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A Gap Closer for Operatives

STAR WARS: The Old Republic > English > PvP
A Gap Closer for Operatives

fungihoujo's Avatar


fungihoujo
02.21.2012 , 04:40 PM | #131
Just played a match with an operative- 400k damage, 100k healing, beat the next on his team by over 150k damage. Takes half health in opener, can't be escaped from, can escape any fight he's losing, can do constant high damage while chasing without losing energy.

Stealth is an amazing gap closer. You have stuns, high damage, snares, heals, mez, ranged damage and melee damage- mid fight stealth to escape. Any way you look at it, your class has it all.

gryhmr's Avatar


gryhmr
02.21.2012 , 04:42 PM | #132
Ops are still incredibly good. They open on me and before I can do anything I am slowed and at half health. The only chance someone has is to run or consumable chug. Ops do not need any more utility.

raelimar's Avatar


raelimar
02.21.2012 , 04:44 PM | #133
Quote: Originally Posted by fungihoujo View Post
Stealth is an amazing gap closer.
Uh huh. And yet Shadows get a pull and a Sprint.
KRAETHOS
Operative - Requiem

fungihoujo's Avatar


fungihoujo
02.21.2012 , 04:56 PM | #134
Quote: Originally Posted by raelimar View Post
Uh huh. And yet Shadows get a pull and a Sprint.
Reroll shadow then if ops are so bad and shadows so good.

DrekorSilverfang's Avatar


DrekorSilverfang
02.21.2012 , 04:56 PM | #135
Quote: Originally Posted by Sleeptastic View Post
Stealth is a gap closer. You can't use it in combat. But look at a sent. He can either open with his gap closer or not. But if he opens with his gap closer he'll eat a knockback and be in the same exact situation as the Op/Sc, except that he didn't open by taking off 50% of his target's health. He also can't just hide somewhere and wait for his cooldowns to come back between encounters.
Oh man that's good.

First off if I'm on my Marauder and I force charge into someone then they knock me back I hit force camo which is good stealth gap closer. It's a short CD, short duration stealth with a movespeed buff. I get back in range without opponents being able to do anything about it and continue blowing them up. I should also point out with my spec it makes me 100% immune to damage for it's duration.

I also never have to hide... I don't have to wait 30s to hope to drop combat to stealth on my marauder. I just charge again in 12s, big deal.

Ops can't do that because cloaking screen has a 3m cooldown and makes them immune to heals and not able to heal anyone else and they MUST combine it with evasion to drop DoTs or they'll be brought out of stealth immediately. You can also just AoE on them to reveal them anyways. Even if I manage to kill one target I need to run to the other side of the map to break combat and restealth.

Op/Sin stealth is NOT a gap closing mechanic it's a surprise/burst enabling mechanic.

Chaosmagistrate's Avatar


Chaosmagistrate
02.21.2012 , 05:04 PM | #136
Quote: Originally Posted by DrekorSilverfang View Post
Oh man that's good.

First off if I'm on my Marauder and I force charge into someone then they knock me back I hit force camo which is good stealth gap closer. It's a short CD, short duration stealth with a movespeed buff. I get back in range without opponents being able to do anything about it and continue blowing them up. I should also point out with my spec it makes me 100% immune to damage for it's duration.

I also never have to hide... I don't have to wait 30s to hope to drop combat to stealth on my marauder. I just charge again in 12s, big deal.

Ops can't do that because cloaking screen has a 3m cooldown and makes them immune to heals and not able to heal anyone else and they MUST combine it with evasion to drop DoTs or they'll be brought out of stealth immediately. You can also just AoE on them to reveal them anyways. Even if I manage to kill one target I need to run to the other side of the map to break combat and restealth.

Op/Sin stealth is NOT a gap closing mechanic it's a surprise/burst enabling mechanic.
A serious Op/Scoundrel for PvP would have Vanish talented to 2minutes and be talented to accept heals while Vanished

Scoundrels.Operatives no longer have the insta-gibb ability, and have a trickier rotation(not exactly difficult, but more difficult than before) than pre-1.1. The nerfs may have been a bit harsh, especially for PvE, where Scrapper/Conc specs are terrible, but most Scoundrels/Operatives who relied on buff-stacking were terrible to begin with, so much that most of them on our server have re-specced healing or don't bother playing at all. It just goes to show how weak some players are.

Personally, instead of a gap closer, I'd like to see some more sustained damage out of stealth or a little more survivability out of stealth. Scoundrels/Ops lost their insta-gibb, which was needed anyways, but now the playstyle is more group/team-oriented versus solo-put your fist up their no-no-spot, which be quite challenging when your team isn't too bright.

And yes, I play a Scoundrel.
"This is an innovative MMO, if you want your quests to count, if you want to abandon quests, if you want to force leap a force speed sorceror and not get "Out of Range" messages, go back to 2004. "

Ich_Bin's Avatar


Ich_Bin
02.21.2012 , 05:10 PM | #137
Quote: Originally Posted by fungihoujo View Post
Just played a match with an operative- 400k damage, 100k healing, beat the next on his team by over 150k damage.
That is it. Big damage numbers have broken Scoundrel's/Operative's necks. Because they don't show, how much utility the class has but almost everyone who DOENS'T play one thinks they are doing great.

No knockback
No gapcloser
No sprint
No pull/harpoon
NO utility in huttball... NONE


But I guess at this point it's going to take rated warzones until everyone realizes just how bad this class is compared to any other class.
When noone wants to have Scoundrels/Ops in their team anymore maybe the devs will react.
Quote: Originally Posted by Ewgal View Post
The trouble with PvP... fact and fantasy blur into what the player does believe.

raelimar's Avatar


raelimar
02.21.2012 , 05:10 PM | #138
Quote: Originally Posted by fungihoujo View Post
Reroll shadow then if ops are so bad and shadows so good.
Rerolled a Sorc. I'm a healer, not DPS. If you didn't notice that Inquisitors/Consulars of all specs own competitive Huttball, we're not playing the same game.
KRAETHOS
Operative - Requiem

Howbadisbad's Avatar


Howbadisbad
02.21.2012 , 05:21 PM | #139
Quote: Originally Posted by fungihoujo View Post
Just played a match with an operative- 400k damage, 100k healing, beat the next on his team by over 150k damage. Takes half health in opener, can't be escaped from, can escape any fight he's losing, can do constant high damage while chasing without losing energy.

Stealth is an amazing gap closer. You have stuns, high damage, snares, heals, mez, ranged damage and melee damage- mid fight stealth to escape. Any way you look at it, your class has it all.
You have clearly never played an Operative.
There is zero advantage to playing one over another class.
Quote: Originally Posted by Jibbie View Post
If one class can perform better than other classes in a greater number of rolls, than that class is not balanced.
You defended that Operatives can perform well, but if an Assassin can do the same things but better, than Operatives are not balanced. "Succeeding" is irrelevant.

Redmarx's Avatar


Redmarx
02.21.2012 , 05:23 PM | #140
Operatives are very weak in PVP right now.

This will become much more obvious when rated warzones come out.

They need both a gap closer and better sustained damage. It's only fair given how they are right now.