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Nefczi

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  1. Its perfectly viable. Before moving onto crafting, for a long time I was making my money this way since I hate grinding dailies. All my chars had slicing + scavenging and sometimes another gathering skill. Its great way to make a lot of money while leveling, well at least it was pre 12x XP. Now it may be dificult to keep up with fast leveling and "skipping" planets. Those skills can be also very profitable at endgame. You can farm Yavin or/and keep sendign companions on boutiful/rich missions. One tip, some lower grade mats sell as well or even better than endgame mats and the cost ant time of running those is much lower. So its often worth sendign companions on low level gatherign(scavenging,archeology) missions.
  2. You are right, 150%, my bad. Altho it doesnt change anything what I wrote. Hmm, I was rooted/stunned many times after first roll, maybe becouse of lag, i dont know. Also only one discipline out of 3 gets that immunity. Anyway, comparing two skills, on two fundamentally different classes is kinda pointless without looking at bigge rpicture. Even if those skills have similiar purpose. Its like comparing Force speed to force Charge for example, only cos they are mobility skills.
  3. Force speed breaks movement imparing effects and gives immunity to movements imparing effects for the duration(with utility), so the only way of stopping it is to stun. Roll doesnt break roots and also can't be used while you are rooted. So you can prevent it more easly than Force Speed in the first place. Also you can always root/stun enemy after first roll, so its not exacly true that you cannot stop them. Also Force Speed gives 150%(Edit: corrected) speed boost, so unless you have inhuman reflexes they should be eble to cover at least similiar distance to one roll before you manage to stun them. Dont forget also that Sorcerer/Sage is a ranged class, while Operative/scoundrel is melee. Its kinda logical for a melee class to have better mobility than ranged class. Altho I would argue if roll is really that much superior to Force speed, both have its perks.
  4. Yeah... I really hope you are trolling. Sage/Sorc is overally top pvp class, next to Vanguard/Powertech. Shadows/Sins even with all the recent nerfing are still going strong. Just pick whichever seems more fun to you. You will be fine with eaither
  5. Well, since they decided to change the dot spread for Hatred Assassin(moved from Death Field to Lacerate) I guess we can forget about making our dot spread a targettable aoe. I think I read somwehere that they are thinking about making the cone of blaster volley/carbine burst bigger. Not sure if this will help very much, unles they will change it to like 160-180 degree cone. I's really wish they redesign the skill and make it work more like lacerate, where you hit all targets around you, maybe with some cool quick 360 spin animation But I doubt we could count on any major skill redesign till next expansion/bg patch. Simplier solution would be to move dot spread to Corrosive Granade(like on Sniper), remove carbine burs/blaster voley from the game and give us Orbital Strike back instead
  6. Operative has better survivalability(stealth, healing, mobility) and utiility(CC,group stealth, situational off healing). Its better choice for for PVP in my opinion. Sniper has better damage and since its ranged, its probably safer choice for PVE. Also gameplay wise, one is the most stationary class in game(you are basically a turret as sniper) while other is arguably the most mobile class in game(all instant skills, roll skill on low cooldown). Which one is more fun is a personal preference. I prefere Operative, hands down, becouse I love mobility and self healing, while I hate stationary classes.
  7. That could be true if this game had true open world pvp. Outside of few "true pvpers" ganking lowbies on tatooine or occasional fight in the wild (while leveling or farming Yavin), that I could count on fingers of one hand, when I was playing on pvp server, there really is no real pvp or incentive to do it. Unfortunately, in this game, pvp comes down to warzones/arenas. So pvp/pve server doesnt make much difference. And tbh most of the serious pvper's left this game looong time ago
  8. Im pretty sure the roll itself lasts less than 1.5. It seems like its closer to 1-1.2 sec. Its easy to see since global CD(which normally lasts 1.5) is still "active" for a moment after roll finishes, hence you still have damage immunity after rolling.
  9. You didnt say its bad, but you said its "far from beeing that op'ness all are screaming about", while I personally would say that its closer to being borderline op, or at least one of the strongest pvp specs. Hence my comment/opinion But as I said, im not very experienced with the class, so that opinion of mine may change when I play more. As for burstiness of the class, as I already said I also percived this class as burst. But its definatelly not as bursty as some other burst classes/specs(like AP PT, Sniper MM or Concealment Oper). The damage you can pull out in a short period of time is noticably smaller than other burst classes, but the "burst windows" seems to be more often. In the end the class seems to be somewhere between burst and sustained. Thats maybe why most ppl seem to lean toward power/alacrity build while in case of other burst classes its usually power/Surge with around 25% crt. I personally cant wait for 3.3 and reduced gear costs, so I can test different builds on my Lightnign Sorc and Tele Sage
  10. Agree, but its not really roll that makes Operatives trully OP. Its the carbine burst. Last patch they nerfed the damage only by 25%. A bit low for such powerfull skill. Not too mention they made it spammable... Instead of removing TA cost they should make it cost 2 TAs and nerf the damage further. The cone width can stay the same for now. Its huge and too easy to aim but there will be other patches that can adress this issue.
  11. TTK on its own doesnt determine the strenght of the class/spec. Lightning Sorc's strenght doesnt come from damage alone. Its a combination of good damage, good defences with bubbles and strong self heaing ,and excellent mobility for a ranged class. I leveled both, Telekinetic Sage/Lightnign Sorc lately, so im not very experienced with it yet, but I already see that the Telekinetics Sage/Lightning Sorc is clearly one of top specs in pvp. Anyway, I was asking around lately about build for telekinetics/lightning and majority of ppl told me to go full power/alacrity with some surge as an option. I was pretty suprised tbh, cos there is quite a lot of skills that have critical damage bonuses so they would benefit from crit, and the spec is kinda bursty. But the resoning was that, between our one autocritting skill, crit buff from Reclessnes/Force Potency and the fact that our shield bubble benefits from power(it seems that it can absorbs more damage), the full power/alacrity is the way to go.
  12. Players asked devs to redesign this skill or simply move the dot spread to one of granades for operatives for a long time now. But it was ignored by devs. Thet took the easy way of removing the TA cost of the skill to make it spammable but it didnt solve the problem. Skill is still very unreliable and akward to use. I dont even use it for dot spread. Not so long ago when it still had a TA cost, I didnt even had it on my bar. I've put it back recently to use it as an utility agains stealthers and node capping. But since it failed to hit enemies that were capping nodes righ in front of me few times, im just back to using granade for that purpouse I only use it occasionally to try and flash out stealthers.
  13. The problem with all this is that the moment you are focused, you cannot do your job(dps/support) cos you have to go all out defensive. And Ruffian/Lethality has one of the worst anti-focus/burst defensives in game. Most of the time you will be forced to use your combat stealth early, cos even if you pop all your defensive CDs(which most of are on GCD, so you cannot do anthing else in the meantime) you gonna melt fast. Our dots are great in 1v 1 situations and when you suffer sustained damage, but they become quite insignificant when you get focused/bursted. Same goes for our other defensive CDs. The only "oh sh**" defense is going stealth, which removes us from the fight for the duration turning a match into 3 vs 4. Problem with Lethality/Ruffian is that both, your offense and defense has very long setup times. That doesnt work well in enviroment(ranked) where fast target switching and target focusing/bursting down are crushial.
  14. Scoundrell is not a class that you will be topping damage charts often with. Its great for node/pylon capping/stealing/defending. Its also quite godd in huttball if you knowhow to use your roll properly. Its also great for harrasing healers or focusing targets. That being said, from my experience Ruffian is capable of putting out better damage numbers, if thats what you are after, but keep in mind that a big chunk of with will be a "fluff" damage from dots, that is easy to heal through and often doesn thave much impact.
  15. Just finished leveling Bounty Hunter, tried/switched between specs often but personally I found tank spec in tank "stance" with full DPS gear(beside offhand shield) to work the best. It was a breeze. Your single target damage is weker than in DPS specs but you have very good AOE damage which is more importand since fight groups 99% of the time. You have great survivalability and no energy management problems. But whatever you choose, you will be fine.
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