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Buff Operatives


JayPres's Avatar


JayPres
07.02.2012 , 12:28 PM | #151
Just take the cover requirement away from explosive probe and allow it to be applied while concealed. As long as the targets doesn't take damage from us the probe does not go off.

But as soon as we open, the probe does it's damage. Keep your gap close, I just want to be effective when I get in range.
All in good fun

Dissentus's Avatar


Dissentus
07.02.2012 , 01:04 PM | #152
Quote: Originally Posted by JayPres View Post
Just take the cover requirement away from explosive probe and allow it to be applied while concealed. As long as the targets doesn't take damage from us the probe does not go off.

But as soon as we open, the probe does it's damage. Keep your gap close, I just want to be effective when I get in range.
I'm not sure that would be a good idea, hitting someone for close to 10k from stealth. I can see the OP are OP threads already. I do agree we need a little something more at the current time, though, but it's definately not burst damage from stealth.
Quote: Originally Posted by battlebug View Post
can you make sword in box light sword so sword come out when opened? then if sword is back after sword, use light saber on box, and saber will be boxed after sword is out.

BraaxusKun's Avatar


BraaxusKun
07.02.2012 , 01:23 PM | #153
Operatives are bad compared to other classes, sure they can burst someone down a bit, but when the person gets up and turns around they're screwed.

JayPres's Avatar


JayPres
07.02.2012 , 01:31 PM | #154
Quote: Originally Posted by BraaxusKun View Post
Operatives are bad compared to other classes, sure they can burst someone down a bit, but when the person gets up and turns around they're screwed.
Nope.
All in good fun

Dissentus's Avatar


Dissentus
07.02.2012 , 01:54 PM | #155
Quote: Originally Posted by BraaxusKun View Post
Operatives are bad compared to other classes, sure they can burst someone down a bit, but when the person gets up and turns around they're screwed.
And this is why I still kill people with my operative, because people underestimate me. The class isn't completely terrible, it just needs a few tweaks. It is undervalued compared to other classes, but not worthless.
Quote: Originally Posted by battlebug View Post
can you make sword in box light sword so sword come out when opened? then if sword is back after sword, use light saber on box, and saber will be boxed after sword is out.

TheLordMaster's Avatar


TheLordMaster
07.02.2012 , 02:00 PM | #156
I have a concealment operative so I know your pain. But honestly geared OP's are amazing. We use two in our rated and if we have to ninja a point our operatives get the job done well. The stealth factor in rated warzones doesnt let the opposing team react at all, and their coordinated burst and CC absolutely demolishes anything. During team fights they are also very useful. They can provide burst on healers and also switch to off healing if our healers are taking burst. So keep your chin up good operatives are actually a huge threat in rated teams.
Warlord Pve - Corellian Run - Formerly Sweety of Mind Trick
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Doktor_Ljubavi's Avatar


Doktor_Ljubavi
07.02.2012 , 02:08 PM | #157
If Stealth is a gap closer, then the restealth ability should be a 15 or 20 second cooldown. Just like the other gap closers.

Oh, too OP? Then stop saying it's a gap closer.

Coldin's Avatar


Coldin
07.02.2012 , 02:41 PM | #158
I don't even know if it's really an issue of damage. Sure, could probably use a little bit more....or have the current top DPSers tuned down a little.

But it's just besides the stealth (which another class gets), and the stuns/mezzes (which basically every class gets), the DPS scoundrel/operative really isn't bringing much unique to the group. No unique debuff. No unique party buff. Plus, probably one of the squishier classes after sage/sorc.

I guess at this point, I'm hoping for improvement with the level cap increase.

Haystak's Avatar


Haystak
07.02.2012 , 02:58 PM | #159
There is no skill requirement for operatives/scoundrels is our biggest problem, if we get a buff of anysort it would have to be to something that requires thought, not just blindly pushing buttons

We have no procs to manage, or any real rotation secrets. UpperHand(Tactical advanatage) is usefuls only for Sucker Punch, and increasing damage by 4%. Our max damaging ability will hit for about 4500 on a sorc with BiS gear. That 4% increases that hit by 180. Wow....180 really, pugnacity heals for 2x that on a tic, so doesnt a Marauders hot. Its not something you manage, its something you just keep as high as you can by spamming pistol whip when ever its not on cd. Sucker punch with round two proccing is nothing special at 3k hits. So our one rotation mechanic gives us a neglible increase in damage, and the ability to use an ability that does nothing special, and costs as much energy as every other ability.

The only difference between a good operative/scoundrel and a bad one is gear, use of def CDs(nothing special), and using all of your good damaging attacks when you can without starving your energy pool. My only complaint is that our peak seems rather blunted at the top, I can still win in 1v1s; a combination of stuns, moderate damage, and properly timed defensive cooldowns usually garauntees it. Against well geared oppenents however that advantage is very slight, and can easily be swayed in your opponents favor by any factor that would increase the legnth of the encounter, as the fight goes on the scrapper loses more and more options as his cool downs start to hamper his abilty to maintain sustained dps, not to mention the double whammy of power regen.

Some would say this is a good trade-off, 1v1 ownage, good opening burst, and above average Damage within the first 8 seconds of the fight, in exchange for subpar damage after 8 seconds, no knockbacks, positional modifiers, or effective snares.

In a pvp setting that seems to be hinged on the effectiveness of gaurd, taunts, and coordinated heals, the operative(scoundrel) lacks any real tools to subvert these strategies. where as the mainstay dps classes can still employ tactics that apply pressure, the operative can be made null and void in certain situations, due to the drop off in sustained dps, and lack of utility out of stealth.

IMO the UH/TA mechanic would need to be changed, perhaps increasing its bonus damage for certain abilities to make it worth keeping, instead of using it for sucker punch right away.

I dont think a gap closer is needed, I would love to see a force leap that ends with shoot first, just to get that OH CRAP reaction from people, but in the end its not how long it takes me to get back to the action that pisses me off, its my effectiveness once Im there. I would rather see a change to our sustained dps, or some ability to helps us in the assassination department, like an ability that makes us ignore gaurd and lets us screw up that cocky healer.

I shifted to heals just recently just to experience a change and try something new but I have always loved scrapper.

TLR Please dont nerf me again. and I dont proof read my posts, so you can suck it grammor
60s Scoundrel,Sage
55s Everything else

Rompdomp's Avatar


Rompdomp
07.02.2012 , 03:08 PM | #160
They should get creative with the apply poison ability. Give the opp several options in addition to the damage poison like a cast speed debuff, damage done debuff, and a healing recieved debuff (maybe not exactly those just throwing them out there). It would give them some more utility and it would force the player to make a choice based on the situation. I know Wow does something similar with wep poisons for rogues but this would be different because it would be a short debuff and it would require an actual in combat split second decision. In addition give them a gap closer like a reverse grapple. You cast it at your selected target clamp onto them and get pulled to where they are (or something). Every other melee class has at least one legit gap closer might as well give one to operators. Plus the reverse grapple would work better than just giving em a sprint because it would be way op to give opp healers a sprint. I know this would not help their pve dps but it would greatly improve their pvp utility.