DarkenDragon Posted February 3, 2012 Share Posted February 3, 2012 (edited) I used to do this when playing in WoW when being a raid leader to figure out how much of each class I need to make to get the best possible raid make up to have the most of each. i'll update this each time I see a new valid information. I currently play an arsenal mercenary and marksmen sniper so I dont know enough of all the other classes to give a full guide. so please give us your input to help the rest of the community do our best also please avoid things like "gives dps, tanking, healing" since those are obvious, be more specific and to the point and only abilities that improve the operation as a whole also when providing information please note specificly if its a class or advance class specific ability or even a talent specific as well. sith warrior/jedi knight -5% healing/damage increase -interrupt melee range -ranged interrupt and jumps to target ---rage/focus ---Juggernaut/guardian ----20% armor reduction ----leaps to friendly and reduce 20% damage and reduces target's threat ----single and self aoe taunts ------immortal/defense -------guard (though only requires tanking stance) ------vengeance/vigilance ---marauder/sentinel ----increase healing and damage 15% ----no CD in combat droid CC ----reduces accuracy by 90% (non bosses) ----increase movement speed by 50% and defense by 10% ----target gets decreased 20% healing ------annihilation/watchmen ------carnage/combat __________________________________________________________________________ sith inquisitor/jedi counselor -5% primary stats and 10% interal and elemental damage reduction -interrupt mid range ---madness/balance ---assassin/shadow ----single and self aoe taunt ----out of combat CC ------darkness/kinetic combat -------guard (though only requires tanking stance) -------aoe 5% damage reduction -------pulls target to themselves ------deception/infiltration ---sorcerer/sage ----in combat revive ----lower's target's threat and pulls target party member towards themselves ----cures 2 mental or force effects ----shields targets ----in combat CC 60s CD ----no CD revives ------corruption/seer ------lighting/telekinetic __________________________________________________________________________ bounty hunter/trooper -5% health -stealth scan ---pyrotech/assault specialist ---powertech/vanguard ----single and target aoe taunt ----pulling target to themselves ----interrupt ------shield tech/shield specialist -------guard (though only requires tanking stance) -------lower accuracy 20% -------ranged interrupt/jumps to enemy -------4% damage reduction with flame burst/sweep ------prototype/tactics ---mercenary/commando ----cure 2 physical/tech debuffs ----in combat CC 60 sec CD ----no CD revive ------bodyguard/combat medic -------reactive healing ------arsenal/gunnery -------20% armor reduction __________________________________________________________________________ imperial agent/smuggler -5% crit chance -interrupt ranged -no CD in combat droid CC ---lethality/dirty fighting ----flash bang/grenade causes targets to lose 20% accurcy after stun is broken ---operative/scoundrel ----in combat revive ----group stealth ----cure 2 physical/tech debuffs ----out of combat non droid CC ----no CD revives ------medicine/sawbones ------- out of combat CC applies a 50% damage reduction for 10 seconds after broken ------concealment/scrapper ---sniper/gunslinger ----20% armor reduction ----15 seconds of 20% damage reduction ------marksmanship/sharpshooter -------single target 45% accuracy reduction on non bosses ------engineer/saboteur __________________________________________________________________________ so if you can think of anything else please leave a comment and i'll add it as soon as I can, hope this helps many operation leaders out there in making the best possible team they can thanks to: Shroudveil Edited February 15, 2012 by DarkenDragon Link to comment Share on other sites More sharing options...
Shroudveil Posted February 4, 2012 Share Posted February 4, 2012 smugglers/ops: medicine tree: can give a 50%less damage debuff to their out of combet CC (when the cc ends), only usefull for hard trash pulls, almost no use lethality: can give 20%accu debuff aoe for 8secs with 1min cd through their aoe mez sorcs: pull ally (can save someone rooted in aoe, in pits, etc) Link to comment Share on other sites More sharing options...
EnsignSorrow Posted February 4, 2012 Share Posted February 4, 2012 All JG/SJ can use sundering strike, effectively reducing armor of target by a percentage which stacks up to 5 times. Not specific to a build. Link to comment Share on other sites More sharing options...
DarkenDragon Posted February 4, 2012 Author Share Posted February 4, 2012 yea.... thats why its only under Juggernaut/guardian..... Link to comment Share on other sites More sharing options...
FobManX Posted February 4, 2012 Share Posted February 4, 2012 Watchman/Anhilation specced Sentinels/Maruaders can provide group healing with Zen. It's not a lot(6% HP over 6 seconds every once in a while)but it is something. Link to comment Share on other sites More sharing options...
DarkenDragon Posted February 5, 2012 Author Share Posted February 5, 2012 /bump I feel this is too great of information to be let buried so im bringing it back to the top, more information would be greatly appreciated, and any one knows how to rate this, a rating would be great Link to comment Share on other sites More sharing options...
Halefthaut Posted February 5, 2012 Share Posted February 5, 2012 Powertech: -18 sec of -20% accuracy (oil slick) -15 sec of -4% damage dealt Link to comment Share on other sites More sharing options...
DarkenDragon Posted February 15, 2012 Author Share Posted February 15, 2012 (edited) /bump hoping to get more feedback and to get it to be viewed more Edited February 15, 2012 by DarkenDragon Link to comment Share on other sites More sharing options...
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