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killatroll

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Everything posted by killatroll

  1. Even with the crit nerf to kolto infusion and the buff to its healing to improve burst and healing on tanks during high DTPS spikes is completely negated by the fact that they nerfed Kolto injection and surgical probe and the way you regain Tactical Advantage and Energy from Diagnostic Scan. It doesn't matter if it was a 100% increase in healing or a 44%. They took away healing from every other burst we could possibly do and told us to rely on a burst heal with a CD on it. Something we cannot spam and if we did we would burn through energy so quickly we would be forced to Diagnostic spam for quite a while and since they nerfed the crit on Diagnostic Scan by 20% it would be even harder to regain energy which means less use of abilties like Kolto Injection and Kolto Probe to keep people alive. I see a lot of difficulty maintaining probes on raid groups without burning through energy, not to mention using kolto infusion or injection on the tanks or dps that are low during this. The less Tactical Advantage we have the less Surgical Probes we can use to refresh our double stack of Kolto Probe so we will be forced to let the stack fall off or use Kolto Probe to refresh the stack and that would burn through our energy as well. We already cannot spam Kolto Probe on people and Kolto Injection/Infusion without losing energy. We need Surgical Probe and Diagnostic Scan to maintain and regain our energy.
  2. I loved curative agent, it gave me burst, self heals and a double probe when I needed it. Now I can't take that without hurting my burst ability. This is just ridiculous.
  3. The only thing to take really is Revitalizes or blow for blow for any fight you can reflect on for that extra dps. Damn. This nerf is just overkill. Operatives can do extremely well on a few certain fights, but they have to be skilled to do NIM with these nerfs I personally wouldn't want to bring my operative healer to a NIM raid. I'd stay on my merc or level up me sorc. Looks like operatives will remain at the bottom of the list for healers again.
  4. They shouldn't nerf based on HPS. They should focus on EHPS. Any operative of any skill level can do incredible HPS by maintaining 2 probes on every person in the raid and spamming kolto waves. It is not effective at all to do(Sure there are a few fights where every single person is stacked and taking the exact same dmg over time and thats where it shines but majority of the time that isn't happening), but they can do it to fluff their HPS numbers. Their EHPS would be utter garbage.
  5. Recuperative NanoTech is now reduced by 12% Durable Meds no longer increases the healing done by each tick of Recuperative Nanotech from 5% to 0% Medical Therapy no longer increases the healing done by periodic effects, this is 5% down to 0%. The crit chance of Diagnostic chance has been reduced from 30% down to 10%. (Diagnostic crits return energy) Surgical Precision no longer increases the healing done by Surgical Probe from 5% down to 0%. The chance of getting a Tactical Advantage from a Kolto Waves, Kolto Probe, or Recuperative Nanotech tick granted by Medical Engineering is now 10% down from 30%. Accomplished Doctor no longer affects Surgical probe, reducing crit healing from surgical probe from 20% down to 0%. It also reduces crit healing from kolto injection and kolto infusion from 20% down to 10%. These are the percentages we lost for each ability. Also, do not forget that diagnostic scan is how we get our energy back WHEN IT CRITS so with a 20% crit loss its gonna be harder to do. Also with a 20% loss to getting a Tactical Advantage by using Kolto Waves, Kolto Probe, Recuperative Nanotech means less surgical probes which means more using Kolto Probe to maintain double stacks on the raid and less burst healing on tanks.
  6. This guy gets it. ^^^ They nerf all burst abilties and act like they fix operative burst with a increase to kolto infusion(which is also nerfed in the process).
  7. They say they gave us some burst, I say they really didn't give us much at all and took away a lot. They took away 10% crit healing bonus on kolto injection and kolto infusion. So those will be doing less heals, which means less burst. They took away 20% bonus healing when you crit on surgical probe. That's a big removal of burst. They take away the healing bonus granted by surgical probe to increase surgical probes healing. More burst gone. Then a reduction in HOT healing. Then making it only a 10% chance to get tactical advantage? What? It's gonna be a lot harder to keep everyone's double probes up with that. So we will end up spending more energy by clicking probe instead and suffer from energy problems. I usually always take Curative agent for that extra burst on kolto infusion, now if I take it I lose that burst and it turns into a HOT. I personally don't like these changes. They give us a boost to kolto infusion but also nerf it at the same time along with every other single target "burst" heal, such as kolto injection and surgical probe. Then they nerf HOT's at the same time. These changes are going to make it a lot more difficult to heal in HM and NIM operations.
  8. <Josiah's Mercenaries> Is recruiting HM players for a HM Team that progresses it's way into NIM. We are also looking for pvp'ers. If you don't want to be on the raid team you can still join and be apart of the guild! We are a new guild and actively recruiting. Message for more info! For the HM team some EXP is required, Full HM clears are most welcome! We are willing to teach fights and head our way into NiM content! We raid Wed/Friday/Saturday 5pst-7pst. We are in need of DPS at the moment but we are accepting all roles! Message me here or in a PM or search up the guild and find a officer online to talk to.
  9. I main an operative, Lethality, but can play all 3 specs. I'm full 248 and know my class very well. I am looking for a NiM raiding guild. My experience in NIM EC 4/4 SNV 6/7 TFB 4/5 DF 2/5 DP 3/5 All HMs cleared except CM and Sisters in GOTM. Send me a message here or send a message to Lookanoperative ingame. Thanks!
  10. I believe you would make things worse my doing more 1 time codes
  11. <Josiah's Mercenaries> Are currently looking for 2 tanks 1 rdps for a HM Prog team that works towards NIM content. Some HM Exp is required. We run Wednesday/Friday/Saturday 5pst-7pst. Please contact me here in a PM or ingame on lookanotheroperative. Even though we are recruiting 2 tanks and 1 rdps we are still looking for more players to join our guild so we have people to sub and to even start a second team.
  12. What is your crit/alacrity at? I run about 1550 of each right now.
  13. Can we get something you can purchase where it adds hooks to your stronghold or guildship? That way you can use every hook possible in your stronghold if you wanted. There is something similar for GTN sales that allow you to place more items on the GTN at the same time.
  14. I am going to go ahead and say making Sanguinary shot/Toxic blast cost energy is going to make it more elitist as you have to deal with energy management now instead of not really before hand. The initial damage may help those who aren't experts or very familiar with the spec but overall, its going to be more difficult to parse on bosses/dummies.
  15. With the old damage it was around 2k-6k dmg per dot. Now its going to hit the target with the dot damage instead. Which is around 1.5k-4k depending on crits. Except for toxic blast dot, which is low, doing 675-1242 dmg a tick.
  16. Not bad, I look forward to trying this out when it goes live.
  17. I don't believe they are severely under-preforming, there aren't many operatives out there and not all can preform at the highest level. Not all dummy parses can translate to a boss fight well. I consider my self a very good Operative in all 3 specs and I do parse high on many boss fights, but there are some I don't do well on. And on a decent amount of boss fights it takes more effort to perform the better.
  18. Hey everyone, changes are coming to Operatives/Scoundrels in 5.4 on August 22nd. To all specs. I believe this means there will be utility changes that will affect all 3 specs on top of changes for each. From what I have read I believe Lethality will be getting a buff. The others I am not so sure. So I can only suggest things for them. There is significant ramp up time for Lethality to start actually doing some damage and target switching puts them at a disadvantage unless the targets are stacked, in that case AOE can be used to spread dots, even though Noxious Knives doesn't always spread Corrosive Dart. It is true that the Operative can DOT up their targets at 30m but they still have to run to their target to start dealing real damage. You cant roll and DOT at the same time. So in my opinion I believe a small buff is warranted for Lethality and I have a few ideas I would like to share. 1: Fix the bug for Noxious Knives to allow it to always spread Corrosive Dart OR make Toxic Haze Spread Corrosive Dart to anyone who gets hit by any tick while in Toxic Haze as long as there is one person with Corrosive Dart inside the Toxic Haze circle. 2: Increase the radius Corrosive Grenade spread from 5m to 10m. 3: Remove to +10 Energy from Combat Stims and replace it with a 5% increase to Alacrity when using Stim Boost. 4: Make Corrosive Microbes and Acidic Compounds effected by how much Critical chance you have. it is currently 10% so if you have 40% Critical Chance it would go up to 14%, 1% per 10% Critical Chance. 5: Increase the damage increase from Devouring Microbes from 15% to 20%. This means 20% DOT damage increase when the target is below 30% hp. 6: Under Quickening increase the duration of Evasion to +2 seconds, up from +1 second. Also, When using Exfiltrate to get the instant Kolto Infusion, have the Kolto Infusion require no GCD when this buff is activated. 7: Under Cut Down increase the damage buff of Noxious Knives to 15% up from 5%. General Utility changes 1: Increase the Med Shield healing to 10% up from 5%. 2: Change Fortified Kolto to give a 2% Damage reduction buff to anyone who has a Kolto Probe, 2 Probes 4% Damage reduction. Increase the self damage reduction buff up from 3% per Kolto Prove to 5% for a total of 10% Damage reduction for the Operative. 3: Imperial Tactics now stuns the target when using Sever tendon and still gives a Tactical Advantage. 4: Augmented Shields now gives 30% Damage reduction while stunned. 5: Evasive Screen now removes Electro Net DOT. This can only be used after the Electro Net has been purged by CC. So if you have just been hit by Electro Net and you use CC break to take it off. Cloaking out would remove the remaining dot so it doesn't pull you out of stealth. Evasive Screen also removes Chilling Scream Debuff. 6: Curative Agent now gives interrupt immunity for the duration. 10 seconds. 7: Escape Plan now gives a buff when Escape is used. For the next 5 seconds after Escape is used, if the Operative is stunned, either hard stunned or soft cc(Whirlwind). Escape's Cooldown is reduced by 30 seconds. This can only happen once during the 5 second duration. 8: Revitalizers now reduces the cooldown of Stim boost by 15 seconds. Changes to Medicine. I feel Medicine can be viable in the right hands for the hardest content, but I feel Mercs and Sorcs are still better choices for the content. Medicine already isn't a FOTM kind of healer. In my opinion I don't believe people like to baby Kolto Probe stacks on the raid. Sometimes I feel as my Kolto Probes are wasted or if I have to burst heal or Kolto Wave with it people start losing stacks and then I must begin the process of putting 2 stacks back on everyone. I feel when using my burst of Kolto Infusion(Spec'd Into Curative Agent) then Kolto Injection followed up with a Surgical probe is not enough burst to bring someone up, unless all 3 crit and crit high. So I believe a buff to their burst healing is needed along with a change to Kolto Probe. 1: Medical Therapy. Increase the Healing Output by periodic effects by 10% up from 5%. Increase the healing bonus from Invigorated up from 3% to 8%. 2: Durable Meds: Increase the healing of Recuperative Nanotech by 10% up from 5%. 3: Surgical Precision: Increase the healing bonus for Surgical Probe to 10% up from 5%. 4: Medical Consult: Increase the bonus critical chance of Kolto Probe to 8% up from 3%. Increase the Resistant bonus granted by Kolto Infusion to 5% damage reduction to Elemental and Internal damage. Up from 3%. 5. Tactical Medicine: Increase the bonus to healing to 5% to all periodic effects and 10% to all single target heals. Such as Kolto Injection, Surgical Probe, Diagnostic Scan, and Kolto Infusion. 6. Invasive Action: Now increases the critical chance of Kolto Injection by 5%. Concealment I feel Concealment is in a good place right now and I don't really see a need for change here except for its target switching. 1: When you put Volatile Substance on a target and it goes unused(Most likely to target switching or being hit with an immunity shield) Its cooldown is reduced by half. 2: Increase Acid Blade damage to around 9000 up from 4459. 3: Fit that +10 Energy from Stim Boost that was removed from Lethality into the Concealment Discipline Path. Those are my suggestions and I recognize they may not all work or are going too far or not enough. Please share your thoughts on my suggestions and feel free to add a change to them or even add your own suggestions. Thank you for taking the time to read this post!
  19. Hey everyone! Just updated the list for what I believe the final time. I do believe I am missing the Warding 54A pattern but have everything else. I have updated the mat requirements for relics and the values they give when activated. Please remember to PM, leave a response here or hmu in game for any questions you may have. Thank you all!
  20. Hey Keith, Thanks for getting back to us. It is unfortunate that this isn't a high priority, but its understandable. I look forward to hearing more news about this in the future on your road map! EDIT: Keep up the great communication!
  21. /signed Put plenty of small hooks in them and a clickable option to close the fenced areas completely for x amount of time. It can always be clicked again to open the fenced area.
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