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taldrens

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    United States
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    http://irony.guildportal.com/
  • Interests
    MMO
  • Occupation
    Engineer
  1. Simple solution ... Make stealth act as cover and just use the cover bar. Can use any of your cover abilities while in stealth but the act breaks stealth.
  2. My 5 step fix suggestion: 1. [Replacement] Turn the Tables/Culling: Removed, replaced with Close Quarters Fighting/Vibroknife Mastery: reduces the cooldown of Blaster Whip/Shiv and Back Blast/Backstab by 1/2/3 seconds. 2. [Edit] Fight or Flight/Energy Screen: Disappearing Act no longer reduces healing dealt and recieved. In addition, critical hits with Blaster Whip/Shiv, Back Blast/Backstab, and Shoot First/Hidden Strike increase energy regeneration by 1 per second for 4 seconds. 3. [New] Advanced Defense (passive): While Defense Screen/Shield Probe is active, the scoundrel/operative is immune to snare, root, and knockback attacks. 4. [Edit] Shifty-eyed/Scouting: Renamed to Shifty/Shady: Increases stealth detection by 1/2 levels and increases damage done to bleeding/poisoned targets by 3/6%. 5. Increase the range of "ranged" attacks from 10 meter to at least 20 if not 30 meters.
  3. Um, not sure what ranged abiliteis you are talking about ... all our abilities are 10 meters other then our auto attack ... shadows have multiple 20 and 30 meter ranged attacks in addition to speed and pull. They have actual range, we have melee++.
  4. Don't like the directions of you fixes ... they don't resolve the dps drought post the 8th gcd of the op/drels. My 5 step fix suggestion: 1. [Replacement] Turn the Tables: Removed, replaced with Close Quarters Fighting: reduces the cooldown of Blaster Whip and Back Blast by 1/2/3 seconds. 2. [Edit] Fight or Flight: Disappearing Act no longer reduces healing dealt and recieved. In addition, critical hits with Blaster Whip, Back Blast, and Shoot First increase energy regeneration by 1 per second for 4 seconds. 3. [New] Advanced Defense (passive): While Defense Screen is active, the scoundrel is immune to snare, root, and knockback attacks. 4. [Edit] Shifty-eyed: Renamed to Shifty: Increases stealth detection by 1 level and increases damage done to bleeding targets by 5%. 5. Increase the range of "ranged" attacks from 10 meter to at least 20 if not 30 meters. This gives much better sustained dps due to energy regen and reduced cooldowns as well as a defense vs melee destroying cc attacks that are nothing but minor inconveniences for other classes. I still don't understand the whole 10 meter range limit on ranged attacks. Shadows hit me from what, 30meters away? ... and what good is a ranged interrupt with a range of 10 meters when you are being attacked/snared from 30m away?
  5. Without a name and server you can claim to be any class of any rank you want. It’s obvious I meant to say scoundrel. You listed off the drawbacks of those classes, ignored the point of the post, and have no counter argument to the conclusion of the post. Troll post is troll.
  6. I have a merc now and its already out performing both actually.
  7. I think you forgot all the drawbacks that operatives/scoundrel have as a class that was supposed to pay for the burst damage they used to have. You (Bioware) nerfed the burst and left all the bloody drawbacks ... was this intended? I won't be as arrogant to claim you don't understand the class you created, but let me remind you of the limitations of these classes ... Operatives/Scoundrel have: 1. no pulls, jumps, or speed bursts to counter knockback. 2. no secondary cc break or immunity buff. 3. The weakest of the shield buffs. 4. no knockbacks (ae or otherwise) 5. the shortest range ranged attacks in the game (10 meters?!?). 6. Low natural defense 7. The lowest sustained DPS of all the DPS classes As I stated above ... this was supposed to pay for the burst damage which can now only be considered "good" or "ok" vs what I have seen out of equally geared mercs/troopers and sorcs/jedi. For all our weaknesses, in addition to having to be in melee behind our target, our burst was supposed to be effing bloody amazing. That is why we did the damage we did in the burst in the first place. To nerf the burst and not lessen all the drawbacks that the class paid to have it is just bonk ... regardless of your PvE or PvP bias. Now before we see all these non-ops and scoundrel pretending to be ops and scoundrel to troll by saying our damage is "fine" ... Or damage can be "fine", but the effort required to get it is above and beyond what any other class has to do. In other words ... an op/drels can play any other dps class and get more out of it for the same amount of effort.
  8. Or you could play any other class and just go kill someone without having to have an effing battle plan with combat ability charts and redundancy tables. Thank you for proving our point terribad.
  9. You sould like my x-boss ... after our pay was cut and they increased our hours from 45-55 to 55-70. Work harder for less. Work harder for less. Work harder for less.
  10. Major issue is being energy starved and ability chocked post the burst. My three step plan to fix operatives ... Culling: Removed, replaced with Vibroknife Mastery: Decreases the cooldown on Shiv and Backstab by 1/2/3 seconds. Energy Screen: Cloaking Screen no longer reduces healing dealt and recieved. In addition, all vibroknife attack criticals increase energy regeneration by 1 per second for 4 seconds. Shield probe: While active the operative is immune to snare, root, and knockback.
  11. Dude, you are just brain dead. This has nothing to do with personal performance ... It is a cost/benefit analysis and the operative comes up short. I can do just fine on an op, but putting in the same effort into any other DPS class and I can crush my op performance completely ... so can anyone else.
  12. Your the type of clown I am speaking of. All you can see is the instances you get some loser off by himself and you o-gasm from your burst damage numbers. Any ranged dps in the game can put up the same numbers from range while not having to deal with all the drawbacks we have as a class that was supposed to pay for the burst we had pre-nerf. Like I said, to nerf our burst and not lessen the drawbacks is just wrong.
  13. After being in yet another wz where I couldn't get within 10 meters to interrupt a grav round/lolrocket or pebble/lightning spammer because there was no means to LoS them before they could kill me, always being knocked back from my target, always being snared and can't reach anyone, and constantly being knocked out of stealth by some random AE ... I really don't understand the "our damage is fine" crowd. Operatives have: 1. no pulls, jumps, or speed bursts to counter knockback. 2. no secondary cc break or immunity buff. 3. The weakest of the shield buffs. 4. no knockbacks (ae or otherwise) 5. the shortest range ranged attacks in the game (10 meters?!?). 6. Low natural defense 7. The lowest sustained DPS of all the DPS classes ... all this was supposed to pay for the burst damage which can now only be considered "good" vs what I have seen out of equally geared mercs/troopers ... I am sorry, but for all our weaknesses, in addition to having to be IN MELEE, our burst was supposed to be effing bloody amazing. That is why we did the damage we did in the burst in the first place. To nerf the burst and not lessen all the drawbacks that the class paid to have it is just bonk ... regardless of your PvE or PvP bias. In short ... yeah, our "damage" may be fine ... but everything else sucks. We paid for steak with our drawbacks and are now getting ground beef damage in return.
  14. Operative isn't doing much better guys ... IAs get screwed overall it seems. I have both a Sniper and a Operative and both are overshadowed by jumping high dps tank classes, grav round/lolrocket spamming hybrids, and lets not forget the snaring long ranged channeled sorcs/jedi. As bad as you think being constantly LoS is ... try being a melee class (operative) with a 10 meter disrupt and always being snared/knocked back from your target. IA is just frustration incarnate regardless of what path you took.
  15. I have 28 active abilities that I use all the time ... the idea of getting 3 - 5 abilities off my damn main bar is a god send, not "terrible" by any means. Things I only use in stealth: Evasion (dot purge), hidden strike, sleeping dart, crit/surge relic (i use power out of stealth), and Sneak. That is half a bar of free space which, like I said before, is bloody amazing.
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