Showing posts with label operative pvp. Show all posts
Showing posts with label operative pvp. Show all posts

Tuesday, 3 July 2012

SWTOR: Scoundrel PvP Montage #2!

Hey guys, a fast update,


I've just uploaded a new Scoundrel PvP Montage video.


Check it out!



Thursday, 21 June 2012

The Art of Trolling #3!!!

Hey guys, as I wait for 1.3 I play as more WZs as I get. Having free time and frapsing almost all of my matches. I have some interesting footage and I decided to do another addition to the The Art of Trolling series. I hope you enjoy this! :D



Sunday, 17 June 2012

2 New Videos!

I have 2 new videos to share with you guys.


The first of all is a "romancing a companion" video and shows what happens if you try to romance 2 of your companions at the same time.


The second one is a Scoundrel PvP montage, the first of the series. Even it would not be the best PvP you'll ever seen, I hope you'll enjoy it!


See you around!



Monday, 23 January 2012

Power VS Critical Rating!

One of the most common arguments it's the debate between power vs critical rating. I've tried to break down the pros and cons and make a small guide about them.

First of all, Power increase the base damage of all abilities that you use. That also means that critical rating will be calculated to damage that's been increased from the power rating. For pragmatic players as of myself, I much more rather prefer a solid damage increase against the RNG that is the critical rating. Playing Juggernaut Vengeance, I have 3 DoTs that I apply to my target and increasing my power rating will have a HUGE damage increase.

On the other hand crit will make you hit like a truck. For real. Your crits will make Force Scream and Vicious Throw hit for 4-6k damage. It should be noted here that your force abilities get ~5-7% more critical than your normal (white) damage dealing abilities.By speccing to Savagery you get 60% chance to those two skills to be a critical after you use Impale or Shatter. That means that if you get to have a proper rotation this buff will be almost 100% up. That's the reason you should aim for 40% soft cap to make sure that Scream and Vicious Throw will be a critical hit. The cos of critical rating is that by default, it only increase your damage by 50%. You'll need more of the surge rating to increase that percentage, forcing you to go after two rating.

In the endgame you will find an almost balanced combination between Accuracy/Power and Critical/Surge at Operations gear. Plus relics are on use and you can get a temporary rating increase that should be used on cooldown.

Concluding this post I want to say that always choose your gear depending of how much strength you will get. Strength is our main stat and I will always be our No 1 priority. As for the power/crit debate, IMHO I would suggest Power, as our base damage is by our bleeds/DoTs, though making power a more desirable stat. Still, as there are no parsers yet and none can know something for sure, try to balance your stats.

I haven't yet the time to look more to the armor penetration stat that is provided when you achieve more than 100% accuracy. Please, this is not a statement, but I have the feeling that ArPen is a very strong rating but it should be tested before reaching to a conclusion.

See you on Ilum guys!

Tuesday, 17 January 2012

PvP: Sith Juggernauts vs Operatives!

During the past days I've noticed threads and posts about operatives being overpowered on pvp situations. As I've pvped a lot and I have encountered myself being overunned and overkilled by operatives dps, I decided to write down some tips to how to counter them.


First of all, operatives are NOT overpowered. I don't claim that the classes are balanced on 1v1 as they are intended to be. For me, pvp in general, is not 100% balanced but it's close to that. If you don't want to be dead all the time, try to use your abilities wisely, stuck up with people because  those 3 warzones we are 
playing are all about focusing on goals and not deathmatches. 


Stealthy bastards!
Now, let's see the abilities of an operative. For now on, I'm referring to operatives speccing on the Lethality tree.


They obviously have stealth. In SWTOR, stealth does not provide you with complete invisibility. To be trully undetectable you have to use Sneak, that lasts for 8secs and it's on a minute long cooldown. When operatives are in battle, they can get in stealth again with Cloaking Screen. Those two abilities provide a 100% stealth rating.


Operatives uses acid by using the Acid Blade ability. As the tooltips says: "Coats your instruments in acid, causing your next Hidden Strike or Backstab to deal an additional 1247 internal damage over 6 seconds and increase armor penetration by 50% for 15 seconds. This ability does not respect the global cooldown and does not break stealth."
That puts a powerful dot on their targets and many of their abilities tend to do extra damage to people that are suffering from the acid effect.

The main game mechanic of operatives, both to healers and dps alike is Tactical Advantage. I'll use again the tooltip: "Defeating an opponent or activating Shiv or Hidden Strike puts you in a position of Tactical Advantage, increasing all damage dealt by 2% and enabling the use of executions for 10 seconds. Up to 2 charges of Tactical Advantage can exist at once.". The tactical advantage not only provides 2-4% damage bonus but also the ability to enact skills that are otherwise unavailable, such as: Kolto Infusion (a 1.5 sec healing ability), Laceration (a beastly attack that does a ton of damage, has a chance to add a dot and when the dot is applied, you get a Tactcal Advantage) and Stim Boost (gives 3 energy every 3 secs for 45 secs). These skills are versatile, and when used properly will allow the operative to handle numerous situations with ease.

On top of that, operatives have two CCs (8secs is enough for pvp) Flash Bang that's an AoE stun (up to 5 players) and Debilitate at 45sec and 60 sec CD.

Now, what good operatives do. They open you with Debilitate, their 4 secs stun and it will give you a full resolve bar. They will re-stealth and will now open you with Hidden Strike that will throw you down for 3 secs. After that, Eviscerate, Backstab, Shiv and you are dead.

How to counter it. They will expect you to break their first CC and YOU MUST NOT DO SO! You should keep your CC breaker for the throwdown ONLY! Due to animation you still need to stand up, that means one more second before you'll be able to use your abilities. When you are back on your feet, use your defensive CDs. All of them and use a medpack. It's a shame that you must waste them on only in a 1v1 encounter but it's the only way to counter them. Even tanks cannot absorb or mitigate their burst so it's a necessity. If you are quick enough, you'll have enough health to fight back. In the case that you have all of your CDs proceed on CC them. Force Choke them, slow them and bring them on their knees by putting pressure on them. What's out for their Evasion ability that will give them 100% dodge to all attacks for 3 secs, so what's out and don't waste 2 GCDs during that. Now, remember, Juggernauts have the ability to withstand a lot of damage where as Operatives have tools to avoid getting hit. In a straight 1 on 1 situation they won't be a match for they heavy armor user so they'll try to run to health themselves. They have Sever Tendon that will slow you for 50% for 12 secs. Don't let them get away. Charge them, interrupt their heals and burst them.

Remember, this is an ideal 1v1 fight and during your game you'll encounter different playstyles and situations, so try to react accordingly. The best way to improve yourself is by practice, so find an operative and duel with him a lot. That way, you'll learn their tricks and abilities and you'll make your own tactics to counter them.

Hope this guide was helpful and I want to conclude it with some thoughts. Operative's burst is a beast but it's also true that they are a glass canon. Same goes for marauders and snipers for example. Juggernauts and assassins on the other hand have more sustained dps but they both have enough armor and defensive cooldowns to balance their gameplay plus a lot of pushs, stuns and CCs. They have the tools to withstand the burst and then fight backs. As the operatives have their long cds and can't burst ever 5secs the same goes to juggernauts, that can't shield wall every half a minute. I play a Juggernaut and I have to say, I CHOOSE MY BATTLES!

If I don't have cds, I don't run towards the mayhem. If I don't have cds and I see both imperial agent's advanced classes I run away. If my saber ward is on cd and I'm opened by an operative I'm dead. But that's once in a while.



Remember that if your opponent outgears you or/and outlevels you, you are dead. In the end, there's a point of no gear=no fun.


Thanks a lot, see you around and remember.


DON'T HATE THE GAMER, HATE THE GAME (epic meal time reference)