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Operative/Scoundrel roll spam

STAR WARS: The Old Republic > English > PvP
Operative/Scoundrel roll spam

kazh's Avatar


kazh
04.18.2013 , 02:59 PM | #101
You guys act like there are only operatives on the opposing team. Scamper/Exfiltrate exist on BOTH factions. Group with an operative/scoudrel who can roll and shut up. You're making a big deal about seeing roll spam while chances are you have somebody roll spamming on your own team. All the lightsaber wielding noobs need to stop crying.

Itis's Avatar


Itis
04.18.2013 , 03:25 PM | #102
They see me ROLLIN they hatin...........

Galipolie's Avatar


Galipolie
04.18.2013 , 03:28 PM | #103
Fiiiiiix it!!!!!!

Master_Nate's Avatar


Master_Nate
04.18.2013 , 03:30 PM | #104
Quote: Originally Posted by Itis View Post
They see me ROLLIN they hatin...........
Rolling like a boss
IMPERIAL AGENT
Nodo/Yonder
Lobsters go PEENCH PEENCH
Prophecy of the Five

Ashuranrx's Avatar


Ashuranrx
04.19.2013 , 07:50 AM | #105
Quote: Originally Posted by NoTomorrow View Post
You probably need a very good DPSer to bring down a sawbones/medicine guy currently. Pyro is nerfed. Ranged DPS is complete utter crap against Operative healers. Not so many options left.
The only class and spec capable of bringing down a good op/scro healer right now is a good carnage mara/combat sent. If the healer is guarded by a tank, then we need 2 good carnage/combat to bring the healer down. But Carnage/Combat is a high skill spec and not everyone can play it to full potential.

Operatives/Scroundrels 's so-called "disadvanatge" of energy cost for rolling can easily be negated by Adrenline Probe and Stim Boost. Snare can be cleansed before chain rolling. So yes, operatives can chain roll right at the start of the WZ, or whenever the situation calls for it to escape without a penalty, whenever energy regen cooldowns are up. Or they can chain roll, pop Stim Boost and Adrenline Probe, and chain roll again.

This ability needs a short cooldown.

Galipolie's Avatar


Galipolie
04.19.2013 , 08:05 AM | #106
Nerf the **** roll, *********** bioware.

Mcmaroney's Avatar


Mcmaroney
12.29.2013 , 10:05 AM | #107
This "easy roll " Operatives/Scoundrels have is Ridicules and should be considered cheating esp in a Wz where they can roll and get way ahead of other characters giving them an unfair advantage above and beyond other characters. faster node capping ,best and first hutball grab, simply put.....Unfair Advantage. Take this away from wz's completely SWTOR

Azzataky's Avatar


Azzataky
12.29.2013 , 10:31 AM | #108
Quote: Originally Posted by Mcmaroney View Post
This "easy roll " Operatives/Scoundrels have is Ridicules and should be considered cheating esp in a Wz where they can roll and get way ahead of other characters giving them an unfair advantage above and beyond other characters. faster node capping ,best and first hutball grab, simply put.....Unfair Advantage. Take this away from wz's completely SWTOR
In huttball sorc can pull friendly with ball, merc / jugger / mara can jump on enemy on line when he is down, siths can also use theirs speed buff with the ball. Every class has something. Sniper has different roll. Scoundrel / Operative class has low survivability in dps spec already, if you take them this "unfair advantage" you can delete whole class as it is.

Bioware should take all stuns, traps, slows, stealth, rolls, pulls, pushes, speed skills from warzone. Well we might just go play poker online.
- PvP is usualy won by players who know that giving up is not an option -

EzioMessi's Avatar


EzioMessi
12.29.2013 , 10:40 AM | #109
I find it funny people complain about Scouperative roll. If the Op is slowed he rolls for a whooping 6 metres for 25 energy. The roll is so small you aren't even able to use your gap closer to cover that distance, that's how "far" he rolls. Don't say the Op isn't always slowed, you're bad if you are fighting high mobility enemies like kiting classes and hit 'n' run melees without slowing and/or rooting them.

Yesterday in a game of Huttball, playing Combat Sentinel (which I affectionately refer to as perma-root spec). This Op gets ahead of the final fire trap and is on the home stretch. No one manages to pull, him into the pit in time, and it's up to me and one other player who just left the spawn wall to stop him. We start hitting him when he's about 7 metres from the Goal Line. Between mine and the other player's roots, stuns and slows, we keep him stationary for a full 15 seconds, and bring him down to execute range. He rolls. But, as I said, people complaining about roll need to L2Slow. What most people don't seem to know is, that carrying the Huttball automatically slows the player down a bit. That slow reduces the range by half regardless of whether I and the other player applied our slows on him or not. The Op rolled a whooping 6 metres, nearly out of energy and at about 500 health. Needless to say he died with my next attack, we got the ball, and won that game 3-1.

That's just one case where rooting an Op and slowing him right after has resulted in roll being useless. Roll is an utterly useless escape mechanism. It's only use is as a gap closer or gap creator (note I said gap creator. They can't entirely escape, but they can reduce incoming damage by positioning well). Against any team with half a brain, Ops spend less time trollrolling, and more time rolling for their lives.
The Harbinger - The Raider Legacy
Aetios - Level 65 Sentinel

EzioMessi's Avatar


EzioMessi
12.29.2013 , 10:51 AM | #110
Quote: Originally Posted by Mcmaroney View Post
This "easy roll " Operatives/Scoundrels have is Ridicules and should be considered cheating esp in a Wz where they can roll and get way ahead of other characters giving them an unfair advantage above and beyond other characters. faster node capping ,best and first hutball grab, simply put.....Unfair Advantage. Take this away from wz's completely SWTOR
The Guardian just covers a potential 40-90m of distance just with well timed leaps, for *free*. The Op covers 48 metres by spamming and emptying his energy bar. Friendly Leap -> Force Leap -> Push -> Force Leap.

Combat spec Transcendence gives an 80% speed for 10 seconds, and with proper usage one can have more than one Transcendence in a row. A Sentinel with Transcendence covers a longer distance faster, Ops can roll to the ball easily, but after getting the bal, they roll really really slow, while Transcendence stays relatively faster. Introspection -> Transcendence -> Valorous Call -> Transcendence.

Force Speed gives 150% movement speed increase, and covers a bit more distance than a roll, but has a CD because it is free and has a much more controllable direction.

Hold the Line/Hydraulic Overrides gives CC immunity, which is a hell of a lot more valuable when you are on the catwaks, than the ability to roll 6 metres.

I just mentioned 6 Advanced Classes that can move to the ball and with the ball a *lot* faster and better than an Operative. The only class that I can imagine off that is slower than an Op with the ball is the Sniper. And even they have their own unique way score. They can wait in the endzone, immune to CC for 20 seconds, wait for a pass and *then* use the roll right into the Endzone.

Ops roll need a nerf? No thank you, L2Slow/L2Root/L2Stun/L2Mezz.
The Harbinger - The Raider Legacy
Aetios - Level 65 Sentinel