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Operative Healing


Alundo's Avatar


Alundo
05.29.2013 , 02:50 PM | #41
Tbh I don't have bubblestun or push/root combo to save me from being constantly under someone else, so cover is fair. Dont whine because you can't lol-leap at yet another class.

Exfiltrate is mostly for out of combat, its only good for escaping if the opponent is stupid enough not to be slowing me.

Like any other healer, target with more than one player, time inturrupts and focus. If you inturrupt the main heal, I'm left with instants/hot's that simply wont heal through burst.

Only thing I would change about Operative/Scoundrel healing right now is the cost of kolto probe, I mean, its 9 energy with a global cooldown, I've made that energy back by the time I can put another one on someone/someone else, this means I can HoT up 4/5/6 people to 2 stacks and bearly have lost any energy.

Instant heal is weak, if I'm having to spam that, I'm under 30% HP and praying for it to crit multiple times. Heals 1700 - 2200 normally, thats not alot considering the damage people can do.

Yestreen's Avatar


Yestreen
05.29.2013 , 03:05 PM | #42
Quote: Originally Posted by JediFlux View Post
So explain something to me. How is it that operatives now have the most mobility on top of everything they had before. Their Hots are very strong, they can heal from cover, they have dodge, and stealth. They can scamper all over the map being the most mobile player. They are the only healer that can heal from a crouched position that is called "cover" even though there is no cover around and they are a healer not a dps class. Cover for a sniper or gunslinger makes perfect sense. For a healer it is the dumbest ****. They can't be pulled or leapt to and they are the only healer that has anything close to that on top of stealth which they always had which people seem to forget as being a pretty damn good ability for a healer. They can stealth out...they can stealth over to a node without being slowed or stopped by the opposition etc.

Their regen is ridiculous and they barely have to cast a heal with all the instants they have. So if you are going to say that scamper kills your energy....yes I know....I am sorry that you cant scamper across the entire map and instantly be at full energy throwing out heals. Just because it costs energy....its not like energy management on an operative healer is exactly a problem right now....

Since 2.0 each class got an additional ability. From duel saber throw, reflect, sniper roll, sage bubble, commando root thing. All of it have been nice additions to every class. They have caused you to be even smarter when playing classes etc. Not one of those abilities has so completely broken pvp as scamper. It has completely changed the nature of pvp.

If you don't have an operative you are screwed. If you are in civil war and they have an operative or smuggler and you don't they cap their node long before you can and they just hold mid indefinitely. In voidstar once they get the first door they stealth out and scamper to the datacore. Where no one can catch them unless you are lucky enough to have a decent operative on your team.

I mean I literally don't know what you people are thinking. I mean do you people even play the game? Have you ever been up against a good operative. Where they are always in cover when healing. Where they roll from node to node in stealth without a prayer to stop them and can reinforce nodes in no time at all.

There is not one....not one speed buff that is spammable in the game before scamper. Now you give them an ability that is spammable on top of everything else they have. Like if stealth, out of combat mezzes, stuns, roots, and an 8 sec mezz wasn't enough? I have seen comments about how omg you can't nerf scamper....please its like everyone forgot they already had a pretty damn good ability which was stealth. You can adjust the energy cost to compensate, but have a spammable buggy thing like scamper is beyond ridiculous at this point. I am not talking about a crappy operative that sits there out of cover and heals. So if you are going to flame me you are an idiot.

No ability has so profoundly changed the way we play pvp. Take something away from them because its pretty ridiculous already especially considering that they warp across your screen. You need to delay a cartel shipment for a week and fix a lot of the crap in pvp where people warp all over the screen especially in huttball. Its embarrassing that they have been in the game this long already.
Hey,

I have this amazing solution to all of your problems.

If you do this, operatives wil only roll half the distance, which makes their roll totally useless

If you do this, then no intelligent operative will ever roll.

Are you ready to understand the secret of how to beat operative roll?















Slow them.
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JediFlux's Avatar


JediFlux
05.29.2013 , 03:56 PM | #43
Yes because they can't cleanse the slow and be out of your range and then keep rolling. So easy right? Slow them they stealth out if its force....slow drops in like 5 secs and oh there they go again. Or maybe you mean all the classes that have a ranged slow right? If you haven't noticed not a ton of classes have long ranged slows so you just have to watch them rolling away.

Spammable scamper is the dumbest thing. How do you introduce an ability that completely changes the way all the maps are played? What ability that any of the other classes got so completely changed pvp? I would love for you to point one out to me.

Also, to those that say that cover to an operative doesn't matter. When you sit there and cover and heal your butt off and all the melee have to walk up to you unlike every other healer and then when we get to you. You stun us and roll away and sit in cover again and we have to slowly walk to you again. Yes that seems extremely fair. Oh and leaps and pulls are an important interrupt mechanic to a ton of classes. If you were somehow infinitely weaker I could understand being able to avoid interrupts. However, operatives are no where near weaker healers atm, but the strongest. They cast so infrequently now and when they do if they are a good operative you can't do anything to them unless you are within 4m which you probably won't be for very long with all of their stuns and the roll.
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Astarica's Avatar


Astarica
05.29.2013 , 03:59 PM | #44
Quote: Originally Posted by Aelaias View Post
That cover prevents them from being leaped to. If you are stationary without cover you are doing it wrong. Not only are you more obvious, I can get to you that much easier on my guardian while benefitting from my set bonus of more damage on leap. L2P.

Operative healers are so overpowered they are broken. Scamper is only one aspect of it, mobile instant cost-free healing is the other. A fine product of Bioware's class balance "team". I would love to see their forum contortionism if they should try to fix this. The stupidity and complete lack of foresight involved in creating this situation is breathtaking.

Incidentally, with the double proc relics soon to go the way of the dodo the burst in this game is going to tank a bit which will affect dps' ability to take down healers more than the concomitant decrease in healing.
I think Operative healing is clearly designed only for PvE. If you try to heal PvE like the way you do in PvP as an Operative you'd just have a dead group really fast. Unfortunately for players we do not have super speed or the ability to do 100% of our DPS from range at any time we wish like mobs can (it's common for a melee mob to just whip out a gun and start shooting people for identical damage as its melee damage).

MidichIorian's Avatar


MidichIorian
05.29.2013 , 04:14 PM | #45
The energy cost for rolls needs to be increased to the point that they can do a maximum of two rolls within a certain time frame.

Their healing needs to be nerfed to the ground. No other class can consistently go +2K hps in warzones by simply spamming hard hitting stuff all over the place. Just compare it to the dot specs in the game. You can, as a madness spec, spam all day and still not come remotely close to their hots. It's as if someone over at BW came to the conclusion that all warzone teams consist of the 2 tanks, 2 healers and 4 dps and that the 2 healers somehow are supposed to make up for the damage the 4 dps can deal. It's just that they forgot to tweak the other two healer classes so only operatives/scoundrel got this boost. Sure, you can reach extreme numbers on sorc/sage too but it pretty much requires a perfect warzone whereas operative/scoundrel can go crazy in much less optimal conditions. Merc/commando is atleast 500hps behind the other two in any scenario.

Aelaias's Avatar


Aelaias
05.29.2013 , 06:04 PM | #46
Quote: Originally Posted by Astarica View Post
I think Operative healing is clearly designed only for PvE. If you try to heal PvE like the way you do in PvP as an Operative you'd just have a dead group really fast. Unfortunately for players we do not have super speed or the ability to do 100% of our DPS from range at any time we wish like mobs can (it's common for a melee mob to just whip out a gun and start shooting people for identical damage as its melee damage).
Well, then it should be easy to fix by nerfing low power hots and instant heals while maybe buffing their cast heals, right? And of course scamper.
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Astarica's Avatar


Astarica
05.29.2013 , 06:29 PM | #47
Quote: Originally Posted by Aelaias View Post
Well, then it should be easy to fix by nerfing low power hots and instant heals while maybe buffing their cast heals, right? And of course scamper.
Well if you do that there's a lot of mess to balance in PvE to make sure they're still viable. My suggestion is to make all heals with a baseline casting time of instant cost more resources when used inside a WZ. You can do this without impacting PvE and I think the casted version of heals are relatively balanced in WZ. It's just silly to talk about 'learn to interrupt' when you fight an Op and the only heal you see that you can interrupt is Diagnoistic Scan. You can still do the same old spamming instants but just don't expect that to last very long.

FROIDBUSTER's Avatar


FROIDBUSTER
05.29.2013 , 06:53 PM | #48
Quote: Originally Posted by Yestreen View Post
Hey,

I have this amazing solution to all of your problems.

If you do this, operatives wil only roll half the distance, which makes their roll totally useless

If you do this, then no intelligent operative will ever roll.

Are you ready to understand the secret of how to beat operative roll?


Slow them.
A good operative still has their Cloaking Screen, Evasion, CC break along with their cleanse for certain debuffs (as well as Flashbang and their stun to disrupt people who might CC them). Now obviously those aren't all full proof especially if multitudes of enemies are around.

But in your average Voidstar/Hypergate/etc situation an Operative is going to easily be able to outrun any one single class. Even my Sniper has trouble halting Operatives alone because even with my own roll, cover pulse, leg shot, and flashbang. Its' still very easy for an Operative to outdistance someone simply by rolling and burning a CD or two if they get slowed.

And the problem is greatly compounded if team you're facing has more than one Operative/Scoundrel, or if anyone else on their team is being even slightly disruptive, since it either takes an Operative to be out of all their own CC/CDs or you to focus them global for global to keep pace with their own. (A long with any situation where they aren't actively in combat (i.e. running to disrupt node caps or to switch objectives).

Also some classes have no hope to ever stop an operative since after they use their ranged/gap-closer the Operative/Scoundrel is going to easily outrange them.

JediFlux's Avatar


JediFlux
05.29.2013 , 07:23 PM | #49
Amen. Coming from a ranged too.
Elite Warlord Flux - Ascension

Sziroten's Avatar


Sziroten
05.29.2013 , 11:10 PM | #50
Quote:
Originally Posted by Sziroten
That's how bad class developer would "fix" and did fix classes... yes but I'm not asking for this. I'm not sure why it has to be brought to attention what makes operatives superior than sorc/ mercs but let me try.

Operative
stealth
vanish
exfilitrate
>30% 0 cost unlimited heal
optional cover "state" = immune to pull/ leap
very strong single player heal fokus
flashbang
shield probe
evasion

Sorc
bubble (skilled = stuns player when your own bubble runs out)
lvl 51 bubble (sitting immune duck)
force speed
overload (skilled = roots player)
10 sec. Interrupt Immuntiy
Instant AoE heal
Root break on Force Speed + Immunity while sprinting
Rescue pull (beast mode for HB)
Very strong AoE "fokus"

Mercenary
jet boost
supercharged gas
energy shield (skilled = immune to interrupts)
hydraulic overrides
stealth scan
Heavy Armor
High Single target burst healing
Spammable slow that heals team + big unlimited Aoe small HoT
I have no clue how you left Electro Net off of here
You wanna see unkillable healer attack a guarded Mando with his Reactive Shield + WZ adrenal up
Quote: Originally Posted by Capt_Beers View Post
You seemed to forget some of the things that made the other healers strong. don't worry I fixed it for you. It came off as a little biased at first.
Thanks I did mention that I would try

My list was more concerning their mobility and survivability. With a sorc, you run a way or cast your Force Barriere but anyone with a gap closer will be at you in no time. Giving Operatives the ability to stealth away does make them surviving much longer than any other healer not to mention that they can defend objectives as well much better than any other healing class as well (which is not unimportant for voidstar etc. )

Force speed has a cooldown, so should have the roll, they are both escape tools (which aren't available for mercs however except the 30% speedbuff).
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