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j-cart

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Everything posted by j-cart

  1. Best would be Dirty Fighting, but alas you would still be a poor DPS PvEer. Most PvE groups would dismiss you for better DPS from Gunslingers and the likes. If you still want to do PvE, go be a healer, everyone needs a healer.
  2. I have been theory building a hybrid PvP objective based build for us Scoundrels since the 1.4 patch notes drop. It will make us very mediocre at healing and damage, but it may give us tools to become node catchers and party stoppers. http://www.torhead.com/skill-calc#701rfcMzhMozZZhrrkMr.2 With the new addition in 1.4 to the Disappearing Act CD and the Sneak being able to use outside of stealth, our abilities to close gaps will increase. This build I am thinking of will also give us two more abilities to increase our mobility and thus make use sneaky objective bastards. On command we will have two abilities to increase our speed (Sneak and Dodge) and a third from stun (Dirty Kick). There are two major skills in the dirty fighting tree that are I believe will make this build effective at speed and controlling enemies. Dirty Escape gives us Scoundrels a speed boost from a stun and a shorter cooldown (30 seconds). Shrap Bomb + Feelin’ Woozy is our crowd control ability and in conjunction with a Rakata Freeze Bomb and Flash Bang, Scoundrels could have 3 CCs that can target more than one person ontop of our single CCs (Dirty Kick and Tendon Blast). That is five CCs all having their own cooldowns with one of them not using any energy. On the Sawbones tree you will see that I go after the Scramble skill. In combination with a two piece PvP Enforcer Set, the dodge is increased by 1 second and thus increasing our movement speed by 20% and 100% chance to dodge melee/range for 4 seconds instead of 3. The practicality behind this, is that dodge lasts one second longer and the speed boost gained from this could allow for us to quickly evade attacks while trying to cap a node or scoring that very needed huttball. The way I envision this build is to have two piece Enforcer PvP and Tech PvP split. The idea is to have the additional dodge second and additional time on the Flyby for controlling nodes. With 1.4 additions, being able to get in and out of stealth with speed boosts allows us to move faster and control crowds. The sawbones tree will still allow us to be a healer (no Kolto Cloud ) but we will still have Emergency Medpac to heal without using energy so that we can use other abilities to deal out damage. Our practicality with be purely for objectives. Sneak caps on nodes, slows on Void Star, passing king in huttball, the possibilities are there. As for how effective this build will be, just have to see if it is worth it when 1.4 drops This could totally be a crappy build, but finally getting this in print has me thinking that Scoundrels could have another use than just healing. May never get high heals or dps, but node caps and huttball scores wins games. /edit: Forgot that we got Tranq Darts from stealth, so 5 CCs from class and 6 if we add the Freeze Bombs.
  3. Sure it sucks compared to when it launched. However it is one of the easiest ways to make money. I got two toons running slicing and a third on its way. My bank account gets bigger and bigger each day
  4. j-cart

    pvp healing help

    My Healer GUI setup I can send out the GUI profile aswell and anyone can modify it to their liking. Just don't try to understand my binds, I use a nostromo
  5. j-cart

    pvp healing help

    Click on your OPS group rather than clicking on the player. Currently I have my OPS frame in the middle bottom of my screen and I have mouse wheel down set to "next friendly target." When I get a chance I can post up my GUI profile.
  6. I am with you on this OP. I use the Razer Nostromo to play and to re-bind all my keys is a task in of itself. If they could just take the awesome GUI editor and include the keybindings to a profile, I would be a super happy person.
  7. SawBones 1. How do you think your Scoundrel spec is perceived by other classes? PvP: Overpowered and has the ability to keep multiple people healed while on the move. Supposedly impossible to solo kill. PvE: Can heal, but operation groups would much would rather have a Sage. 2. How do you perceive your own spec? PvP: I certainly can keep people healed, the way I refer to it as being able to "top off" but trying to save a person at 30% life is not an easy task. The risk I take is to use up my energy with my heavy heals, Underworld Medicine and Kolto Pack. This also puts me at risk because I must stop to cast these abilities. I also need to manage my Upper Hand combo ability as well, because if run into a problem and I need to get off some Emergency Medpacs. The rotation for a tough healing Scoundrel is there, but we are not unstoppable. PvE: Kolto Cloud has some odd hits. Says we get a 30m range, but it always seems to miss someone every now and then. Agree with most operation groups, we just can't bring people back to life from some of the harder hitting bosses. Having a set that gives us a better energy buff would help, +5 to max energy doesn't mean much. We need something to help us with the energy regeneration during those longer battles. Scanning during a boss just doesn't cut it. Scrapper 1. How do you think your Scoundrel spec is perceived by other classes? Pre-50: OP because we can kill fast and we do it from stealth. It is extremely cheap to them because they can't see me. @50: Why would I have you on my team? Being called a DPS class is a disgrace to real DPS classes. 2. How do you perceive your own spec? Pre-50: We can kill fast in the pre-50 WZs because nobody has any HP even with the WZ buff. Also factor in the lack of character skills (and stealth detection) and it all falls into place. Give me a lone person at any HP without some sort of shield skill buff on and they are dead before the can realize it. @50: Everyone is skilled out with ways to shield from the initial Shoot First skill. Even with a Flechette Round assist, most of the time our Shoot First is nulled. This forces us to find people that are low on health, but when you face someone that is geared out, even 50% HP might not be low enough to open against them. Originally our Shoot First had an extremely long knock down time which was correct to fix, but getting nothing to additional damage in returned hurt us. Having long cooldowns also prevents us from getting back into a fight. When we appear from stealth we should be feared because we can end that person right then and there. The problem is that we are not a threat even in stealth. How can we play our class when our whole rotation requires stealth and players are able to easily hunt us during our stealth? This forces us to use our Sneak skill, but with a short buff time and long cooldown we can never really sneak around effectively. Having some sort of additional damage, knock down time, or null shields when using Shoot First (with Flechette Round) while using the Sneak skill will at least give us something to work with. Having Sneak on a cooldown prevents us from being able to kill all the time, but when we need that one kill we should at least be able to really deal it out. This would at least let us come closer to that Burst DPS PvP killer that we all really want to be.
  8. Still takes time and effort to put together a solid team that communicates well.
  9. You are missing out on a lot of skills right now to make you an effective healer. Just keep leveling up through the story and every now and then keep on leveling up your valor through warzones.
  10. Super simple fix to this: Tab= Target next Friend ` = Target next Enemy F = Target yourself I also have the teammate windows up aswell, so I can just click on the name if I have to. Doing it this way makes it extremely easy to heal people.
  11. The only reason to go the stealth detection route is to go stealth hunting. Pin down is much more helpful in terms of locking down any type of enemy. Concealment Operatives are not to be played by the rules. Backstab people often and never play fair.
  12. Go for Sniper if you want to be the spike DPS dealer. Might not be super exciting that you have to go to crouch stance a lot, but seeing people running away only to blasted by your rifle is always rewarding.
  13. I thought stealth was a gap closer. And seriously, what right minded Operative plays be the rules in PvP?
  14. Similar situation, however instead on trying to hold onto the ball, I cloak to reset the ball after stealing it from the enemy. Teammate sits at the ball spawn, grabs and the timer hits zero as he runs away.
  15. DPS Operatives are at the bottom of the list for HM and Ops. We can lock down in PvP, not PvE. Healing Operatives are decent, but there are better healers than us. Concealment Operatives are built for one thing only, player killing and we aren't as good as before. We can still hack it in PvP, but PvE is just an up hill battle.
  16. Jack of all Trades, means that you are a master of none.
  17. AoE attacks will break a stealth character. Also Operatives have only two methods of stealth, one out of combat and one during combat. The cooldown for the during combat is 2 minutes, which is extremely long for a cooldown. Also you should look into "Shifty-Eyed" if you are a Scrapper. Then you can go Operative/Assassin hunting. As for the Scoundrel vs. Operative topic, it is a non-discussion. Gear > Skills. Operative end game is gimped on gear.
  18. In regards to PvE, Snipers will take the cake. Their spike damage is just too high for an Operative to match. As for PvP, Snipers might get more kills (because all they do is killsteal from range ) however Operatives can lock down a single character extremely well.
  19. Operative healing spec is not meant to be played as a main healer. The class is designed to top off your teammates HP while running around like chicken. Your advantage is that you can keep multiple people in on the fight while other healers are only able to keep one teammate in on the fight. As for the leaderboard charts, it is kind of skewed because other classes can crit for higher healing, while Operative healing is HoT with some casting heals every now and then. It isn't the coolest way to play a healing class, but it certainly is still useful. The mini game you should be playing is "how many probes can I put on each teammate?" Operative healing play style is to fill up your whole team with little machines spraying the much love Kolto healing juice. Always keep a Kolto Probe on you and nearby teammates so that you have a Tactical Advantage ready to go. To make healing easier, make sure your teammate bar is a bigger on your screen. It is easier to click/tab your way through a visual queue rather than trying to click on your nearest teammate.
  20. Play a new character. There is basically 8 singleplayer games in SWTOR, which means a lot more play time. Besides that, we can't tell you to play a game if you don't enjoy it. Maybe SWTOR has ran it course with you.
  21. If an Operative gets a backstab on you, then it is pretty much GG if you under 60% HP with no help. Learn to go Operative hunting and force us to use up our skills, energy is never a problem for us, it is our cooldowns.
  22. Questing or PvPing. Remember that there are quest turn ins for PvP, so it makes leveling even faster.
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