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what each class provides to an operation


DarkenDragon

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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 by DarkenDragon
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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)

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