Jump to content

pelijr

Members
  • Posts

    98
  • Joined

Reputation

10 Good
  1. Yes I have, they've shaved a bit of my burst damage off yes, but it's manageable. Especially considering the fact that Jarring Strike NO LONG FILLS RESOLVE, meaning we can use our opener, then quickly follow it with Debilitate. Doing BOTH, does fill Resolve.
  2. Resolve is reduced on Jarring Strike as well. So you can basically stunlock an opponent between your damage moves. We are now the stunlocking rogues of SWTOR, bring on the Sorc & BH QQ please.
  3. Damage might be reduced, but so is the Resolve. You can now stunlock a person for 5.5 seconds straight between Jarring Strike and Debilitate.
  4. CONFIRMED: Jarring Strike fills the resolve meter halfway, meaning you can open with Acid Blade >> Hidden Strike, then debilitate right away. This DOES give you a full resolve meter after using both tho. Just tested it a couple minutes ago.
  5. LOL have you played a Concealment Op in PVE? I'm out DPSed by my guildy 'Sin in EVERY encounter. Why? Because not a SINGLE boss will let you open from stealth. What's hard to get? A large majority of our WTFPWN damage comes from Hidden Strike, which is literally useless in 95% of the encounters because the Boss can detect you from atleast 2x farther then someone unstealthed. Plus Backstab (which isn't much more damaging then the Sin version) has a 9s cooldown. Bioware -really- didn't think out the Operative at all. The Healing class is buggy and sub-par to the BH and Sorc healers, the Operative version of Lethality is -literally- a gimped version of the Sniper Lethality tree. And now with the Concealment spec, all the damage is frontloaded in Hidden Strike, which is all but useless in PVE, and is about to become even -more- useless. Literally there is -no- reason to bring a Concealment Operative on any serious raid. Every other Melee DPS does the job better, period. But that doesn't even matter since 100% of the Bosses favor Ranged DPS over Melee DPS anyways. Either A) You have a Jugg as your main tank (unlikely) so you get Warrior Buff, or B) You bring ONE Marauder for the Warrior Buff. Seems like every -serious- raid setup nowadays is this 1 Sorc Healer 1 BH Healer 1 Tank (Either Sin or PowerTech if bringing a Marauder. If Not, -maybe- a Jugg) 1 Marauder (Only needed if not using a Jugg because they want the Buff) 4 Ranged DPS (5 if you have a Jugg tanking) Ranged DPS > Melee DPS in -every- endgame encounter, period.
  6. Both Crit rating, and Surge rating have diminishing returns after a certain point. I'm pretty sure Critical Rating is around 35%, I'm not sure what the specific number for Surge is, you'd have to look it up. But basically, after these hard-points, the stat doesn't give the full benefit like it did, and thus, it's smarter to stack power to boost your damage and healing.
  7. Gabe, and -anyone- who thinks Operatives are as useful as the other DPS in PVE is a complete tool. If you haven't done Eternal Council on a concealment Operative, I urge you to try it. You will 1) Be the last person to kill your target 2) Only be able to do so with a massive amount of self-heals and 3) Never be able to use either one of your TRUE damage moves like Acid Blade + Hidden Strike or Acid Blade + Backstab. Anyone who things PVE is an operative's strong suit knows -****- about what they are talking about.
  8. There is one thing that no one has mentioned that an Operative brings to the table in a raid environment. A In-Combat rez however, most of your healers are probably going to be Sorcs which means one of them will have the Rez too. Still is a useful tool to have in the Raid if the healer goes down.
  9. There is diminishing returns on Surge and Crit. It's 35% for Surge and I -believe- something like 175pts for Surge Rating. After that, you don't get the TRUE value of surge and crit and it only adds minimally. Thus it's better to stack Power after you get Crit and Surge that high as it raises your overall damage on everything, and on healing to, to be honest.
  10. LOL minor nerf? You're right, taking off atleast 35-40% of the overall damage of the op is only a minor nerf. Especially when ALL of that damage is frontloaded and we have no sustained DPS. Notice why no one takes Concealment Ops on any -serious- raid? It's because overall, their DPS is a joke, it's only comes from their Stealth Opener. Please, play an Operative and THEN maybe you'll have some credibility on these forums. You're one of the QQers who asked for the nerf right? It shows.
  11. Reminds me of SWG when people were so mad with the Spy because they had the longest range AND they could use stealth WHENEVER outside of 35+M and you'd stay cloaked so long as you stayed 5m+ away from a target.... People whined and whined until SOE pretty much turned the class into a burst melee type. Hopefully with all the "You need to nerf Op" and the "Don't break our class" Bioware will take a 2nd look on what they wanna do with Operative and gives us more than 1 viable PVE spec, and a PVP spec doesn't make people immediately QQ on the forums. IMO... Bioware...Where is my range? I chose this class from the get-go because it was supposed to be ranged AND melee, but my Concealment operative is -solely- Melee. If you wanna nerf the melee burst damage, -fine-, take away Jarring Strike and make it useless too if you must, but give me some ranged or melee sustainable DPS or I'm going to be useless outside of the 1st 2 seconds of a fight.
  12. I meant explosive probe, not orbital strike in that rotation.
  13. Immediately following debilitate wearing off, or possibly after the Backstab. Will have to experiment.
  14. You're right, taking 40% off 5 targets isn't as effective as taking 75% off one *facepalm* ******* And it's not like they ONLY do the AOE either.... They can massacre a single target too I'm talking to you BH and Sorc
  15. Can't do Sleeping dart out of stealth, and can't do Orbital strike IN stealth since Cover OR Crouch throws you out. Can't do this rotation at all. The new rotation will likely be: Acid blade - Hidden Strike - (Crouch) - Debilitate then Explosive Probe (I only wanna be in cover once) - Acid blade followed by Backstab - Shiv - Lacerate - (By now Debilitate stun is up, BUT you have to wait till Acid Blade DOT is off) - Then Flash Bang - Acid Blade - Backstab - Shiv - Lacerate - Debilitate - Rinse Repeat (Note...I'm not factoring in ENERGY costs, just like YOU surely aren't either.) This means a Stim Boost is likely needed after the first Shiv so no Lacerate. The issue I see with the above rotation is this: Everyone is -sad face- about Operatives because they take the control out of your hands as they stab you in the back. So now, instead of doing a huge burst over the 3 seconds you are on the ground, I'm going to do a -slightly- more spread out burst, over TWO Stuns.....Explain to me how this isn't a stunlock that EVERYONE and their mother seems to be complaining our CURRENT build is? *facepalm* Pre 1.1.1 - "Operatives haha you guys need a nerf. You do too much initial burst while I'm flattened Post 1.1.1 - "Wahhh Operatives can stunlock me like a Rogue in WoW. I didn't leave WoW for the same thing from rogue arch-type. Please take away their CC Bioware" Post NEXT Operative nerf - No CC, No Mobility, Squishy, No burst damage, no utility besides being able to HIDE forever, horrible sustained damage.
×
×
  • Create New...