How to Get Legacy Gear Easy Swtor
In SWTOR 7.0 Legendary Items carry set bonuses. This guide shows you how to unlock them and contains also a full list of all available Legendary Implants for all classes!
The guide is up-to-date for Patch 7.0.2b.
What are Legendary Items
With the release of SWTOR Update 7.0 and the Legacy of the Sith expansion in February 2022 BioWare changed the way set-bonuses are earned and used by all classes.
Instead of having to collect up to six pieces of armor parts to get the set-bonus you desire, these are now attached to the newly introduced Legendary Items. Legendary Items occupy the Implant slot in your character sheet.
The Legendary Items provide the following advantages to your EndGame Gearing Process at level 80 compared to what it was at level 75 in 6.0:
- Faster Gearing – You'll only need 2 pieces of gear to get the full effect of a full set bonus as opposed to 6.
- Greater Customization – Since the 4 and 6 piece bonuses are essentially decoupled, you will be able to mix and match them. There will clearly still be optimal builds.
- More Inventory Space – Some disciplines even in the same role require completely different set bonuses. This took up a lot of space in inventory. With Legendary Items, you'll only need to keep 2 pieces of gear for each discipline as opposed to 6.
- Slightly Simpler Gearing – By making it so you get a full benefit from a single piece of gear, it's a bit easier for new players to understand.
How to get Legendary Implants
The Legendary Implants have an initial Item Rating (IR) of 326. There is a new vendor on the Republic and Imperial Fleets. After you complete his mission, he will be willing to sell these expensive EndGame gear items to you.
You will find this Implant Researcher twi'lek NPC Lonndar Eadwinn in the Supplies Section, in the outer ring of the Fleet.
To unlock this new vendor, you will need to complete a mission for him. Of course, you need to be level 80 for him to even give it to you.
Talk to him. He will introduce himself and explain to you what he is able to offer. In exchange for you helping him out first with his research. The mission he will give you is called "Technological Advancements".
"To assist Lonndar Eadwinn in the final stages of his Implant research, you have been tasked with charging the "Jeweled Unknown Neuro-Key." The Neuro-Key can be charged by engaging in various activities around the galaxy."
Here is the full list of activities and how many charges each one grants you:
- Completing a Personal Conquest – 34 charge
- Completing Flashpoints or Operations via Group Finder – 2 charge
- Completing Flashpoints on Story Difficulty – 2 charge
- Completing Flashpoints on Veteran Difficulty – 6 charge
- Completing Flashpoints on Master Difficulty – 10 charge
- Killing Operations Bosses on Story Difficulty – 4 charge per boss
- Killing Operations Bosses on Veteran Difficulty – 7 charge per boss
- Killing Operations Bosses on Master Difficulty – 8 charge per boss
- Completing a PvP Match – 10 charge
- Completing Daily Area Weekly Missions – 10 charge
- Completing Heroic Weekly Missions – 10 charge
At a first glance, this looks like a lot of work. But it's not really that bad. The most rewarding activity, and one that you will likely complete in your first week anyway, is to complete your personal Conquest goal.
Upgrading Implants
With 7.1, Legendary Implants can be upgraded to 334 iRating. In addition, the SN-4RK droid vendor that sells you these implants will charge fewer Tech Fragments and Conquest Commendations once you've upgraded and equipped a pair of 330 and 334 implants.
The game tracks this through two achievements, one for 330 and one for 334. Once you have each achievement, legendary implant upgrade and purchase costs will be reduced accordingly:
- Tech Fragments: 6500 -> 2500
- Conquest Commendations: 100 -> 60
The purpose of reducing the costs of upgrades is primarily to make it cheaper to procure implants for your alts.
To be most efficient with Tech Fragments and Conquest Commendations while getting access to implants on all of the toons you care about,you should purchase and upgrade implants in the following order:
- Purchase a single pair of 326 implants and upgrade them to 330
- Purchase all the 326 implants for alts, but don't upgrade them to 330
- Upgrade the initial pair of 330 implants to 334
- Upgrade the rest of your implants and prioritize upgrading the implants you use the most
Full List of all Legendary Items for each class
Before I go through the list, there are a few things you should know about Legendary Implants. All Legendary Implants are restricted to original Class – Advanced Class pairs. Here is a translation table for Class – Advanced Class Pairs:
Requires This Base Class | Usable By These Combat Styles |
---|---|
Sith Warrior, Jedi Knight | Juggernaut, Marauder, Guardian, Sentinel |
Sith Inquisitor, Jedi Consular | Sorcerer, Assassin, Sage, Shadow |
Imperial Agent, Smuggler | Sniper, Operative, Gunslinger, Scoundrel |
Bounty Hunter, Trooper | Mercenary, Powertech, Commando, Vanguard |
For Legendary Implants with fairly generic effects like increasing damage dealt by certain damage types, there are separate Legendary Implants corresponding to each Base Class. For example, there is a Force Resistance Package for Sith Inquisitors / Jedi Consulars and a Force Resistance Package for Sith Warriors / Jedi Knights. Even if the effect is the same, you likely cannot benefit from or even equip the Legendary Implant that does not correspond to your Combat Style
Furthermore, not every generic Legendary Implant is available to every Combat Style that could conceivably utilize it. If you don't see the Legendary Implant on the list for that Combat Style, they cannot use it. Not all implants with the same name offer identical stats.
Finally, unless your discipline literally cannot make use of 1 or more stat on the Legendary Implant (so tank stats for a DPS spec), tertiary stats should not be a factor in deciding which Legendary Implant you buy and use. The effects are far more powerful than the stats and are often designed to synergize with specific builds. It's your job to compensate for differences in stats by obtaining and equipping different augments and earpieces. For your convenience, I have still included the tertiary stat provided by each Legendary Implant.
Sage and Sorcerer
Dynamic Force
The cooldown of Force Potency / Recklessness is reduced by 15 seconds. (Critical)
Empowered Restorer
Activating Force Barrier puts a barrier on nearby allies, absorbing some damage and granting them an additional 25% Elemental damage reduction while active. Lasts up to 8 seconds. Absorb shield HP is equivalent to twice as much as Force Armor / Static Barrier. (Alacrity)
Force Training
Melee and Force attacks deal 3% more damage. (Alacrity)
Force Resistance
Increases Elemental, Internal, Kinetic, and Energy damage reduction by 3%. (Shield)
Gathering Storm
Force Speed makes your next direct Force attack deal 20% more damage and you deal 20% more damage while Polarity Shift is active. (Alacrity)
Revitalize
While Rejuvenate / Resurgence is active on a target, it has a 15% chance to spontaneously heal the target whenever it receives non-Rejuvenate healing from you. (Critical)
Unmatched Haste
The duration of Mental Alacrity / Polarity Shift is increased by 5 seconds and using Force Speed reduces the active cooldown of Mental Alacrity / Polarity Shift by 5 seconds. (Critical)
Shadow and Assassin
Ballast Point
Deflection grants Ballistic Immunity for 6 seconds, giving you immunity to movement impairing effects, knockdowns, and physics. (Absorb)
Dynamic Force
The cooldown of Force Potency / Recklessness is reduced by 15 seconds. (Critical)
Force Resistance
Increases Elemental, Internal, Kinetic, and Energy damage reduction by 3%. (Shield)
Force Training
Melee and Force attacks deal 3% more damage. (Alacrity)
Shadowcraft
Using Phantom Stride from stealth grants Shadowcraft, increasing your critical chance by 100% for 6 seconds. Force Cloak resets the cooldown of Phantom Stride. (Critical)
Vanguard and Powertech
Mandalorian Armaments
When Shoulder Cannon is put on cooldown, it applies Autocannon to you for 60 seconds, firing a rocket at your current target whenever you deal direct damage. This additional rocket can fire once every 10 seconds. (Critical)
Shock Trooper
The Energy Cell / Heat cost of Shockstrike / Flaming Fist and Stockstrike / Rocket Punch is reduced by 4. Shockstrike / Flaming Fist, Tactical Surge / Magnetic Blast, and Energy Blast / Heat Blast increase damage dealt by 10% for 15 seconds. Cannot occur more than once every 30 seconds. (Alacrity)
Specialist
Battle Focus / Explosive Fuel increases damage done by 20% while Ion Cell / Gas Cylinder is being utilized and increases damage reduction by 10% while Ion Cell / Gas Cylinder is not being utilized. (Critical)
Squad Leader
Whenever you take damage with Reactive Shield / Energy Shield, a weaker shield that grants 10% DR is applied to allies within 5m for 3 seconds. (Absorb)
Supercommando
Activating Balmorran Advanced Weaponry / Power Yield, Durasteel Armor / Thermal Yield, or Infused Kolto Packs / Energy Yield grants a shield that absorbs 1.62 million damage. Lasts up to 3 seconds. (Shield)
Veteran Ranger
Each Shoulder Cannon rocket has a 50% chance to trigger an additional rocket. (Alacrity)
Commando and Mercenary
Advanced Scanning
Reduces the cooldown of Advanced Medical Probe / Healing Scan by 1.5 seconds and the cooldown of Bacta Infusion / Emergency Scan by 3 seconds. (Alacrity)
Concentrated Fire
Activating Supercharged Cell / Gas makes your next High Impact Bolt / Rail Shot, Mag Bolt / Shot, or Bacta Infusion / Emergency Scan critically hit or heal. (Critical)
Random Charge
Damaging an enemy or healing an ally has a 10% chance to generate a stack of Supercharge. Cannot occur more than once every 5 seconds. (Alacrity)
Squad Leader
Whenever you take damage with Reactive Shield / Energy Shield, a weaker shield is applied to nearby allies for 3 seconds. (Absorb)
Target Eliminator Package
Demolition Round / Heatseeker Missiles and Serrated Bolt / Serrated Shot increase damage dealt by 2% for 15 seconds. Cannot occur more than once every 30 seconds. (Critical)
Gunslinger and Sniper
Active Reload
Killing an enemy within 3 seconds of damaging them with Quickdraw / Takedown resets the cooldown of Quickdraw / Takedown and gives you a 5% damage buff. Stacks up to 3 times and lasts 10 seconds. (Alacrity)
Energy Regulators
You gain 1 Energy per second while in cover. (Alacrity)
Improved Targeting
Reduces the cooldown of Smuggler's Luck / Laze Target, Blood Sights / Viral Targeting, and Target Hack / Targeting Systems by 15 seconds. (Critical)
Locked and Loaded
Ranged and tech damage are increased by 5%. (Alacrity)
Mini Shield
Activating Shield Probe creates an absorb shield around each ally within 5m, absorbing a tiny amount of damage, lasting up to 10s. (Alacrity)
Scoundrel and Operative
Aggressive Treatment
Bushwhack / Toxic Haze heals any allies standing inside it. (Alacrity)
Field Medic
Activating a healing ability has a 15% chance to grant Field Medic's Critical Bonus, which causes your next Underworld Medicine / Kolto Injection to automatically critically hit. Cannot occur more than once every 30 seconds. (Critical)
Locked and Loaded
Ranged and tech damage are increased by 5%. (Alacrity)
Mini Shield
Activating Shield Probe creates an absorb shield around each ally within 5m, absorbing a tiny amount of damage, lasting up to 10s. (Alacrity)
Tactician
Gaining Upper Hand / Tactical Advantage increases your crit chance by 10% for 10 seconds. (Missing rate limit text: "This effect can only occur once every 18 seconds." Unclear if it has or is meant to have a rate limit.) (Alacrity)
Tactician's Focus
Dealing critical damage with Bludgeon / Veiled Strike or Point Blank Shot / Lethal Strike grants Tactician's Focus, making your next Sucker Punch / Laceration or Brutal Shots / Corrosive Assault automatically critically hit. Cannot occur more than once every 30 seconds. (Alacrity)
Trapper
Bushwhack / Toxic Haze refunds an Upper Hand / Tactical Advantage and no longer costs Energy. (Critical)
Guardian and Juggernaut
Champion's Precision
Combat Focus / Enrage, Burning Focus / Bloodrage, or Threatening Focus / Threatening Rage grants Champion's Precision, increasing your critical chance by 20% for 8 seconds. (Critical)
Fearless Victor
Whenever you use an attack that spends Focus / Rage, your Melee damage is increased by 10% for 10 seconds. (Critical)
Force Resistance
Increases Elemental, Internal, Kinetic, and Energy damage reduction by 3%. (Absorb)
Nimble Master
Activating Saber Ward grants Nimble Master, increasing your movement speed by 100% for the duration of Saber Ward. (Alacrity)
Retaliator
Riposte / Retaliation has no cooldown. (Shield)
Vicious Thirst
Slash / Vicious Slash, Blade Rush / Massacre, and Cyclone Slash / Sweeping Slash add Vicious Thirst stacks to their targets, stacking up to 5 times. Defeating an enemy with Vicious Thirst stacks increases your damage dealt by 3% per stack for 10 seconds. (Alacrity)
Sentinel and Marauder
Berserker's Call
Reduces the cooldown of Valorous Call / Frenzy by 15 seconds. Additionally, activating Zen / Berserk increases all damage dealt by 5% for 10 seconds. (Critical)
Dispatcher
Activating Twin Saber Throw / Dual Saber Throw grants Dispatcher's Challenge, making your next Dispatch / Vicious Throw or Slash / Vicious Slash critically hit. Critically hitting with a weapon attack generates 1 Focus / Rage. This effect cannot occur more than once every 3 seconds. (Alacrity)
Fearless Victor
Whenever you use an attack that spends Focus / Rage, your Melee damage is increased by 10% for 10 seconds. (Critical)
Force Resistance
Increases Elemental, Internal, Kinetic, and Energy damage reduction by 3%. (Shield)
Vicious Thirst
Slash / Vicious Slash, Blade Rush / Massacre, and Cyclone Slash / Sweeping Slash add Vicious Thirst stacks to their targets, stacking up to 5 times. Killing an enemy with Vicious Thirst stacks increases your damage dealt by 3% per stack for 10 seconds. (Alacrity)
SWTOR 7.0 Class Guides List
Complete list of all SWTOR 7.0 Class Guides for PvE and PvP for the Legacy of the Sith Expansion, ordered by Combat Style and Discipline!
Endonae
Source: https://vulkk.com/2022/02/18/how-to-get-legendary-items-in-swtor-7-0-and-full-list/
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