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Kill that Operative


finkelmana

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Im a shield spec VG. I would say my build is strictly PvE and it works great in PvP. I roflstomp those Imps repeatedly. If I get less then 10 medals, Im a sad panda.

 

There is one Imp on my server that is some kind of melee operative - Im not familiar with the class. She jumps around me like a kangaroo on crack and all I hear are the whooshing of blades. The constant jumping around means "Not Facing Target" comes up a lot. That coupled with the repeated stuns and interrupts made her the only damn person I had issues killing.

 

I moved one point to neural overload (Ion Cell damage now lowers the movement speed of the target by 50% for 2 seconds). This helps keep that caffeine addicted bunny rabbit further away. However, she still interrupts my high damage casts. I know I need to move further away, which should help.

 

Any other suggestions?

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First off, scoundrels and operatives get a 10m range interrupt so it's going to be hard keeping them at longer range than that.

 

Secondly, the only two channelled skills I can think of as a vanguard are full auto and pulse cannon. Full auto is sub par on vanguards and suffers from pushback on damage - I don't even use it in PvE, let alone PvP.

 

Pulse cannon is great when specced deep into tactics, with 5 stacks of pulse generator, but it's a very obvious animation and takes a second to fire up (i.e. easy to interrupt) - handy for tagging multiple people trying to cap and who then have to move or if people are stunned, but that's about it.

 

In assault specialist I would guess that Dotting them up and kiting would be viable against a dps operative as you can keep them snared with Ion Pulse (procs plasma cell) and IR/Plasma cell dots are fairly decent (especially with the odd HIB proc inbetween). They'll be able to cleanse your DoT's and snares but on a 4.5 second cooldown (i.e. slower than you reapply them).

 

As a shield spec you're a bit more limited as the only way to guarantee a proc is with stockstrike (melee range)... hammer shot has a decent chance but isn't as reliable.

 

I don't PvP much and mostly use tank spec.. I'm sure Taugrim or one of the other guys will point out if I'm way off here...

Edited by Varena
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Full auto is sub par on vanguards and suffers from pushback on damage - I don't even use it in PvE, let alone PvP.

 

It's still a pretty good way to start a fight off if someone hasn't seen you yet. Chip some hp away with a sticky grenade into a FA, provided they aren't a tank class that'll pretty much deflect half your shots.

 

FA typically does a bit more than half of an ion pulse, so as long as there's no aoe or you aren't tanking it's ammo efficient, I can see taking it off your bars since you tank I guess. Though as tactics if you have the ammo to spare ion's typically faster damage and builds up pulse generator. It still finds uses on fights where you need to run out or can't reach a target (Turrets before EV gates and Gharj for example).

 

It's a very situational ability for a class that focuses on closer ranges, but it finds ways to be useful in pvp and pve (such as stunning trash and opening it for a hammershot from range).

 

Anyways, yeah operatives...

 

Kiting is pretty much always the answer really, assault probably has an easier time of it with the snare from dots. As tactics if you get jumped you wanna dot em up and use HtL to get away if there's no immediate need for it after (like huttball or running to a terminal while in combat during voidstar) and using HiB, sticky and full auto if you have enough room and managed to avoid any dots. Try to ride that 5-10 meter range if you can, though I think they have a root or snare that's 10 meters. Not sure about shield spec honestly.

 

It's a bit of a crap shoot against operatives really. just do your best to get hits in while kiting.

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Im a shield spec VG. I would say my build is strictly PvE and it works great in PvP. I roflstomp those Imps repeatedly. If I get less then 10 medals, Im a sad panda.

 

There is one Imp on my server that is some kind of melee operative - Im not familiar with the class. She jumps around me like a kangaroo on crack and all I hear are the whooshing of blades. The constant jumping around means "Not Facing Target" comes up a lot. That coupled with the repeated stuns and interrupts made her the only damn person I had issues killing.

 

I moved one point to neural overload (Ion Cell damage now lowers the movement speed of the target by 50% for 2 seconds). This helps keep that caffeine addicted bunny rabbit further away. However, she still interrupts my high damage casts. I know I need to move further away, which should help.

 

Any other suggestions?

 

I hear ya.

 

Sometimes it seems like they can stun you for 20+ seconds straight.

 

It takes some timing practice, but I found that a well timed cryo grenade will stop them long enough to get a good stockstrike in and then you can move backwards to get a couple more shots + sticky and a HIB or HS. At that point they start freaking out becuase you've hit them for a decent chunk.

 

Also found it useful to use obstacles if nearby so that they can't get clean around you all the way.

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looks like that one point made the difference. was in pvp with her last night and she had a hard time getting close to me. it wasnt a roflstomp, but I beat her. it doesnt look like im going to have issues with that hyperactive toad operative. after fighting a few times where I won, or she won (but was almost dead), she appears to no longer seek me out. She actually stays away now. :)
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I hate players who jump around. wow rejects.

 

There is an op on my server who is pretty annoying. Normally I fight at range with my vanguard but he is one of the few times I prefer to get in close.

 

Neural surge is nice for slowing them down. Ion Pulse is nice for getting a little bit higher damage if they are trying to keep out of range of stockstrike and gut (if you have it).

A cryo grenade followed by pulse cannon with your relic and combat stims popped tends to scare him.

 

I find if you take a big chunk of their health fast they back off quickly because they feel squishy. Then, you can either harpoon or storm them. I prefer storm, and finish them off, or to be cruel, storm, get them down to really low health, let them run away, then harpoon em back for that final stockstrike. :D

 

Also, have a good quality med pack to hand. If they stealth attack you they blow their load and then get disheartened when you health goes back up to full because now they are on their weaker attacks.

 

See if you can get a biochem friend to make you grenades. Another useful stun. Surprised these dont get used more in fights, though they have a long cool down.

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my main is a vanguard, i also have scoundrel. scoundrel has same energy problems a us vannys. if there jumping you can counter it by jumping yourself or walking backwards. if they snare you, you can snare them by ion pulse in cgc. you can burst them as well.
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I hear ya.

 

Sometimes it seems like they can stun you for 20+ seconds straight.

 

It takes some timing practice, but I found that a well timed cryo grenade will stop them long enough to get a good stockstrike in and then you can move backwards to get a couple more shots + sticky and a HIB or HS. At that point they start freaking out becuase you've hit them for a decent chunk.

 

Also found it useful to use obstacles if nearby so that they can't get clean around you all the way.

 

It's possible to keep you stunned for about 7.5 seconds if all goes well for the operative. You get the 2.5 second knockdown with their opening move. Normally as soon you stand up, you're also going to eat the 5 second stund from debilitate if you don't have your movement breaker available...but..hey..at least you'll be at full resolve at that point. The health remaining on you depends too much on your gear and expertise to theirs and whether or not they got a lucky streak of crits.

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It's possible to keep you stunned for about 7.5 seconds if all goes well for the operative. You get the 2.5 second knockdown with their opening move. Normally as soon you stand up, you're also going to eat the 5 second stund from debilitate if you don't have your movement breaker available...but..hey..at least you'll be at full resolve at that point. The health remaining on you depends too much on your gear and expertise to theirs and whether or not they got a lucky streak of crits.

 

Sup myth. I think I've done this to you a time or two. I tend to save my stun though. I prefer to use it strategically rather than spam it just to get an easy head start.

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What is really funny is that this Operative is jumping like a jack rabbit trying to use server/client latency issues to make them selves harder to hit in PvP. That technical issue may still have an effect in swtor and there may be merit to it. However, said Operative probably does not realize that jumping constantly actually... SLOWS YOU DOWN.

 

Seriously, test it. Take your toon, find a friend, and each of you run in one direction. Now, start jumping incessantly while still going in the same direction and you will see your friend begin to pull away from you.

 

That Operative is essentially snaring him/herself for you to make them easier to stay in range. I say let them jump.

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Walk/run backwards works. I hate the jumpers and walking back does well to keep them in front of you as you can generally keep movement up enough that their jumps keep them in front of your guns.

 

If you are s-keying to "walk/run backwards" the operative sill still be able to run circles around you.

 

Should be strafing and trying to keep them in front of you so they can't backstab.

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If you are s-keying to "walk/run backwards" the operative sill still be able to run circles around you.

 

Should be strafing and trying to keep them in front of you so they can't backstab.

 

Basically what I was going to say. Combo of going backwards comboed with strafing while turning with your mouse to stay faced with them usually works well. Be nimble fingered to hit keybinds for any abilites you need... mouse with tons of buttons helps... and your golden. Don't worry about ever using channel abilities unless there's a cluster F of them hitting someone else or hanging by an objective. And never be afraid to use what CC you have. Cause if your dead there was no point in saving them in the first place.

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