Swtor operative what is tactical advantage




















Darslk Quote: Originally Posted by MiralukaJedi. Depends on your spec. Most likely you are killing somebody with Shiv when you get two. The ways to get tactical advantage are -Shiv -Kill someone including yourself which is amusing Cordorian So in addition to what already has been mention in the healing tree when you spec into it, you get one when leaving stealth.

So people could believe that medicine operative giggle so much because they are so OP, but they just get TA for basically everything they do. When i play lethality often spec into the tier 1 talent of medicine that reduces that cast time of kolto injection to 2s and grants one TA. Quote: Originally Posted by Darslk. If you expect focus, you can delay opening by staying in stealth and letting the enemy team momentarily invest their burst and CC on a teammate. Escape — Purges incapacitating and movement-impairing effects.

Operative is one of the few classes left without a defensive cooldown usable while stunned. Therefore, using your CC breaker intelligently is critical. Full resolve can last between as little as seconds, with the quantity of CC in SWTOR breaking the first white bar you receive can leave you susceptible to being killed once this short period is over. How to use CC breaker correctly?

With the cooldown length of your CC breaker combined with the importance of its usage, both offensively and defensively, the approach you should take is to maximise the value you get out of your breaker. If you are focused first or are a high priority in the kill order, following the two general rules mentioned previously can be a good idea. However, as you become more advanced or are a lower priority target, strictly following these rules is very limiting and far from optimal.

Breaking offensively to kill a vulnerable opponent or chase an enemy target who otherwise might escape, drop combat, and regenerate is also crucial. Take extra caution with your CC breaker when facing Mercenaries because Electro Net prevents the use of high mobility actions and escapes such as charges, vanishes, and speed boosts.

Shield Probe — Shield Probe absorbs a small amount of damage and can be used on cooldown. Evasion — With the multiple defensive benefits Evasion provides, its usage is very situational. Stimboost enables Operatives to dish out damage while receiving it. Pre-emptively using Stimboost when expecting a high amount of damage or a stun-lock will significantly improve your ability to survive.

As mentioned prior, the importance of successfully vanishing can be the difference between winning and losing a round. Therefore, having at least one Exfiltrate charge available when Cloaking Screen can be necessary to safely stealth out and avoid any AoE or Stealth Scans.

However, traveling as far away as possible from the enemy team is not required as it will only extend your time out of the fight. Waiting for a beneficial time to re-enter combat may be warranted, especially since you may be low on DCDs. The best way to increase your survival is to avoid taking damage altogether. Exfiltrate — Exfiltrate allows Concealment to frequently create distance between you and your enemies by rolling forward 12 meters.

Exfiltrate cannot be used while rooted and slows will reduce the distance you travel. Thus, Holotraverse can allow you to escape when surrounded by multiple enemies. Another method of avoiding damage is utilising Line of Sight. Being focused allows you to dictate positioning.

Therefore, positioning yourself near line-of-sight objects makes it difficult for enemy players to target you. This tactic is particularly effective against ranged classes with abilities requiring a cast. If your team have knock backs, you can instruct them to use them and utilise the power of dictating positioning to force the enemies to move toward a ledge with you and your teammate to knock them off.

Using the LOS tactic just mentioned, you can force the enemy team to stack up, allowing you to catch multiple enemies in your Flash Bang.

With the length of immunity Exfiltrate provides greater than 1. You must ensure you have TAs available. Additionally, the electro net hinders the target, preventing the use of high mobility actions and escapes such as charges, vanishes, and speed boosts.

Since Electro Net deals more damage to you when you move, you want to stand still to reduce your damage received. However, if you are close to any LOS objects, moving toward them to avoid enemy ranged targets can be beneficial. If Stimboost is not available, it may be wise to use Tactical Overdrive to reset its and Shield Probes cooldown. You can also attempt to Kolto Infusion yourself.

Even if you use all the damage reduction Concealment has access to, depending on how many people are focusing you and high health you are when netted, it still may not be enough to survive the full 9-second duration of Net. Exfiltrate — Roll forward 12 meters. Abilities and CC with a sound cue, travel time, delayed activation, or cast, can be reactively rolled. Because Exfiltrate grants immunity longer than the tooltip suggests , using it immediately before breaking the Static Barrier allows you to resist the following CC.

At the start of an arena, all players will have access to their CC. A mistake I often see a lot of Concealment players make is poorly timing their Exfiltrate. The short cooldown of Debilitate combined with the 2 charges from the Debilitator set bonus can give the feeling that you almost always have a hard stun available and consequently leads to players just using Debilitate without rhyme or reason. However, you want to make sure you use your hard stuns with purpose by synchronising them with your Volatile Strike burst, ideally when the enemy target has no strong DCD active.

If you receive any weak DOT damage in PvP, you may instinctively want to cleanse them with your evasion. Therefore, using your CC, such as Flash Bang while the alacrity boost is active, will significantly reduce the cooldown. Crippling Slice not only prevents a target from moving but also from turning. Therefore, you want to make sure you are standing directly behind a target when using this ability, preventing them from being able to hit you.

A common mistake Operatives make is overlapping their Evasion with Exfiltrate, negating the benefits Evasion provides. Concealment is the best dueling Specialization in the game. Therefore, you should be winning 1v1s against other classes in most circumstances. However, specific matchups can be difficult to win and will require practice. To improve your success in duels, you should abide by the following principles:.

Maximise uptime when you have defensive cooldowns up, and the enemy player does not. Minimise uptime when you do not have your defensive cooldowns up, and the enemy player does.

Thus, understanding the enemy class is the key to reliably winning duels. You can experiment with the different Concealment playstyles:. You can fight at the middle to practice maximising your DPS output by sticking on targets and swapping between them when they use a strong DCD. You can try defending a node by dueling any attacking player, or if there are multiple enemies, you can stall them for as long as possible and practice your ability to survive and kite.

Just make sure to call for back up if things start to go south. You can attempt to capture the enemy node using Sleep Dart on the defender and clicking the turret in quick succession.

If the enemy has access to two CC breakers or you timed the CC poorly, you can try dueling the defender when all else fails. The specializations I most commonly play are Concealment, Deception, and Arsenal.

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Your contribution helps us provide content you enjoy. About Vulkk Contact. SWTOR 6. Updated October 17, His passion for video games as well as his love for all things Star Wars are reflected in his news and in-depth guides available here!

Connect with D. Notify of. Inline Feedbacks. Tech Wizardry is not quite the best for Lethality but only gives up a little bit of DPS boost in comparison to other options, so it also represents the best amplifier build for Operative DPS players who frequently re-spec from fight to fight. A new cooldown in 6. Backstab 10 energy, 12s cooldown - Deals high kinetic damage to the target, only usable from behind the target. Deals more damage from stealth and also grants an Tactical Advantage.

Very strong ability that should be used on cooldown. Backstab also grants buffs to tech damage and armor penetration and overall damage of Laceration. Should be used on cooldown, even if doing so will cap an Tactical Advantage, to maintain full uptime of its buffs. Volatile Substance 15 energy, 18s cooldown, range 10m - After a 3s priming time, the target will take huge internal damage the next time it takes damage from a poison effect.

Use on CD. Veiled Strike 15 energy, 6s cooldown - Deals moderate kinetic damage and generates an Tactical Advantage.

It should generally be used as close to on cooldown as possible as long as the player is not already at 2 Tactical Advantages.

Laceration 10 energy, no cooldown - Deals moderate damage and consumes an Tactical Advantage. Corrosive Dart 15 energy, 18s duration, no cooldown, range 30m - Deals moderate damage over the duration. Corrosive Dart can also be used during transition phases to trigger Volatile Substance if applied but not yet detonated. Crippling Slice free, 15s cooldown - Free filler ability that deals low damage.

Crippling Slice deals more damage than Rifle Shot so should be prioritized whenever energy is too low. Rifle Shot free, no cooldown, range 30 - Free ranged filler. The free filler has one big advantage over most other melee DPS along with Powertechs in that its free filler has a 30m range. Should be spammed in AoE situations.

Fragmentation Grenade 20 energy, 6s cooldown, range 30m - Ranged ability that deals AoE damage to the target and those nearby. A more expense ranged filler option and should be used in AoE rotations.

Overload Shot 10 energy, no cooldown, range 30m - Ranged attack that deals moderate damage. A very low priority filler. Should only be used when you are forced to attack from range due to mechanics or gap closers being on cooldown. Cloacking Screen free, no cooldown - Removes you from combat and enter stealth. A combat stealth ability, it should be paired with Backstab to deal more damage and generate a Tactical Advantage. Depending on utility choice, it can also function as a self-cleanse.

A key offensive cooldown that grants a Tactical Advantage and boosts alacrity. Should generally be used in the opener and then on-demand later on. Can be used for either friendly players or enemies. The Operative's gap closer in addition to their roll, the ability is typically used to generate a Tactical Advantage via the Circumvention utility. Adrenaline Probe free, s cooldown - You recover 50 energy over 3 seconds.

The main energy cooldown for the discipline. Due to its heavy energy regeneration, it is important to not waste any regeneration due to its lengthy cooldown. The class raid buff. It is expensive due to its Tactical Advantage requirement and thus I usually ask an Operative healer to trigger their raid buff if possible.

That said, it is a clear group DPS increase so use it when necessary in ops. Shield Probe free, 30s cooldown - Projects a defense field around yourself for 10 seconds, which absorbs low damage. The discipline's low cooldown defensive ability that shields against all damage, use it aggressively to mitigate predictable damage. Just do not expect it to save you from a big hit if you are already low health. Evasion is a tricky cooldown as it only applies to certain damage types and has a very short duration.

Use it for mitigating heavy damage when it is useful. Exfiltrate free, 8s cooldown - Roll forward 12 meters. Exfiltrate has 2 ability charges and recharges one charge every 8 seconds. The great and unique strength of Concealment Operative is its roll. Having a low cooldown, the discipline has far higher uptime on an ability that can effectively cheese nearly all one-shot damage mechanics in the game due to the Shadow Operative passive ability.

Master the timing of the "roll cheese" and your progression healers will greatly appreciate it. Kolto Probe 10 energy, no cooldown - Injects the target with slow-release medicine that heals a low amount over 18 seconds.

Damage will break the effect prematurely. Only usable from stealth and only usable on targets not in combat. Only one target can be incapacitated at a time. Does not affect droids.

While sliced, the droid's systems reboot, causing non-standard and non-weak droids to heal rapidly. Only one droid can be sliced at a time. Upon entering cover, your stealth detection level begins to increase gradually, reaching up to 30 additional levels of stealth detection over the following 30 seconds. This effect ends when you leave cover. Activates your stealth generator, increasing your stealth level by 15 and making you and your companion difficult to detect.

Most hostile actions and taking cover will break Stealth. Your companion will not react to enemy attacks while in stealth. Up to 2 charges of Tactical Advantage can exist at once. FQN: abl. Tactical Advantage gets an additional stack.

Must be in cover to use. Cloaking Screen Overloads your stealth generator, immediately exiting combat and entering stealth mode. Countermeasures Activates countermeasures, instantly lowering threat by a moderate amount. Covered Escape Roll forward 18 meters, purging movement-impairing effects and landing crouched behind cover.

Distraction Interrupts the target's current action and prevents that ability from being used for 4 seconds. Entrench Entrenches you into cover, becoming immune to all controlling effects.



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