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Assassin/Shadow Sap Versus Operative/Scoundrel Sap


Slickerpunk

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QFT!

"We don't have a healing tree derpity derp!" Well yeah you don't, but scoundrels don't have a tanking tree, so what's your point? And it's not as if the OP is asking for shadow's sap to be nerfed, he's asking for parity between the two abilities, that can also be achieved by making the scoundrel sap give as much resolve as the shadow one.

 

But the difference is you can still offheal. Not as effectively as a full specced healer of course, but nothing is stopping you from throwing out a heal when needed. DPS Assassins can't switch to offtank anymore. Not when it costs 100 Force now and cripples all their offense. Even if they wanted to switch charges, they'd have to literally stand around until they regen a full force bar. Obviously that's not realistic in a pvp setting.

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See, now you're just being ridiculous. We could chain sleep dart with flash bang and retain all our burst damage??? Heck, I was under the impression that our burst came from stealth, if we chained sleep dart with flash bang we would lose a large portion of our burst because we would now be out of stealth and in combat.

 

BTW, if we're comparing only infiltration vs. scrapper, those heals are horrible and are very unlikely to save your life, not to mention that they don't really bring a lot in terms of group usefulness given their really long cast time. Unlike your taunts which are a marvel to have in a team even if you're not kinetic combat spec.

 

Also, your stun is 30m range, ours is 4m, not to mention you guys have force speed for gap closing while we don't have anything. If you're really going to try and compare the two classes' sets then at least be honest about them. And again, no one is asking for a nerf to your sap, then it would just be useless, pretty much the way ours is right now.

 

You're still talking about 1v1. This is a team game.

 

Look, you don't have to like the reasons but you can't dispute that the two classes have different total toolsets and thus Bioware felt that one sap should inflict more resolve than the other. The original poster asked for a reason. There it is, like it or not.

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Assassins have superior survivability.

 

Interrupt kolto injection and you are done.

 

Are you talking about tank vs healer now? Because dps Assassins aren't anymore survivable than an Operative. One could argue they're less so, due to worse armor.

 

If you're talking about tank vs healer, then we get back to Whirlwind not being instant cast for a tank Assassin (2 second cast time for 8 second mez makes it essentially worthless) while the Op healer still has an AoE Flashbang, which I don't think anyone could argue that it's not an amazing weapon for them.

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Then you haven't been paying attention. It's because Operatives/Scoundrels have abilities that provide too much synergy with Sleep Dart that Assassins/Shadows don't have.

 

.. Because you would be able to chain it with an instant Flash Bang while also retaining all your spike damage, while I can't do both.

 

 

What the heck are you talking about? What synergy? There is no synergy!!

Sleep Dart fills the resolve bar and breaks on damage. Flash Bang breaks on damage.

 

You can use Sleep Dart on someone trying to open a door in Void Star or cap a point in Civil War, to buy a few second till your team mates arrive. You cannot use it to set up a burst combo because the target would be immune to any CC; i.e. they will take your first shot and destroy you or run away. Sleep Dart is -by far- the worst thing to use from Stealth if you have any intention of actually attacking and killing your target.

 

You can use Flash Bang to run away (if possible), to buy some time for your Ball Carrier or vs enemy BC, or perhaps to get a precious few second to get a heal off (provided the target's CC-breaker is on CD and there are no other opponents nearby). Again, this is kept as an emergency tool, not to set up burst.

Edited by Treplos
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Are you talking about tank vs healer now? Because dps Assassins aren't anymore survivable than an Operative. One could argue they're less so, due to worse armor.

 

If you're talking about tank vs healer, then we get back to Whirlwind not being instant cast for a tank Assassin (2 second cast time for 8 second mez makes it essentially worthless) while the Op healer still has an AoE Flashbang, which I don't think anyone could argue that it's not an amazing weapon for them.

 

 

 

 

 

 

The entire point of the thread is that the two skills DO THE EXACT SAME THING. So there is no reason one should fill the resolve bar an one dont. You can spew garbage about heals all you want but a scrapper is not a healer just like infiltration is not a tank. Both have numerous CC abilites so your synergy argument is stupid.

 

 

 

I agree they should give the same resolve becuase they are exactly the same. One shouldnt benefit more then the other IMO when they are meant to serve the same purpose.

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