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Taking a node vs an Operative


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Posted

I seem to have an issue with being unable to cap an objective against operatives.

 

They just constantly mez me over and over before I can cap. The resolve bar seems to be depleting before the mez even ends. By the time I am out of the mez I have ~5 seconds of white bar left which is not enough time to cap the objective.

 

So the operative just mezzes me again... And never leaves stealth so I have no chance to kill him to take the node.

 

Maybe I am the only one experiencing their white resolve bar depleting WHILE they are CCd. If it is actually designed to do that... That seems kind of broken that the anti-CC mechanic resets itself WHILE you are CCd and not after it ends.

Posted
I actually experienced this last night. The resolve bar ticks down faster than you can you can cap the turret (or door). If you use your trinket, you screwed b/c they can stunlock you to death from there on out. You actually have to break them out of stealth before you can cap or bring another person along b/c he can only mez 1 at a time while stealthed (iirc). Although they do have some kind of aoe mez, I think it requires them to pop out of stealth to apply it.
Posted

If you ever played WoW, it's similar to sapping someone.

 

There should be diminishing returns on this, first 8 seconds, then 4 , then 2, then 1, and then immunity to that skill for a good 20-30 seconds.

 

Sadly this is not the case, and operatives who do this have no skill whatsoever and are considered spineless chickens in my book.

 

Operatives , you can tell me ALL about how tactical this is. We both know that you just have no skill and balls to confront your enemy.

 

I am glad you are getting nerfed, for the 3rd time. :)

Posted

So OP, let me get this straight. You keep getting mezzed, and for who knows how long, you keep clicking away at that node like the little engine that could? Perhaps try walking around and finding them, or like others have suggested, bring someone else.

 

I mean really, the nerfs are getting to the point where this is he only thing an operative CAN do.

Posted
I actually experienced this last night. The resolve bar ticks down faster than you can you can cap the turret (or door). If you use your trinket, you screwed b/c they can stunlock you to death from there on out. You actually have to break them out of stealth before you can cap or bring another person along b/c he can only mez 1 at a time while stealthed (iirc). Although they do have some kind of aoe mez, I think it requires them to pop out of stealth to apply it.

 

If you use your trinket, your resolve bar is still full from the sleep dart and you can't be stunned.

Posted
If you ever played WoW, it's similar to sapping someone.

 

There should be diminishing returns on this, first 8 seconds, then 4 , then 2, then 1, and then immunity to that skill for a good 20-30 seconds.

 

Sadly this is not the case, and operatives who do this have no skill whatsoever and are considered spineless chickens in my book.

 

Operatives , you can tell me ALL about how tactical this is. We both know that you just have no skill and balls to confront your enemy.

 

I am glad you are getting nerfed, for the 3rd time. :)

 

Wait until you see operative healers dominate your warzones from their buff in 1.2... then you'll wish concealment was the norm again. :rolleyes:

Posted
If you ever played WoW, it's similar to sapping someone.

 

There should be diminishing returns on this, first 8 seconds, then 4 , then 2, then 1, and then immunity to that skill for a good 20-30 seconds.

 

Sadly this is not the case, and operatives who do this have no skill whatsoever and are considered spineless chickens in my book.

 

Operatives , you can tell me ALL about how tactical this is. We both know that you just have no skill and balls to confront your enemy.

 

I am glad you are getting nerfed, for the 3rd time. :)

 

So they should just attack anyone even if they have 12k health and have an 18k mara or jugg against them solid thinking there mate. Im not defending ops or any stealthy class they all suck in my books but this is as good of an tactic to hold an node as is cds of maras/sins/mirrors to capture it 1v1 and 2v1 you´re seriously lucky if you get the bugger down without both defenders dying in the process.

Posted
If you use your trinket, your resolve bar is still full from the sleep dart and you can't be stunned.

 

Yes but the resolve bar doesn't stay full for the duration of the fight. Once it empties, I'm stun locked with no breaker. The only options shouldn't be die or flight.

Posted
Yes but the resolve bar doesn't stay full for the duration of the fight. Once it empties, I'm stun locked with no breaker. The only options shouldn't be die or flight.

 

Oh geeze, now you're just being ridiculous and basically saying "hey, no operative should ever be able to stun me, period."

Posted (edited)
Yes but the resolve bar doesn't stay full for the duration of the fight. Once it empties, I'm stun locked with no breaker. The only options shouldn't be die or flight.

 

 

I'm confused...now are you complaining that you can just get killed by an operative? Would it make you feel better if they just killed you outright? Also, die or fight seem like perfectly valid options in this case.

Edited by therouterninja
Posted
Oh geeze, now you're just being ridiculous and basically saying "hey, no operative should ever be able to stun me, period."

 

people are trying to make operatives unable to kill things atm, so this isn't that far fetched

Posted
Operatives melt faces, bones, event the bloodstains on the floor left from your sore corpse atm, so a bit of a change will be nice. And yes, i have above 12% expertise.
Posted
The best way to take a node vs an operative is to remember that you are part of an ops group and say "hey, Im here alone with 1 operative..someone come help me kill him and cap"
Posted

LOL This has nothing to do with Ops can or can't kill me. This has to do with they can continually mez you so you can't cap. It takes getting lucky & popping them out of stealth, or more than 1 person (we'll assume the Op is good enough to use his mezs optimally).

 

Either they: Continually stealth mez me so I couldn't cap or I used trinket & got stun locked giving up a def CD in the battle. Period.

 

Both WoW & RIFT came to the conclusion that this type of stealth sap/lost hope behavior was OP & made changes so that diminishing returns happened. It should be the same way in this game.

 

I'm not trying to nerf Ops damage output. But allowing them to single-handedly hold a node in this manner without ever having to engage in combat is just stupid.

Posted
Just wait for the rated wz to come. Then BW will be forced to fix a lot of things, and do it very fast. Especially when the class stacking happens.
Posted
Just wait for the rated wz to come. Then BW will be forced to fix a lot of things, and do it very fast. Especially when the class stacking happens.

 

They sure won't be stacking operatives.

Posted
LOL This has nothing to do with Ops can or can't kill me. This has to do with they can continually mez you so you can't cap. It takes getting lucky & popping them out of stealth, or more than 1 person (we'll assume the Op is good enough to use his mezs optimally).

 

Either they: Continually stealth mez me so I couldn't cap or I used trinket & got stun locked giving up a def CD in the battle. Period.

 

Both WoW & RIFT came to the conclusion that this type of stealth sap/lost hope behavior was OP & made changes so that diminishing returns happened. It should be the same way in this game.

 

I'm not trying to nerf Ops damage output. But allowing them to single-handedly hold a node in this manner without ever having to engage in combat is just stupid.

 

lol shut the hell up

 

have you ever tried playing an operative in hutball? ignorant and I dont even play an OP

Posted
lol shut the hell up

 

have you ever tried playing an operative in hutball? ignorant and I dont even play an OP

 

lol - If you can't refute with intelligence then why use ignorance?

Posted
I guard nodes all the time (on my assassin), and it's not about being fair. It's about stopping caps. When I pvped in LOTRO, I never called in help for 1v1s, because 1v1s were about honor and testing myself. But now it's all about my team winning, and it's selfish to put my personal honor ahead of that.
Posted (edited)
If you ever played WoW, it's similar to sapping someone.

 

There should be diminishing returns on this, first 8 seconds, then 4 , then 2, then 1, and then immunity to that skill for a good 20-30 seconds.

 

Sadly this is not the case, and operatives who do this have no skill whatsoever and are considered spineless chickens in my book.

 

Operatives , you can tell me ALL about how tactical this is. We both know that you just have no skill and balls to confront your enemy.

 

I am glad you are getting nerfed, for the 3rd time. :)

 

using the skills your class has to your advantage is the smart thing to do, facing the opposing team member in a 1v1 situation where if you lose, your team loses that node isnt.

 

as a scoundrel myself i always CC the player or players while i wait for help to arrive. you can call it cowardice or whatever you want, i call it smart playing, and i couldnt care less what you think when the end result is my team winning. learn your role. i know mine.

Edited by looneybinjim
Posted

If it's a 1on1 against a stealthed class, the Assassin will just kill you instead of mez you.

 

You should always take two people to attack a node anyway because it's very hard to defeat a Tankasin 1on1 when he starts out the fight stealth with no way of detecting, because the fact you've to cap the turret gives him a ton of places to hide and still comfortably stop you on time.

Posted

TL;DR: Take the first mez, cc break the second, and cap. When they open up on you, dot them as a first step, then melt them away.

 

---

When it comes to resolve, I have to cite clarke's third law: "Any sufficiently advanced technology is indistinguishable from magic."

 

I recommend this as a good read: http://taugrim.com/2012/01/04/understanding-swtors-resolve-mechanic/

 

As others have said, the visible bar appears to be full at 800, but you don't actually become immune until it hits >=1k.

 

Once someone mez's you for 8 seconds, you have a resolve bar of 800, that drains at a rate of 25 per second...so it takes 32 second to full drain.

 

It takes 8 seconds to capture a turret.

 

So if you get out of mez, and immediately start capturing, your resolve would be at 800-(25*8)= 600 when you finish. This means if you capture right after being mezzed, sure you can probably get mezzed again, but that will bring you above the 1k and you'll be immune to cc for 600+(800*1.5)/100 = 18 seconds if you use your cc'break on the second mez(it's 1.5* the amount over 1k, then it depletes at 100 per second).

 

Then that operative will probably open up on you to prevent the cap... but without cc abilities? I don't care what class you are, you should melt the operative. Btw, shadows also have mind maze, so it's not operative exclusive. Make sure you dot them in prep of the disappearing act, although they could purge with defense screen/triage depending on what you do.

 

It's hard to tell what else you could be doing without knowing your class, but there are tons of good options for unstealthing cloak classes. Having played one myself for so long, I know all the good hiding spots, and usually don't have an issue with this no matter what class I play.

Posted
BW will probably add diminishing returns just like what Blizzard did to sap in wow. Eventually, players get immune to that ability and the rogue is forced to do battle or let the player cap.
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