Jump to content

Vamina

Members
  • Posts

    19
  • Joined

Everything posted by Vamina

  1. Hey all. Just recently resubbed and am finding myself in need of a guild. I played from beta up until shortly after Denova came out. What I'm looking for is a guild who raids sometime between 8am CST and 1pm CST. I work 3rd shift and am asleep during prime hours, and with the server merges not allowing us to choose servers (so I could have gone EU or Oceanic), I'm here to see what I can find. My Characters: Vannien - 50 DPS Merc Vannier - 50 Medic/DPS Operative Vamina - 50 Tank/DPS Powertech Should it come do to that, I wouldn't be opposed to starting a guild with other night shifters. Thanks!
  2. So that's why pvp in this game is primarily team based. It also must be why the other classes have tools for Xv1 situations that aren't on a 2 minute cooldown. On another note, it's good to see my thread is still alive and up to 20 pages. Carry on my OP/SC brothers...lets make ourselves heard!
  3. So you completely abandon your objective and go stand around until you drop out of combat? You must be one of those players who treats every game like a deathmatch and considers having the best kill to death ratio a win rather than actually winning. The fact that you're talking about ranged abilities as damage dealers makes me wonder if you even have an Operative. By "aren't as good as your melee stuff" I hope you meant "they're like shooting an airsoft gun", because I'd trade every last one of them for a gap closer in a heartbeat, especially the cover skills. Also: 1. Castable healing abilities: Aren't going to save you or a team mate in combat, especially specced deep concealment. 2. Medium armor: Armor only matters if you're a tank, and that's barely true since it doesn't mitigate all damage types. Medium armor = lol. 3. Shield Probe: A useful skill, but "the other stealth melee class" has defensive cooldowns that are comparable if not better. 4. AoE Mez: Occasionally useful for getting an extra backstab in, but completely useless for stopping a ball carrier and mediocre for protecting nodes due to its short range. And since we like cute bold text, When you make arguments that have been addressed earlier in the thread, you look like someone who likes to hear himself talk. l2read and all that jazz.
  4. Like the other guy said, if you're hitting a target with no gear that's completely unbuffed while blowing every offensive cooldown in your arsenal, you might break 5k damage on a crit. That however does not mean the class is fine without an in-combat gap closer, because (to spin the broken record again) EVERY other melee class has one along with better survivability.
  5. Well, this one obviously didn't read the thread. I don't want an operative gap closer that keeps us in or refreshes stealth, and any operative that uses snipe needs to reroll. Also, lol at another person who doesn't have a 50 operative saying stealth is a perfect gap closer and the class needs no tweaks whatsoever.
  6. Another class that walks around invisible already has one. Move along.
  7. Overload has a 10m range, so I would hardly call that a ranged attack. It also doesn't hit for near the damage as our knife attacks, so at that point we may as well just Sever Tendon and Shiv/Lacerate. Don't talk about how Operatives work when you play a Sniper, it is not the same thing.
  8. If by "hit ridiculously hard" you mean for Snipers, then yes. The Operative advanced class doesn't have talents that enhance those abilities, which means they hit about as hard as swinging a limp noodle, especially if the target has any kind of gear or is receiving an occasional heal. Using said abilities also requires us to be rooted in place, which leaves us no options for taking down anything other than a nearly dead target.
  9. Operatives have one 30m attack that can be spammed, and we may as well be firing paintballs. It's only use is dropping a runner who is nearly dead or stopping someone from taking a node in a Warzone, either of which do not merit a melee class not having a gap closing like every other melee class does.
  10. Hello person who has never played this game. The download button is that way...Control+W...
  11. Cloaking Screen is on a 2 minute cooldown and is in fact our best defensive cooldown. No other melee class has to blow their best defensive cooldown in order to use their gap closer. I am not suggesting that an Operative gap closer should allow the use of Hidden Strike or even re-stealth, as that would be overpowered. And to everyone saying that stealth is a gap closer, that is true if we're talking about out of combat. Every other melee class has a gap closer that can be used in combat and greater survivability than Operatives. That is the point we're trying to make.
  12. Quoted for truth. Every other melee class can use their gap closers in combat. We open for more than Assassins/Shadows from stealth, but that still gives them greater survivability, a knockback, and a gap closer. I would personally be happy with just the gap closer.
  13. I believe you said in your earlier post that your Operative is level 41. Since we like making numbered lists, here's one for you. 1. You haven't played an Operative at level 50, and thus haven't seen the affects of pvp gear from the viewpoint of one. 2. You seem to be trying very hard to claim Operatives are totally balanced, which leads me to believe yours is just a garbage alt and would like to see less competition for your main. 3. To say I'm whining is ridiculous, as I have done no such thing in any post I've made. I even said in my initial post that I agreed with the balancing of Hidden Strike and would have no issue with a possible gap closer being a talented ability to avoid the possibility of game breaking hybrid builds. 4. Your list is made up of stuff that is done better by other classes.
  14. We want to be balanced along with the other melee classes, who all have gap closers that can be used in combat. I personally am not asking for a power that re-stealths and closes the gap, as that would be overpowered, but even our snare is worse than other snares even with investing in Pin Down.
  15. Wrong on both counts. My main is a 50 concealment Operative, and I have about a 50/50 win/lose ratio against Assassins outside of stealth depending on who manages their cooldowns better. If you think an Operative can't even come close to an Assassin's dps outside of stealth, you must be doing something wrong.
  16. Operatives definitely hit much harder than Shadows on our opener, but Shadows are far more survivable outside of stealth. Operatives and Shadows are fairly close in dps outside of stealth, and considering the fact that our highest dps ability requires us to be behind our target, any decent S-keyer can easily prevent it from connecting unless they are stunned.
  17. I can see your point to an extent, but non heal specced operatives stun healing only really affects 1v1. If you have more than one person beating on you (happens all the time in most warzones), you self healing abilities aren't going to save you unless you spend 2 talents points in Incisive Action, which would require either a dps loss or a CC loss. The only way I could see that being a remotely reliable way to spec would be if the cooldown on Sever Tendon was reduced as you suggested, in which case 2 points in Pin Down wouldn't be nearly as required as it is currently. If all else fails, a simple flip of Incisive Action and Surgical Steadiness in the medic tree would solve any stun healing issues.
  18. By that logic you could say Sith Warriors don't need a gap closer due to having Saber Throw and Force Choke, or that Assassins don't need a gap closer because they have Shock. Of the melee classes, Powertechs are the only ones remotely viable from range, and that's pushing it since two of their main attacks are melee range.
  19. First off, this is not a thread made to whine about the changes made to Operatives in pvp. Personally, I think a slightly lower damage hidden strike is a fair trade with the buff jarring strike was given to not fill the resolve bar. An issue I do feel needs addressed however is the lack of a gap closing power for Operatives, specifically concealment. If you look at the other melee classes, they all have some sort of skill that allows them to get in a ranged dps' face more quickly (Force Charge, Jet Charge, Grapple, Force Speed, etc). Operatives have two talents that provide movement speed increases, but one requires us to use Debilitate on a target (our best stun), and the other requires us to burn out best defensive cooldown (Cloaking Screen). The other melee classes do not have similar drawbacks built into their gap closers, and only Jet Charge requires a talent. Here is my suggestion: 1) Switch Meticulously Kept Blades and Culling in the Concealment talent tree. 2) Roll Acid Blade and Culling into one talent. It would still be a 3 point talent, and points invested beyond the first would only increase the damage dealt to poisoned targets (1%/2%/3%). 3) Create a new 31 point talent similar to Shadowstep used by rogues in that other game whose name cannot be spoken. The range would be equal to that of the other gap closers, and the operative would end up behind his or her target. Now, before anyone says "Stealth is your gap closer, that talent would be overpowered!", I would like to point out that the other stealthy melee class not only has a gap closer in the form of a sprint, but also has an AoE knockback. I am suggesting Operatives sacrifice the utility of a knockback in order to have a skill that would bring them more into line with the other melee classes when outside of stealth. Any thoughts are appreciated, and yes I can feel the flames at my back as I finish typing this. Cheers!
×
×
  • Create New...