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Why are you still playing a Concealment Operative? If you were and stopped, why?



1.1.1 Patch Notes

1/31/2012 Acid Blade: Now provides 30% armor penetration while active. [ Nerf - Originally 50%]

- Originally 50%] Jarring Strike: This ability now knocks the target down for 1.5 seconds. [ Nerf - Originally 3 seconds.]

- Originally 3 seconds.] Hidden Strike: The damage output of this ability has been decreased by approximately 20% to control burst damage and because it was enabling significantly faster than intended kills in PvP. [ Nerf - Obvious!]

Game Update 1.2 - Legacy

4/12/2012 Backstab now has a 12-second cooldown and deals approximately 5% more damage. [ Nerf - Originally 8 seconds.]

- Originally 8 seconds.] Hidden Strike now has a 7.5-second cooldown. [ Nerf - Originally no cooldown.]

- Originally no cooldown.] Culling has been redesigned and is now a 2-point skill. It no longer increases damage dealt to poisoned targets, but increases the Energy gained by Stim Boost and the damage dealt by Laceration and Collateral Strike. [Culling was a 3% increase to damage on poisoned targets. Not enough information to tell if buff or nerf.]

Inclement Conditioning is now a 2-point skill. [ Nerf - used to be a 3 point skill.]

- used to be a 3 point skill.] Flanking is a new 1-point skill located in Tier 3 of the skill tree. It reduces the Energy cost of Backstab by 5. [Buff]

Laceration now costs 10 Energy (down from 15) and deals approximately 10% less damage. [Buff/Nerf.]

Meticulously Kept Blades no longer increases Energy gained by Stim Boost. This effect is now part of Culling.[ Nerf - Reduces effectiveness of a talent point without adding value.]

- Reduces effectiveness of a talent point without adding value.] Waylay now increases the damage dealt by Backstab. It is now located in Tier 5 of the skill tree and requires Flanking. [Buff]

Corrosive Microbes now functions correctly. [Buff]

Lethality now increases critical chance by 1% per point. [ Nerf - was 2%.]

- was 2%.] Razor Edge now increases Shiv damage by 4% per point. [ Nerf - was 5%]

1.2.1 Patch Notes

4/24/2012 Snipe's damage has been increased by approximately 5%. [Buff: Lawl.]

Game Update 1.3: Allies

6/26/2012 The animations for Laceration and Collateral Strike have been improved. [Buff]

Survival Training now increases healing received by 1% per point (down from 3% per point). [ Nerf ]

Game Update 1.4: Terror From Beyond

9/26/2012 Flash Bang no longer has an Energy cost. [Buff]

Cloaking Screen now has a 2 minute cooldown. [Buff - 30 second reduction]

Energy Screen has been redesigned. It is now called "Ghost." It finishes the cooldown on Sneak when you exit stealth and allows Sneak to be used out of stealth, increasing movement speed by 50% for 6 seconds. It still removes the penalty to healing done and received caused by Cloaking Screen. [Buff - New Class Feature.]

Advanced Cloaking now additionally reduces the cooldown of Sneak by 7.5 seconds per point. It also now reduces the cooldown of Cloaking Screen by 15 seconds per point (down from 30 seconds per point). [ Nerf - reduces effectiveness of a talent point.]

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There have been twenty-two changes that impacted Concealment Operatives since Launch, outside of system changes such as changing how surge performed. Of those twenty-two changes, eleven were reductions in ability for the class. As of right now, the reality of a Concealment Operative in PVE is as follows: As a leveling class, the process is straight forwards and easy. Content goes quickly with the ability to stealth and sap.

As a strictly PVE level 50 daily class, all missions can be completed with little issue.

Hard Mode Flash Points are of little issue, but most groups over-gear them substantially now.

Crowd Control is where it needs to be with a fine mixture of stuns, mezs, sleeps, slows, and a root which help in both PVP and PVE.

AoE damage is good, without requiring any investment in skill points between Fragmentation Grenade, Carbine Burst, and Orbital Strike.

Currently, 30% of our damage is tied up in Backstab, Hidden Strike, and Acid Blade which all have positional requirements. This is not counting the loss of the Armor Penetration bonus from the Acid Blade buff.

In Melee range, a 50 with Rakata gear and mastery of rotations can obtain ~1350 dps. With best in slot, this can be pushed to ~1750 dps.

At a range, a 50 with Rakata gear and maintaing an energy neutral rotation of Poison Dart, Snipe, Blaster Rifle and Orbital Strike can obtain ~700 dps. With best in slot, this can be pushed to ~900 dps.

Subpar Operation Boss DPS by ten to fifteen percent. Every Melee Class performs better without positional requirements. All Operations require heavy movement which do no favors for the Agent.

If Operation contributions would be judged based on making 'trash pulls' easier, the Concealment Operative would be judged as one of the best to have around due to his CC and AOE potential. Unfortunately, trash mobs are just that... trash.

Low burst damage compared to current high performers, despite being billed as a burst class.

Very high skill level and focus are required to manage rotation, adrenals/relic, energy level, and positional requirements compared to other classes that perform substantially better. When an Operative lands in an Energy Rut, it is incredibly hard to recover.

The above, have created a stigma which have lead many raid groups from requesting rerolls if the player wants to DPS, or requesting a role change to Healer.

I wonder where we'll be in the new year. I can only hope that some improvements will come our way. The good news is, we can only go up. :| The bad news is we're pretty stagnant.



Note: I missed some nerfs!



ZUZiK Quote: Originally Posted by If you don't mind i'm gonna add something that haven't been mentioned in the OP:



- Acid Blade now cost 15 energy (used to be 10 or 9 I don't remember tbh);

- Backstab now cost 5 energy if specced, 10 default (used to be free if specced);

- Sleep Dart duration in pvp is now 8 sec (used to be 10).

Page 4 - ? | Why are you still playing a Concealment Operative? If you were and stopped, why? In order to facilitate an active thread with in our player base, I feel it's important to keep discussion going with prompts. The current prompt is:Why are you still playing a Concealment Operative? If you were and stopped, why?1/31/20124/12/20124/24/20126/26/20129/26/2012----------------------------------------------------There have been twenty-two changes that impacted Concealment Operatives since Launch, outside of system changes such as changing how surge performed. Of those twenty-two changes, eleven were reductions in ability for the class. As of right now, the reality of a Concealment Operative in PVE is as follows:I wonder where we'll be in the new year. I can only hope that some improvements will come our way. The good news is, we can only go up. :| The bad news is we're pretty stagnant.Note: I missed some nerfs!Pages 1 - 4 | General Discussion of topic.Page 4 - ? | Why are you still playing a Concealment Operative? If you were and stopped, why?