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Tadus

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  1. It annoys me that going back into stealth is so buggy. It needs to work smoother after combat disengages. If somebody hits me and runs away i shouldnt have to wait 20 secs to get back into stealth if he is half way across the map
  2. Please please do not comment on end game pvp til you have actually reached end game pvp. And, Youtube is not a good source for anything.
  3. I don't know. I feel that concealment needs a little bit more, or other DPS classes need to be checked a bit. The loss of relic/stims removed a crutch that i think favored operative bursts more than other classes. I never feel as PTs or Marauders are expending as much effort to kill me as I expend to survive and kill them
  4. There are a few posts around about what % Crit, cunning, etc are best. But No idea what pieces that would translate to gearwise
  5. You will never lead a Dothraki horde with an attitude like this.
  6. Bringing a concealment operative to PvE encounters makes no sense, especially if there is an AoE component. All the other mele dps classes have gap closers, will do better damage on average than an operative, and have much better OH****IMDEAD buttons to get out of tight spots. Oh and they don't have to get behind a target that poops fire on you. In PvP, operatives have stealth, which helps cover up some of our deficiencies. In PvE boss fights, stealth is useless so we are pretty much the baseborn red headed step children.
  7. Pretty sure Stealth is the mother of all gap closers. If you get punted and are taking a beating, run behind a pillar or a wall. As of yet, I do not think any class has an ability that shoots through walls, though i suspect marauders will get that ability in 1.4
  8. Just take away the root on force leap. Why they get a gap closer, damage, buff, and root in the same move is beyond me.
  9. When i read parses, usually acid blade is one of the top damage moves. These are usually pve, and the nerf to BS changes how effective AB can be, but it's a good skill and I don't know if it's worth the improved heals considering if you're healing you are likely just out of a fight and getting up to health or about to be melted.
  10. The constant L2P is ********. I'll be the first to tell someone they are a fool for coming to the boards with ideas from pre50, non geared, not knowing what they are doing experiences. But Marauders are currently having their cake and eating it too. Their defensive (or offensive) abilities like blind, cloak, and shield are insanely powerful and on very short cooldowns. Here is an example. The marauder vanish is a 45 cd, my operative vanish is a 3min cd that can be reduced to 2 mins with 2 high tree skill points. Let's throw in undying rage on a 90s cd as well. Why in the Dromund Kaas does a marauder get a faster vanish than the king of stealth, the operative. Marauder stealth is 4-5 secs yea, but that's enough time for them to be across the map, into a health station, or recharging easily. I can too kill marauders 1 on 1, but they are currently experiencing too much of both worlds. Tell a marauder he should have reduced defensive abilities or longer cds and he will say "oh no then I'll melt really fast." welcome to the world of a DPS canon. Burn bright burn fast or roll a powertech (and get damage and defense too I guess?)
  11. I'm convinced that most of the fools in this game use :wea_03:s
  12. There are definitely tweeks that need to be made. Marauders seem to have too much survivability for their DPS output. It's almost guaranteed that a marauder will vanish or Immune shield once a fight. A lot of other classes have a survival key, but I dont think many have 2. that lets them use it rather frequently. Assassin tank hybrids yea. They are Cray cray. Powertechs in good gear seem pretty beastly as well. Though, this may be because I'm an operative and heavy armor/fire is a bit tricky. I know a few good juggs, so i might be seeing the better end of that spectrum, but I see juggs often charge into 2-3 and AoE everyone to 1/2-2/3 health in an instant. That seems pretty nice.
  13. I've found my ganks to be pretty variable (in full BM). Sometimes I'll drop a sorc down to half, sometimes i wont even scratch him. I don't touch a heavy armor target unless he is less than 1/2 and isn't running around with a full resolve bar. HS seems to hit from 1k-3.8k for me. That's pretty variable. A lot of it is "gank prep work," waiting till a sorc shield is down, waiting till the healer turns the corner. I haven't played other classes in serious pvp, but it seems to me like other classes just run in and pew pew.
  14. I think a good player with a good team can still be an effective operative. You certainly are proving this. The issue that continues to bother me is that I feel i need to use more effort/skill/button smashing, to kill and survive compared to other classes in pvp. I felt this way prior to 1.2 every time i got a marauder or an assassin to near death and they just resist shielded or vanished. My survival was based on a 2min cd that needed another skill if i was dotted (always). Concealment survival requires coordinating different abilities, using LOS, snares, etc. If Bioware started giving us 2x rewards for kills and medals i may be satisfied.
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