SantaG Posted March 5, 2012 Share Posted March 5, 2012 Means Operatives are at a significant disadvantage when it comes to Ranked WZ. Even encounters like Fallen Emperor had to be fixed because of this issue. Let us hope they take this issue into account. Please let our voice be heard and support a change! Link to comment Share on other sites More sharing options...
GeoLager Posted March 5, 2012 Share Posted March 5, 2012 (edited) It's not that bad. What any smart player does is puts himself aligned with a backstob, so when a sorc uses a knockback you really only go a couple of feet. Believe you me, sorcs/sages on my server absolutely hate to see me coming because they know are in for a fight and a half. I've even had guildmates get frothy mad at me for being a jerky jerk face, because at the end of the day the better player wins, not the class. (And yes in huttball I aim for my guildmates for the lulz) Edited March 5, 2012 by GeoLager Link to comment Share on other sites More sharing options...
Wraistlin Posted March 5, 2012 Share Posted March 5, 2012 (edited) Truth of the matter is you play to your strengths....if your ranged spec'd your probably better to defend in Huttball. If your the stealth spec, hide in the endzone for passes. If your team and your stealther is smart you can win a match in minutes. Pass to the stealther as it pops out of stealth, stealther runs the ball in and restealths, rinse repeat. All classes have advantages, just have to learn to play to the strengths. Edited March 5, 2012 by Wraistlin Link to comment Share on other sites More sharing options...
MarxMarvelous Posted March 5, 2012 Share Posted March 5, 2012 i have the corrosive grenade spec and that 50% slowdown is huge! also, i have the evasion speed boost specced which is a little bit of a help but it should really be 30% for 2/2 instead of 20%. All in all, in huttball we are a weaker class but by no means useless. Link to comment Share on other sites More sharing options...
Optimism Posted March 6, 2012 Share Posted March 6, 2012 Truth of the matter is you play to your strengths....if your ranged spec'd your probably better to defend in Huttball. If your the stealth spec, hide in the endzone for passes. If your team and your stealther is smart you can win a match in minutes. Pass to the stealther as it pops out of stealth, stealther runs the ball in and restealths, rinse repeat. All classes have advantages, just have to learn to play to the strengths. I used to do this as well on my operative. The only downside of camping the end zone is mid-field control with one person down. If you can control the mid with a man disadvantage then, that game will end in no time. Link to comment Share on other sites More sharing options...
QisaBluevixen Posted March 6, 2012 Share Posted March 6, 2012 Means Operatives are at a significant disadvantage when it comes to Ranked WZ. Even encounters like Fallen Emperor had to be fixed because of this issue. Let us hope they take this issue into account. Please let our voice be heard and support a change! Now take away Operative stealth, healing, and ability to slip away from any fight he doesn't like and you have ... a Sniper. Link to comment Share on other sites More sharing options...
stephenjohnp Posted March 6, 2012 Share Posted March 6, 2012 Now take away Operative stealth, healing, and ability to slip away from any fight he doesn't like and you have ... a Sniper. You forgot to include "a Sniper... with significantly lower DPS". Link to comment Share on other sites More sharing options...
Destoroyah Posted March 7, 2012 Share Posted March 7, 2012 The thing most people need to consider is that what does a operative truely bring to the table that the other stealth class the assasin doesn't. Besides the operative having healing and the assasin having tanking, which unlike other tank specs gives up very little damage for the survivability. Unlike the op healer that gives up a ton of dps and isn't even onpar compared to the other healer classes. Assasin: 1 - Whirlwind - Long range fragile sleep. Can be used in combat and out of stealth(can be made instant with a stun that effects multiple targets(PvE) with talents.) 2 - Mindtrap - Short range fragile long duration sleep. Can be used in stealth and doesn't break it, but requires stealth and a target not in combat too use. 3 - Low Slash(Talent Ability) - Melee Short duration Sleep 4 - Electricute - LONG range stun(can be talented to reduce duration and allow a damage increase from all sources attacking the target.) 5 - Overload - 8 meter PBAoE knockback. 6 - Deflection - 50% melee/ranged defence increase for 12 secs 7 - Force Pull(Talent Ability) - pulls target to you not sure it works on friendlies. 8 - WitherTalent Ability) - PBAoE damage reduction and slow. 9 - Force Slow - Short range snare(can be talented to last longer then it's cooldown.) 10 - Force Cloak - Combat restealth. 11 - Force Shroud - 3 sec immunity to force and tech attacks and removes all bad stuff. 12 - Force Speed - short duration HUGE Speed boost(Can be talented to remove movement debuffs.) 13 - Spike - Short duration melee stun 14 - not to mention other basic perks of being a tank in tank stance. Operative: 1 - Hidden Strike Stun - Similiar to spike but requires talents and stealth to use. 2 - Evasion - Same as force shroud just protects from melee and ranged. Can be talented to increase speed slightly 3 - Cloaking Screen - Same as froce cloak. Can be talented to increase movement speed and the talent is only really usefull if you need to get out of a possible stealth breaker in time. 4 - Sever Tendon - Similiar to force slow. Has a longer initial duration then froce slow, but force can be talented to be easily constant, whereas sever tendon talented gets a short root(it's a give and take tradeoff) 5 - Sleep Dart - Same as mind trap. Can be talented to apply a 50% attack damage reduction. But due to the restrictions and range and the fact it is in the heal tree makes it a ability rarely used. 6 - Debilitate - similiar to electicute but melee range. Can be talented to increase movement speed by a moderate amount, so only good for escape. 7 - Flashbang - short range AoE fragile sleep. 8 - Countermeasures - worthless in PvP, but can be talented to remove movement debuffs. 9 - Corrosive Grenade(Talent Ability) - AoE Dot(Can be further Talented to apply a short duration snare.) 10 - Shield Probe - 15 sec moderate damage absorb bubble (Can be talented to increase healing to bubbler or get a cooldown reduction.) The lack of friendly casting hurts the heal tree and the amount it absorbs is very little compared to a sorc bubble so won't be up long at all. 11 - infiltrate - PBAoE group Stealth for 15 secs. Requires non combat to use. While it has some pvp aplications it's long cooldown and group coordination requirements limit it. 12 - basic benefits hor having healing, but compared to a tank the default heal abilities aren't going to help you much in a fight if your not heal speced. Now if you look at these abilities ask yourself what does a operative bring to the table that a assasin can't do the same, similiar, or better? Link to comment Share on other sites More sharing options...
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