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Crawler

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Everything posted by Crawler

  1. i want to see how you demolish 16k+ sorc with 4k shield up.
  2. the skill cap in game is very low. Any "hard hit" phase needs to be compensated by tank /team not healer. You only can afford to to blow intensive healing every ~2 mins ... normally you would expect to have some surplus regen during "efficient healing" that fills your resource pool and then you cna use that pool during "Stress healing". In operative case this pool just doesnt exist and is replaced by 2 min CD. Also ops are not valid for healing rotation ... very awkward design.
  3. i wouldnt count on any change till major pvp balance patch that will hit every class. Thats only when new abilities can be added . Expect that not sooner then in half year. @Stigas to win you also need to know your enemy. If you would then you would know that your success is mostly not because you are good but because your enemy isnt.
  4. there are some debuffs worth dispelling rather then casting heal - you just need to know if it has cast time ,CD or benefits caster in some way. Also there are situations when you cant heal - need to move or got interrupted - and you only got thsi and that many instant heals.
  5. Adrenal change was good but that still not enought. Looking at how every other player runs with stim in pvp this issue needs to be adressed. A pvp stim should be added giving expertise and endurance (death persisting obviously) Cost 100-200 comm and got chance to appear in purple bags. Thank You.
  6. +1 for showing stats at start. As for vid ... well dots are dots they are good as long there is no dispell involved. Also with custom UI it wil be easier to menage dispelling. This made me wonder - can WB be dispelled? You also didnt fight any ranged (no sorcs ? nice server you got yoruself ;p) But its good watch as it shows something different then what we are used to.
  7. they oen dont want to nerf msot played clas and two they class dont have 1 skill that could be nerfed and fix class - its the whole thing that is just so strong.
  8. funny part is sorcs are yet stronger. merc/comm problem si lack of interrupt and interrupt vulnerability. Sorcs get 35m attacks , 6s interrupt on 12s cd and other goods. If just i wouldnt hate to play one ;[ . and consular got crap looks on their attacks :S
  9. Make that 8 vs 8 rated warzone adn we can talk. No ? Well the problem about 3-4 premade vs 3-4 premade is that you got 4+ randoms and if you roll with leavers/ undergeared its gg. also if your team win against enemy team it doesnt realy mean that your class is fine. also some setups works better vs others. HF fighting agaisnt 2x heal commando vang and sentinel setup. yea thats why operatives got nerfed because none cares for 1v1 ^^ .And gogo show me those awesome ownage as operative in duels agaisnt moded bm.
  10. I dont know what stream you are watching but thsoe that stream are mostly hardcore players that outgear 98% of population - thats why they own ppl. Watch some duels against BM geared ppl or better play the class yourself and see how much is the differance when you fight someone in pve gear , centurion /champion, Bm or moded BM.
  11. thats cute, but you should educated yourself about tanking mechanics in PvP. If you want long story short - op attacks are same base as lets say sorcs - you cant shield nor defend them , only resist.. whats your resist chance again ? XD so expertise or die
  12. we sit on same scaling bandwagon as sorcs / merc etc. Only snipers and marauders deal with weapon damage - and i belive that puts them at disadvantage due accuracy need.
  13. Many claim ops are useless in pvp while the other half say its fine. And this realy annoy me as I cant agree with either. First of all let me clarify that i look from play-to-win perspective not some warzone gank fest / medal farm. What class is strong with or what class can do what no other can. I find myself strong at capturing/defending alderaan nodes, defending void star doors and somewhat strong at assaulting them. What makes operative unique here is combination of ranged attacks/dot , heal, stealth and persistant aoe (orbital) . Stealth allows the first shot / postpone fight (CS), ranged allows interrupting from safe distance, heal let you stay alive longer while los-ing /kiting your enemy, with OS you can postpone capture when greatly outnumbered. When it comes to assaulting stealth , burst and control are the things. Burst is much weaker but with another player allows to take out someone fast. When solo and target is tanky its better to CC and capture all you need to ensure is force enemy to use breaker earlier. In huttball you cant do much - stealth to gain tactical advantage , burst to help kill FC and heal to help your FC just when a bit is needed - but none of those win games (is unique to operative, other classes can do better) Now why i consider ops weak - or why the class wont have preference in rated warzones (i hrd those will come...). While i mentioned about being strong in alderaan /voidstar - it gets nullified in cooperative play - you will get focused right away forcing you to CS early. You will not see solo defenders and in most cases there will be tank guarding - it eliminates chances for "stealth" capture. While i dont have anything against operative burst - the problem is its vastly associated with stealth and having all moves avaible (in other words you had not been fighting ealier or been realy chilling with dps ...) In coordinated pvp you want burst on demand, on enemy that is worn down / out of escapes and you are able to control enemy healers - operative burst dont fit here. Mobility, utility or lack of thereof - i think it speaks for itself. Healing in pvp : advantages stealth :- in theory it gives you that andvantage that enemy wont focus you rigth away. However with the way operative healing works you have close to no advantage from starting in stealth. ops healers are dependant on having their hots ticking and TA ready. If you start from stealth to healing target in need you just dont have that - you must start with 2s cast and if enemy jumps you right away (charge-interrupt) you have no ability to heal, you can shiv and then use instant heal but thats it .. Stealth as escape mechanism ? sure but aas medic your CS apply -100% healing so your hots wont heal you and friendly heals will go to waste while enemy can possibly detect you right away with scan / aoe. aoe disable -flashbang - its definietly good ability - however its full potential its only avaible agaisnt packed enemy - this happens when multiple melee bash you/someone or when they fail. Other healers got knockback at their disposal to deal with melee zerg - that thing is much shorter cd and doesnt waste a powerfull CC that can be used at enemy healers- Yes at this same time flashbang is only 10m that greatly limits posibility to disable enemy healers with it to begin with stun on shorter cd - at cost of being melee only - for healer its disadvantage - again you want to help with disabling enemy healers . As for other things that oeprative can do ? well other classes to it better.... obviously its hard to prove, yo only realy notice it when you get another class in hand but let this be a simple example Toxic scan - 10 energy out of 100 with nonlinear regeneration Purge (sorcs version) - 30/15 (heal spec) out of 500/600 with linear regen Interrupt - while for dps spec this one can be ignored , having 10m interrupt puts healer ops at definite disadvantage over other healers. @PvE -without combat log and pharser its impossible to compare with other classes and speed of killing single mob in 1v1 doesnt express sustained dps and class synergies. NOTE i didnt even go into "our dps /heals are weaker then ..." its hard to prove but i belive none can say that we do better dps /heal then other classes . That and lack of advantages in other areas make the class realy weak. In my opinion class was missdesigned - you cant expect to be able to balance out of stealth burst - either you leave enemy with no window to react or you end up with burst that is not worth it. If you have arguments to battle my thinking please post them.
  14. @ Video - so operative can still own outgeared ppl - who might have tought that, Bioware failed to balance things again! (PS. Its good habit to include gear /stats in the video.)
  15. half year minimum. But tbh ? never , not till expension for sure.
  16. depands what content you want. If you want to compete for top in world first kills in future content - thats how thimgs are.
  17. thats fun that you need biochem to get 5k medal. Non-consumable consumable yey - working as intended. Im just gonna add this : my tooltip is up to 2050 dam. Without bio. 11 expertise bonus , 90% crit mult with relic (+30% talent) , +15% expertise adrenal 2050*1,26*2,2 = 5682 dunno lowest armor reduction is ~15% ? thats already puts me under 5k let alone expertise reduction. power relic -> 2250 dam with 74% crit mult 2250*1,26*2,04= 5784 * 0,85 =~4900 same as above cheers
  18. could you share with us your HS tooltip damage?
  19. what kind of crap are you talking about ? You think its hard to add debilitate to the rotation ? I hardly used ti before in 1v1 and i still hardly use it now - thats coz ppl are so much faceroll in this game they dont try to kite and just tank me. Sad part is that if they have enough gear (im champ+bm) they actually can menage (not merc as i kick tracer and they go *** but sorcs) to muscle me in close combat and i need to use debiitate to prevent damage done to me!! Stunlock this stunlock that - who gives a damn. looking via 1v1 window only lets you see sh&@ rather then whole a@s you are in. In group pvp op lack whole load of dps , got no in combat burst (and dont go CS-> HS me here coz its nowhere near burst but defensive CD waste) no survival no utility. Dps was sh@# ealier and now its even worse - i had done 970 Backstab on target unprotected by any shields/mitigation effects beyond armor - i felt i need to go find some corner to shot myself.
  20. cool for 1v1 , group combat - not so much
  21. DPS - where is it? Im amused how the whole whine / nerf discussion goes around operative burst from opener yet there is no discussion about the overal viability of the class. Serious pvp deals with heals , guard and coordinated dps. Operative dps got nothing to offer in serious PvP. Operative burst were never and issue in group pvp and while the burst combo ( 2x HS) were decent way of spiking unprotected healer down now its all trashed. Operative dps was weak ealier and now with AB nerf it got hit 3-15% across board depanding on targets armor. Thats huuuge. More then that class got no gap closer nor staying power to deal its damage. THe whole complain about Op was about 1v1 and even that the patch failed to adress - it hit dps (unreasonable on lowest dps class) , hit burst (somewhat usable in group pvp) while enabled much bigger control over one target - enabling stunlocking (stunlock makes no sense in group pvp where every class got its stun /disable and chaining CC from different classes is just much more effective)
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