Operations Build
What is the Operations build?
Start on Just-In-Time, then aim for Reroute, Backorder and Supply Drop from the Operations pool. Add Balls in the Air and Sticky Notes from the shared skills. Put most talent points into Fleet, and the rest into Continuity. Operations has 120 health and ranks C tier on our arithmetic.
Operations opens with Just-In-Time on 120 health. It lands three seconds later, exactly where the horde will be, so steady routes pay better than last-minute heroics. Your heroics have been rescheduled to Thursday, between deliveries.
Which skills and passives?
These six skills fill your six slots, and the six passives fill theirs. Passives that evolve one of your skills come first, since a skill evolves only at rank 5 with its partner owned. The remaining passive slots go to damage and cooldown, then whatever else is open.
| Skill | Source | Final dmg/s | Evolves with | Becomes |
|---|---|---|---|---|
| Just-In-Time (start) | Operations | 376.7 | Coffee | Same-Day |
| Reroute | Operations | 41 | None | None |
| Backorder | Operations | 40.8 | None | None |
| Supply Drop | Operations | 26.3 | None | None |
| Balls in the Air | Shared | 1421.8 | Coffee | Juggling |
| Sticky Notes | Shared | 444.4 | None | None |
| Passive | Each rank | Why |
|---|---|---|
| Coffee | Skill speed +8% | Evolves Just-In-Time |
| Grade 7 | Damage +8% | General strength |
| The Phone | Cooldown -6% | General strength |
| The Projector | Extra shots +1 | General strength |
| Headphones | Area +8% | General strength |
| The Red Pen | Crit chance +4% | General strength |
How should I spend 51 talent points?
This plan puts points into Fleet first, because it holds the most damage and cooldown talents of the three tracks. What is left goes into Continuity, reaching its first milestone. It is a legal spend under the game's own unlock rules, and respecs are free, so nothing here is a commitment.
Your career path has been mapped. It is a circle.
Fleet: 35 points
| Talent | Points | What it does |
|---|---|---|
| Route Optimisation | 5 | Move speed +3% per point. Left turns only. |
| Express Lane | 5 | Skill speed +4% per point. For a fee. You pay the fee. |
| Long Haul (milestone at 10) | 1 | Dashes go further. Overnight. |
| Turnaround | 5 | Cooldown -3% per point. Unloaded, loaded, gone. |
| Full Load | 5 | Damage +4% per point. Forty-four tonnes. |
| Bumper | 3 | Armour +1% per point. Scuffed. Functional. |
| Second Truck (milestone at 20) | 1 | Every skill fires one more. Same route, same driver, somehow. |
| Overdrive | 4 | Skill speed +4% per point. The gear after the last one. |
| Overnight Run | 5 | Duration +6% per point. Everything lasts till morning. |
| Convoy (milestone at 30) | 1 | Orbiting things double. Keep your distance. |
Continuity: 16 points
| Talent | Points | What it does |
|---|---|---|
| Backup Plan | 5 | Max health +6% per point. Plan B. Also plans C to F. |
| Contingency | 5 | Armour +1% per point. Budgeted. Spent in March. |
| Business Continuity (milestone at 10) | 1 | Below 30% health, every skill hits harder. The plan is live. |
| Spare Parts | 5 | Health per second +0.4 per point. In the cupboard. Not labelled. |
Which gear sets?
Operations has five sets, one per rarity from Approved up, and Loading Dock is the first you can realistically finish. Wear four pieces for the stat bonus and eight for the change to how things play. Stars add 20 percent of a piece's stats each, so keep them for pieces you will wear for a while.
| Set | Rarity | 4 pieces | 8 pieces |
|---|---|---|---|
| Loading Dock | Approved | Pickup range +20% | Every skill fires one more. Two lines, one headset. |
| Return-to-Office Loyalist | Expensed | Armour +4% | Auras reach further. No walls, no doors, no escape. |
| Remote Warrior | Executive | Move speed +10% | Pickups come to you. Nobody cancels in time. |
| Supply Chain | Grandfathered | Duration +15% | Beams are wider. The design said edge to edge. |
| Shadow IT | Legacy | Cooldown -10% | Summons double. Matrixed. |