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neurosisxeno

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Everything posted by neurosisxeno

  1. His argument basically boils down to they are being vague by being literal -.-
  2. So your argument is basically they were doing what they are intended to do too well, and that picking off random targets is beneficial to the team... I think my brain just melted... You then go on that Operatives are excellent... at standing quietly by a *********** door watching for someone and yelling for help since clearly them being the sneaky and powerful 1-on-1 class requires them to have several teamates present to actually contribute. Did you actually read what you typed?
  3. Basically. It's not as easy as just "well then use Explosive Probe!" After that knockback there's a good chance Static Barrier is back up and he can re-shield himself completely absorbing the EP and most of the Snipe. This means you spent roughly 2.5 seconds to do a nominal amount of damage. An Operative out of the 10m range is severely gimped, not absolutely worthless, but severely gimped.
  4. All of Concealment Operatives damage is front loaded. Once that initial rotation ends, they have almost nothing. If you stun them and get some distance, you can probably turn the tide of the fight since you will have full resolve and a substantially higher damage output. The OP's argument is that if he stands there like an idiot and doesn't do anything someone can kill him fast, so it's clearly imbalanced. Let that exact thought sink into your head, if it sounds reasonable to you, god help you.
  5. Yup. A lot of people didn't realize the drop in Operative damage was just from the Buff Stacking patch, the next one is going to make them downright useless. Joke's on you, Operative Healing is gimped compared to the other 2 classes. Sorc's can do anything an Operative Healer can do, and then some, and better.
  6. I leveled completely Lethality, and it was painful.
  7. 1. There is no benefit to turning Jarring Strike off, you might as well just not spec into it if you don't like it, but in PvP it saves you from having to use Debilitate right away and gives you some time to get hits in. 2. Slip Away has its name for a reason, the intent is that it allows Lethality Op's to stun and slip out of range to snare and start kiting melee. It's not called Bat Out Of Hell, because they don't want you to be running around at the speed of light firing arrows and swinging your knife like a Meth addict. It should not provide a passive MS increase, and definitely not 30%. 3. Lethality has tons of issues, but the Energy Regen and TA issues are the most widely discussed. For starters, I think Energy Regen across the board needs a bump. After playing a Sorc, I see no reason to use an Operative starting with Energy Regen being absolute garbage. I can just chain cast spells on my Sorc and finish up entire areas without stopping, where as my Op had to Recoup every other pull (probably doesn't help that Kaliyo is as useful as ***s on a log). TA really does need a possible activation from a ranged ability. I could see it getting a talent like the KP one where it has a chance to be granted on DoT crits, but that would require some reworking the tree. 4. Corrosive Dart, I'm not positive, but I don't think you understand how good having a chance for an extra tick is. It feeds both energy regen and is basically free extra damage--Internal Damage at that. As for the other talent, I think the assumption is that the extra 3 seconds allows for an extra tick, but the tooltips don't properly calculate it. I haven't done the testing myself, but a talent that decreases the damage of an ability does NOT make sense.
  8. WB buffs the extra ticks from Cull since they are classified as Poison Effects. Not using it on any target you plan on Culling makes 0 sense. I would also argue that putting 2 points into Endorphine Rush or Escape Plan is infinitely more useful than 2 points in Chem-Resistant Inlays. I would do something like this for exclusively PvP: http://db.darthhater.com/skill_calc/imperial_agent/operative/#::fef19ef11ef4e6fe4fe2fde2de2
  9. On both of my characters Snipers can do quite a bit--but Operatives suck against ranged classes and have dick for armor, and my Sorcerer is too low level to really measure. I think Snipers attacks being primarily Weapon Damage is a bit unfair considering you can stab someone 3 times as an Operative and none of them are Weapon Damage.
  10. neurosisxeno

    Tracer missile

    And that's the problem. Having 1 skill that does solid damage, debuffs the target, and buffs several other abilities, doesn't make sense--especially when you can spam it. That is the problem. It's a bad design because the class only really needs to use 1 skill to be on par with others who have to use much more complicated setups and have much more limited benefits. Tracer spam is a problem of design, and that's what people want fixed, the design.
  11. I didn't want to quote your wall of inaccurate text. I got to the end of the first paragraph where you said they were killing people in 3 Backstabs and realized you didn't know how the class worked. Backstab is on a 9 second CD btw. Hidden Strike was their openner, it was also a baseline Operative skill that I used from time to time as Medicine and quite often as Lethality since it generated TA. Even if Operatives play as a team, they cannot just have someone stun an enemy and backstab away, the ability has a 9s CD, and with the nerf to Acid Blade, it will do even less damage as well. The nerf was too much in my mind, and I didn't even play Concealment...
  12. I think it varies greatly with spec as well. There are certain Assassin specs that are way harder to play than others (lookin at you Madness). I would also say Lethality Op's are pretty difficult, but Marauder/Sent is DEFINITELY the hardest.
  13. In my mind it all comes down to how JS is affected. If it still fills resolve, it will seriously affect the way the class is played. A 1.5s knockdown that fills resolve will be absolute garbage. They should compensate by having it do damage on proc.
  14. So you dps by throwing heals into your rotation? ... what?
  15. You're using an old busted Pentium 4. That's the main issue. MMO's are always CPU-heavy games, and that CPU is pushing like a decade in age. SWTOR's System Req's say it REQUIRES a multi-core CPU (yours is single core) and they recommend a quad-core. Even if you got a better GPU it would still be bottlenecked and run like crap. You need a new computer.
  16. This thread entertains me greatly.
  17. When you need to use a heal or castable ability in a jam? *shrug* I see no benefit in that CG snare, but everyone goes bananas for that talent.
  18. Medicine gets plenty of TA, and 2 is a reasonable amount. Lethality on the other hand, still needs a valid way to generate TA -.-
  19. I think Root Duration should scale with Resolve. Something to the tune of 10% reduction per 1/4 bar of resolve, making max resolve (white bar) cut duration by 50%. Snares can still affect the person, but having a white resolve bar and getting chain rooted is REALLY annoying.
  20. I actually like this post. I would love to see Arena for small team combat (4v4 would be interesting) but hate the idea of requiring some rating to get access to improved gear. People who play better should be rewarded with Vanity items and Titles, not access to gear to make them even better and make it even harder for lower ranked people to move up.
  21. I'm currently running: Intel i5-2500k MSI P67-GD65 Socket 1155 Motherboard 8GB G.Skill RipJaw DDR3-1600 CL8 HIS AMD HD5850 1GB With everything maxed--including AA and shadows--and Bloom off (don't like the way it looks) I get like 50-90 fps when walking around and in WZ's, and like 15-30fps on the Fleet. I think the server side of things is the problem with Fleet FPS. The game definitely needs some optimization since with the same setup I can get like 60+ fps in WoW on Ultra, and can run Rift on second highest with comperable FPS.
  22. Oh I read it, just not sure that's true. My friend played a Marauder and manhandled level 50's with equal gear. His main take away was that it was too complicated though. Way too many abilities to keybind and you have to be very quick on your feet or you can get easily countered. I think Melee across the board needs needs to be buffed. BioWare said all classes were within 5% dps of each other, but it seems more like Ranged do 5% more damage than Melee, which is bery backwards. Melee should usually do like 10% more since they need to close distance and can be kited.
  23. Pretty much the standard build. That's what I leveled (minus taking 4% Alacrity over 30% Snare on CG) and it worked great. Lethality is pretty obvious what talents to take and what talents are PvP-oriented.
  24. Assassin's are due for a buff, and Operatives are recieving a heavy nerf. I would go with the first option personally.
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