affected foe.


Consumer
Gravimetric Conversion icon (Federation).png Gravimetric Conversion
Removes all Entropy from affected Foes; Entropy increases Shield Restoration/Drain

Send out a burst of gravimetric distortion that will simultaneously drain the shields of nearby foes while restoring your own. The amount of restoration to self is increased by hitting more targets.

Rapid Decay icon (Federation).png Rapid Decay
Removes all Entropy from target; Entropy increases duration

Trigger a rapid aging of the targeted foe's components and resistances, dealing physical damage over time and weakening their resistance to all sources of damage.

Timeline Collapse icon (Federation).png Timeline Collapse
Removes all Entropy from targets; Entropy increases damage and Disable effect

Initiate a violent rupture into an alternate timeline, causing a turbulent instability of local space-time. Enemies caught in the resulting anomaly will be pulled towards its center for a few seconds before it collapses. Upon collapsing, the resulting explosion will deal physical damage as well as briefly disable affected foes.


Other
Causal Reversion icon (Federation).png Causal Reversion
Restores Hull based on number of Foes within 10km afflicted with Entropy

Avoid the strict requirements of causality by retroactively preventing the hull lost from damage received in the past. This manifests as a hull heal in the present timestream.

Entropic Redistribution icon (Federation).png Entropic Redistribution
Removes all Entropy from Primary Target; adds Entropy to all foes within 5km of Primary Target equal to amount removed

Manipulate the entropic energies already coursing around a targeted foe with the purpose of sending them out to other nearby foes. This action will cause a moderate amount of physical damage to the primary target.

Ground Abilities[edit | edit source]

Builder
Causal Entanglement icon (Federation).png Causal Entanglement
Each sec, 10% chance: +1 Entropy to foes within 10m

Create a localized field of entropic decay that will weaken nearby foes' shields and damage resistances. These effects become stronger with each affected foe.

Chronometric Diffusion icon (Federation).png Chronometric Diffusion
Each sec, 10% chance: +1 Entropy to all Foes within the Field

By upsetting the balance of localized space-time, you can generate a field that will reduce the speed and damage of opponents caught within it, while dealing physical damage to them.

Degeneration icon (Federation).png Degeneration
+1 Entropy when duration ends

Focus a quick burst of entropic energies onto the targeted foe, causing them to rapidly suffer physical damage over time which grows more intense with each tick.

Entropic Contagion icon.png Entropic Contagion
+1 Entropy to Primary Target if no Secondary Targets

Inflict a slow-acting decay on your primary target which will periodically cascade out to other nearby allies of your primary target.

Recursive Affliction icon (Federation).png Recursive Affliction
+2 Entropy

Creates a localized causal paradox, centered on the firepower being directed at a designated foe. While present, the phenomenon will 'store' a portion of all incoming damage directed at that foe. Upon expiration, all of that 'stored' damage will be instantly reapplied to the foe as a physical burst.

Uncertainty Burst icon (Federation).png Uncertainty Burst
+1 Entropy

Amplify aspects of the Heisenberg Uncertainty Principle in localized space-time, in order to randomly move matter and space on a macro scale. This effect also generates synaptic disruptions that will Confuse all affected targets.


Consumer
Paradox Bomb icon (Federation).png Paradox Bomb
Removes all Entropy from targets; Entropy increases Damage and Pull effect

Initiate a violent rupture into an alternate timeline, causing a turbulent instability of local space-time. Enemies caught in the resulting anomaly will be pulled towards its center for a few seconds before it collapses. Upon collapsing, the resulting explosion will deal physical damage as well as briefly disable affected foes.

Temporal Narcosis icon (Federation).png Temporal Narcosis
Removes all Entropy from target; Entropy increases duration

Trigger the creation of microscopic disruption of space-time within the bloodstream of the targeted foe, dealing physical damage over time and weakening their resistance to all sources of damage.

Tachyonic Conversion icon (Federation).png Tachyonic Conversion
Removes all Entropy from affected Foes; Entropy increases Shield Restoration/Drain

Send out a burst of gravimetric distortion that will simultaneously drain the shields of nearby foes while restoring your own. The amount of restoration to self is increased by hitting more targets.


Other
Chronoplasty icon (Federation).png Chronoplasty
Restores Hit Points based on number of Foes within 15m afflicted with Entropy

Avoid the strict requirements of causality by retroactively preventing the health lost from damage received in the past. This manifests as a heal in the present timestream.

Spread Decay icon (Federation).png Spread Decay
Removes all Entropy from Primary Target; adds Entropy to all foes within 15m of Primary Target equal to amount removed

Manipulate the entropic energies already coursing around a targeted foe with the purpose of sending them out to other nearby foes. This action will cause a moderate amount of physical damage to the primary target.


Temporal Starships[edit | edit source]

The following playable starships can be classified as Temporal Starships:

Molecular Reconstruction[edit | edit source]

Temporal Starships are capable of making subtle alterations on the molecular level through the use of Molecular Reconstruction.

This technology allows the starship to assume 1 of 3 different Configurations: Offensive, Defensive and Support. Additionally, the player may choose to have no active Configuration. Each Configuration has its own strengths and weaknesses.

Once the meter is full, Molecular Reconstruction Beam becomes available for use.
  • Offensive Configuration icon.png Offensive Configuration
  • Defensive Configuration icon.png Defensive Configuration
  • Support Configuration icon.png Support Configuration

Each of the Configurations generates their own specific counter. A ship may have up to 6 Configuration Counters at a time. After reaching 6 counters, any additionally generated ones will be lost. These counters are used to fuel Molecular Deconstruction Beam:

  • Molecular Deconstruction Beam icon.png Molecular Deconstruction Beam

Firing the Molecular Deconstruction Beam deals Physical Damage over time and disables the target, in addition to healing your hull over time. This power's damage scales with the number of Offensive counters consumed. Its Hull Healing scales with the number Defensive counters consumed. Lastly, its Disable duration scales with the number of Support counters consumed. Activating this ability will consume all Offensive, Defensive and Support Counters generated from Configurations.

Hybrid Seating[edit | edit source]

All Temporal Starships feature a Commander Temporal Operative Bridge Officer seat. Some of these ships feature an additional, lower ranking Temporal Operative BOff seating.

Other playable ships with Temporal Operative BOff seat[edit | edit source]

See main article: List of starships with Temporal Operative seating

A large number of playable Tier 6 starships come with either an Ensign, Lieutenant or Lieutenant Commander Temporal Operative BOff seating. However, these ships lack the built-in Active Sensor Arrays, and are thus not considered to be Temporal Starships.


Captain Specializations
Primary & Secondary Secondary
Command OfficerIntelligence OfficerMiracle WorkerPilotTemporal Operative ConstableCommandoStrategist