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complexanalysis

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  1. I don't really pvp, so I can only share what I do in a pve setting. Also, this is just a rotation that I use, I have friends that do things a little differently and parse just as well (and sometimes better ). Here's a parse, if you want to see what I actually do: http://parsely.io/parser/view/337942/0 The thing I focus on is pinning my DoTs to my lethal strikes for convenience. You'll see people do this differently, but I try to keep it simple and just do something like: Lethal Strike -> DoTs -> <Insert Filler Here> -> Lethal Strike -> <Insert Filler Here> -> Lethal Strike -> Dots -> Repeat After that, it's simply a dance of getting as many tactical advantages (TA) you can to Corrosive Assault for days. A few things to keep in mind: 1) Stealth out for your Lethal strikes to get a TA. Grab the utility to get TA from holo traverse, and stim boost gives a TA as well. Remember that Stim Boost gives 10 energy (and an alacrity boost), so it can be well timed to save you from dropping below 60 energy. 2) Shiv isn't all that great, but you really want the proc it gives every 9s for the extra TA and free Corrosive Assault. Of course use it if there isn't anything better, but it's not something you always want to use off cooldown. 3) The way my rotation works, there will be gaps where you can't generate or spend tactical advantages. The way I see it there are 3 solid filler choices: Overload shot, Sever Tendon, and Rifle shot. Use rifle shot if you're watching your energy. A lot of people use overload shot as the other filler, but for some reason I have a soft spot for using sever tendon + the utility that grants TA. I'm still experimenting with this a bit actually. 4) For AoE, Lethality is simply terrible for weak mobs. For stronger mobs, I tend to throw a dart as the adds start to group up, Toxic Haze to spread dart as they start to clump, corrosive grenade when they're nicely mobbed, then Noxious Knives until only 2-3 are left standing. It won't beat a sniper, but it's actually pretty effective. 5) In a real fight, you still suffer from a lot of weaknesses that most melee dot specs have: range and target swapping. However, Lethality is still extremely effective at 10m range. Use this to your advantage to keep up strong dps on moving targets or to avoid circles. Also, your dots (and rifle shot) are 30m, so you can apply those as you are moving between targets and keep up your rotation more or less. Between the off heals (kolto probes) and the 30m dots, there is rarely an instance where you character is doing nothing in a fight. 6) Practice abusing the reflect damage on evasion. Won't make or break your dps, but it helps you keep up with your raid team's jugg if you're lucky Anyways, that's just how I play my operative for PvE, definitely not the only way. Hope it helps a little.
  2. For the most part I agree with the general ordering of your list, in that there is nothing I would move more than 5 spots up or down (but that could just be chalked up to preference). That said I wanted to talk a little bit about some of the fights that you haven't had the chance to encounter or finish yet. In my opinion, Commander Mokin (BoR bonus boss) is the hardest flashpoint boss there is. That's not to judge on raw numbers, but how comfortable I feel an average PuG group being able to pull off the fight without grinding at it. And I think a large part of that is how unforgiving the mechanics can be, and how quickly the group will wipe if one person makes a mistake. Of course certain group compositions can make it easier, and a experienced group can make anything look easy. Just talking about the average pugs. - The tank has the easiest job for the most part, but smart management of defensives makes it a lot easier on the healer and losing aggro at any point can potentially lead to things getting out of control. - The DPS have to actually be aware of stacks and positioning, which is something you really don't see in most flashpoint encounters. - The healer has to keep track of their own stacks and positioning like the dps, while (usually) keeping track of tank stacks as well. Throw in one of the harder flashpoint heal checks, and the healer has more to do than in most HM Ops fights. Now on to Blood Hunt. Compared to the other flashpoints, Blood Hunt probably has the highest raw DPS and Healing checks. However it's still very capable in basic endgame gear, and with the saturation of 248 gear it really isn't so bad at all right now. That said, I still consider Shae Vizla one of the harder flashpoint bosses purely based on the healing requirements of the fight. The exact numbers will vary based on your groups ability to mitigate damage of course, but between my own experiences and those of friends, it's not uncommon to heal upwards of 11k eHPS and still fail the heal check on that fight. That said, I have never seen the boss enrage, so using a strategy such as A) Having the tank stay at range from the boss and only taunt or B) Have the DPS throw plenty of offheals, make the fight seem much easier in comparison and almost average. Outside of those couple of fights, my vote is still for Lost Island as the hardest flashpoint overall. Again, an experienced group will make it look easy, but from my own experiences, the average PuG group has quite a lot of trouble with completing it. The DPS and heal checks are relatively high among flashpoints, the add groups also tend to be more difficult than other flashpoints, and failing to adhere to mechanics is very unforgiving. It doesn't seem to help that the tactical version isn't included in GF, so you see a fair number of people run into Master Mode Lost Island without having ever seen the fights in the easier setting. And before anyways comes in and talks about how these fights are a joke compared to HM Revan or NiM Brontes, or how they can run them all in their sleep with no weapon equipped, I'm mostly focusing on comparisons relative to other flashpoints. I find them fun for what they are
  3. So I quite enjoy my operative, however I have only brought it up through HM content and not NiM so perhaps I'm not playing quite optimally. That said, I think either utility can be very useful depending on the type of fight you're expecting. Both utilities help quite a bit in maintaining uptime on the boss when you can't quite stay in melee range, and at least the way I do my rotation, I do have gaps where I have no other TA builders to use. By default, I will take both utilities, but feel free to adjust according to what your group needs in a fight. 1) The Holotraverse utility is a very nice DPS boost, in my opinion. As I mentioned, the way I play, I do have gaps where I can't build or spend TAs. So it lets me keep smoothly using Corrosive Assaults without switching to something like overload shot or rifle shot. In addition, the off GCD nature of it makes it really strong for burst phases. Together with stim boost and a nice setup, you can do 5 consecutive Corrosive Assaults, if needed. Also, for most fights, I find that the Operative roll along with the 30m nature of the DoTs is sufficient for me to keep decent uptime without using Holotraverse as a gap closer. 2) Sever Tendon is a little less useful, simply due to the fact it uses a GCD for the low damage it does. However, I still find it useful to fill gaps in my rotation, instead of using overload shot. One aspect I really enjoy about the Sever Tendon utility, is the 10m range of the ability.There will be a decent number of scenarios where you find yourself out of position, between 4m-10m from the boss, where you can't use Shiv to build your TAs. I find Sever tendon helps quite a bit in keeping up my Corrosive Assaults, until I can get back in range and slip into my normal rotation. So overall, these are just my preferences. I tend to take both utilities, but I'm more willing to drop the Sever Tendon utility for a defensive utility on some fights. Either way, enjoy the class
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