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Dulark

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Everything posted by Dulark

  1. I dunno, i actually really grew to like Kaliyo towards the end of the game even before the incident with Razer. Shes basically what my agent became, really hateful of the empire, the sith, the military etc. And sometimes i just wanna see the entire empire and republic crumble so smarter people can rebuild it... The only thing worse then the Empire is the Republic... So ya at the end i came to really like Kaliyo
  2. Tbh id much rather have the Marauder/sentinel enhanced movement speed burst-stealth and i think it fits in more with the snipers playstyle. Also DISENGAGE!!!!
  3. Ok So i was in a particularly aggrovating game of Alderaan and i noticed something every time a shadow opened on me. They would do their opener, they would stun me, id trinket the stun, they would turn on their Resilience and try and legshot them knowing Leg Shot isnt a Tech ability and run away but it kept getting resisted. Is anyone else seeing this? Or am i missing some other ability they have.
  4. well you can just go alacrity stims/relic. pop both, use SOS, use Ambush, use Rapid Fire and use 2 SOS. Alot of burst. Its not Surge but its something to play around with.
  5. You guys realize that the cast time for most of our abilities ranges from 1,5 sec(minimum uses alot of energy) to 2,5 sec to 3 seconds! whereas most of melee abilities are instant or channeled where they start dealing damage instantly. for your change to come into effect and not cripple ranged snipers would need a snare(MM snipers dont have one), an escape tool(disengage for hunters) and stronger instant-cast abilities.
  6. Theres a tradeoff you might not be aware off actually IF we get charged or rooted we CANNOT enter cover basically making us not be able to attack you/use our utility for 2-3 seconds effectively being a stun on us. So ye thats the tradeoff. I would agree that Warriors should be able to charge us IF they remove this and perhaps make cover screen effect melee defenses aswell because otherwise you can just faceroll/zerg us as soon as you see us. Why id like the extra defense in melee is cuz atm the only class were actually countering are other operatives/snipers.... thats asinine.
  7. GUYS! I have a little theory in the works regarding the vow silence the Devs are currently taking part in regarding issues with the operative/scoundrel class. WHAT IF they are secretly working on a complete overhaul of the class and its all hush hush or other classes would feel jealous?! i mean i will continue leveling my Sorc cuz **** waiting, but hey WHAT IF GUYS?!
  8. Blizzard found a good way around that for Rogues. They removed the burst and gave you sustained damage instead with burst during cooldowns if you stacked them upon self-buffs and procs. They gave you alot of survivability and made you decently mobile. Also gave the class alot of control, not over the other player but how the fight plays out, you not only control what debuffs you have (cloak), the terrain (smokebomb), and how long you fight (guaranteed vanish). and guess what, it worked. Bad rogues cant play for ****, good rogues are incredible. Will bioware learn from this? i doubt it.
  9. Knock the operative back, (you have 2 options to do this), Legshot them, stun them, flashbang them and gain distance, you seem to be Lethality specced so you also have a snare, you should have no problem outrunning them if you have 30% snare (they have 115 ms). I find Assassins alot harder personally, they can cloak making it impossible to knock them back, they have more CC and their CC can be used from range and they have force speed. They have better survivability and they are more effective at range.
  10. Its their main 3 abilities, its like a shaman from wow having Lavaburst, Lightning Bolt and Chain Lighting at 35m, sure its not alot but its all the damage they need. FYI only 1 spec for the gunslinger/sniper is 35m, the MM and not even all abilities in that tree. just sayan
  11. Sorc/sages get a talent very early in the Lightning tree that increases their range to 35 for all their main spells. Only sorcs/Assassins deserve to have something unique obviously.
  12. known fact that operatives/scoundrels are the worst healers in the game stupid 2 resource system with no benefit. weakest HPS no burst heals 1 mediocre instant heal i feel was only put in the tree so that youd actually have something useful to spend TA/UA on as a scoundrel/operative weak hots 2 of the heals you get (total of 6) are pointless. Very little utility compared to other classes. heck they put so much effort into the spec that 2 months in Medical Theraphy is STILL bugged. Reroll sorc/merc.
  13. The argument was what a sith inquisitor could do while healing that an operative couldnt and vice-versa. i didnt count evasion and shield probe because you cant cast them on your allies, theyre merely a self-buff and weak ones at that. Only class that evasion actually effectively counters are other agents. I did count force speed because it can mean the difference in capping an objective in pvp/hutball, killing someone off, getting in range to heal someone while LOSing, i dont think you can argue that we have anything remotely as good. The free heal. It would be great if it wasnt tied to Tactical Advantage, its not infact "free" it just refreshes your secondary resource, and guess what Sorcs have an ability to regenerate their primary resource, even better if their innervate crits (and they have a proc that grants it +25% crit chance) the resource regeneration if absolutely free. The "free" heal would be great if it didnt come tied to TA. Infact if you would compare anything to shield probe it would be Static Barrier which for the sorc is on a 1.5 sec cooldown and for us is on a 1 minute cooldown. But if you want you can compare evasion to whatever spell you want, we still come out behind.
  14. Tbh i want them to scrap knives in general and give us a sidearm like we do in all the cutscenes. Also i want them to make operatives effective range 20m, give us a pull ability and more snares/roots.. maybe some survivability or instant healing stuff to help with survivability... theres alot of stuff i want done to this class tbh...
  15. its a bad ability and the whole class was rushed. please refer to sith inquisitor sorcerers and coconut hunter mercenaries if you want to see a healing class actually functioning.
  16. Since you SEEM to have kept atleast a bit track of this thread here George. Would you mind giving operatives/scoundrels ANY kind of peace of mind such as "were planning on looking at operatives in patch 1.1.5" or "were well aware how badly operatives are performing in all aspects of the game"... ANYTHING!?
  17. Highlighted areas that really bothered me note im only listing abilities usable in combat Sever tendon = Force Slow BUT theirs is 30m ??? = Affliction slow healers get Flashbang = Whirlwind Debilitate = Electrocute Vanish = ??? ??? = Overload ??? = Force Speed <- Only thing that comes close is that Evasion increases Operatives movement speed by 20% for 2 seconds and its on a 1m cooldown while Force Speed is on a 30 second CD and increases movement speed by 150%, there is no class biase whatsoever here. none at all /sarcasm. ??? = Extraction ??? = Recklessness ??? = static shield sprint(+20% ms for 3 seconds) Why am i bringing this up? You mentioned that in a real world scenario people will act differently and do different things according to what tools they have available and we cant just compare healing done. However Sorceres ALSO have more tools they can use in a real world scenario so there as you can see is a very blatant discrepency in what an operative healer can do vs what a sorcerer healer can do. Secondly if a BURST ASSASSIN cant even kill a 1v1 healer, then there is obviously something wrong with that burst assassin. You yourself said that you cant kill them 1v1 if theyre a healer meaning you ADMIT they dont function as intended(and dont try to argue that a burst assassin shouldnt be able to 1v1 a healer, thats just asinine, thats always been a rogues/assassins/stealth classes role to sneak up on ranged/healers and kill them before the enemy can react by dominating 1v1.)
  18. reroll sorc, assassin, marauder, powertech or merc. Youre only 32, you can get to the same level in a few days on any other class, save yourself the headache and grief we all feel over the class.
  19. Can a tank heal better? well scoundrels dont have a tank spec but merc and sages heal better than us. And sorc using kiting, CC, shields CAN take more damage than us, because fact is we DO NOT have access to these KINDS of abilities (knockback, mobility, sorc even have more CC) now heres my question, do you even have a 50 Operative/Scoundrel??
  20. You guys seem to not realize that Operatives/Scoundrels dont want the burst back ,we want sustained damage, mobility, survivability and defensive abilities to BRING US IN LINE WITH EVERY OTHER MELEE!
  21. Sure it lets us stop our opponent from moving for 2 seconds, they can still knock you back and you need to be in melee to use it. If 1 snare is all you need in a game then why does a Marauder have charge, aoe sprint, stealthsprint and a small sprint every time he uses his main attacks? ASWELL as having several slows. Why does a sith assassin need his long range CC(ours is melee), his force speed and (if specced) his pull? Why does a powertech need his speedboost or (if specced) his charge? The answer is to STAY IN MELEE. We already have the worst mobility of ALL classes and people still dont see a reason to buff it.
  22. Just plain wrong. Resurgence - Immediately heals a target for x, plus an additional x over 9 seconds. Innervate - Immediately heals a target for x and a further x per second for 3 seconds. Static Barrier - Surrounds the target in a lightning shield that lasts 30 seconds and absorbs a high amount of damage. Protected targets become deionized and cannot benefit from Static Barrier again for 20 seconds. just to elaborate, all of these are instant cast abilities. None of these have a secondary resource system tied to them such as Tactical Advantage. Additionally they are all INSTANT HEALS with HoTs tied into them and a shield. i ask you, which is better for pvp?
  23. could be talented to be able to use it on enemies while out of stealth
  24. Why is it over the top? Its an out of combat charge that you can only use while stealthed, juggernauts and marauders can use theirs IN combat and so can powertech, the upside however for us is that we can also jump to allies. Since its ONLY usable in stealth you cant use it while you have the hutball tho.
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