It’s absolutely not required that you pair a Lethality Operative with one of those disciplines, but because Lethality is melee DoT while the others are ranged burst (or hybrid), these pairings offer some of the strongest possible compositional synergies in the game. Each of the ranged burst specs provides the armor and ranged debuffs while Engineering / Saboteur provides AoE and ranged. Lethality Operative pairs best with Arsenal Mercenary / Gunnery Commando Marksman Sniper / Sharpshooter Gunslinger, and Engineering Sniper / Saboteur Gunslinger because all of these disciplines provide 2 DPS debuffs that the other need for maximum DPS. It also takes the crown as being the discipline that can be most dependent on the least valuable DPS debuffs in the game, AoE and Ranged, though the DPS gain from those debuffs being present is still pretty small. Lethality is fairly standard as far as group composition dependency goes. Note: these numbers assume that Toxic Haze is being used on cooldown in lieu of Corrosive Assault Presence of debuff increases DPS by approximately In order to deal maximum damage, Concealment requires 3 other DPS debuffs: DPS Debuff For example, Imperial Brew was changed to Potent Brew. Unlike Snipers, Operatives didn’t have any abilities that included the word, but they did have a few passives that now have slightly different names. The word Imperial has been replaced with something that is faction-agnostic since Republic Origin Stories now have access to the combat style. Guarding is now a tank-only ability, which is the logical next step since the nerf to Guard for DPS partway through 6.0 was ineffective at stopping its ubiquity in PvP. You can still activate Cloaking Screen to zero out your threat though. This was done because BioWare made it so stealthing out in Operations no longer actually pulls you out of combat, making stealth rezzing impossible. Lethality permanently lost access to these abilities:īattle rezzes, in general, are now healer-only, but there is no longer a global 5 min lockout on those abilities, so it’s treated just like any other ability, albeit with a much longer cooldown. In addition, many extremely situational abilities were pruned entirely. This means almost all disciplines had 5 abilities locked away behind choices with the option for players to keep up to 3 of them. The 3 abilities are almost always the same for each discipline. The third option is less consistent, it seems to be there as an extra balance lever for BioWare since some abilities that got locked away are more impactful than others. Another of the abilities is the movement ability with the longest cooldown. One of the abilities is always one of your primary CCs, either the 8s mez or 4s hard stun. 1 choice where you’re picking 1 of 3 abilities. The other seems to be related to PvP balance, but there isn’t a clear pattern beyond the choice forcing players to decide which of 3 capabilities they want to keep. One of the ability choices tends to be an offensive cooldown (OCD). 2 choices where you’re picking between 1 ability or 1 of 2 passives.These choices are almost always the same for all disciplines.
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