I didn't imply anything, I said it's fun running around in huttball ganking low hp targets; I never said I absolutely cannot kill anyone above 50%.
Compared to what? Are you referring to
Perception? Stealth detection isn't something that should be too much of an issue for non stealth classes to handle, if they use their abilities correctly to mitigate your damage/element of surprise.
Sorry, I meant stealth detection is fairly strong, thus it's not that difficult to catch a stealther sneaking up on you or chasing down a dude that vanishes (if you have a detect stealth ability).
You are right, you are not meant to be carrying the ball while sprinting through fire traps, that's your tanks job. Your job as an DPS OP is to sit on a healer and take him/her out of the equation as much as possible. Between your
opener, your main interrupt
distraction and your ability to separate the healer from his/her tank with
Sever Tendon +
Pin Down you should be doing well, particularly if you run premades, and thus have teamates there with you focusing down heals while the rest of your group invariably tunnel visions down the ball carrier.
In ranked or against premades healers are always surrounded by at least 1 tank. It is impossible for an operative to knock out a healer with any sort of guard, that usually takes the combined effort of 3 dps. In which case a marauder, assassin, or PT would all be more suitable.
Cool. I think you should be just as viable in Huttball too.
Sorry, I disagree. Concealment ops have no place in ranked huttball, aside from maybe serving as an opener for marauders (we'll see).
2k was nothing. I would run triple dps to 2k for gold. My point being, anything at that rating is easy for the most part, once you are beyond 2.2 - 3k the competition begins to materialize, and timing your CC through perceived target swapping isn't easy, and takes experience and skill at that rating. That said WoW arena's are pretty rollface these days, or so I am lead to believe by the friends that still play that game. I am drawing on my experience from s3 to s...god what was Cata? 7? Whatever is going on with that game that you might be referring to, is nonsense to me. So, I will apologize here, if that is the case.
I just brought up RMP as a well known dominant comp, especially in TBC, similarly how a team of assassins, juggs, and healer sorcs synergize almost too well in huttball and will dominate that warzone.
Oh, you.
There is when you force him to pop his trinket before he is ever close to the goal line as a means of survival, that you bring about by severing him from his heals, by locking that bitch down. Ranked Warzones should hopefully change your perception on that.
Tanks in this game take quite awhile to go down, and in ranked you can bet that ball carrier will have a guard on him and at least 2 healers. When he pops force cloak + speed, he is gone. Whether he has healers or not, he is going to score with full resolve, force cloak, saber ward, a medpac, that 20k+ hp health pool and the mitigation he has against snipers/marauders and any white damage.
Also, about shutting down healers, sure in pug games you can try instagibbing healers, sometimes it works out, sometimes it doesn't. But against a coordinated huttball team just pounding on the healers usually amounts to nothing, as the tank ball carrier still has enough juice to score while you and another dps are distracted on his healer. Also, most healers I've seen actually follow their BC across the ramps where an operative is weakest, one knockback after your opener and you are finished. And if the operatives sole job in ranked huttball is to shut down healers, you can probably sub in any dps aside from a merc that will be much more efficient in that regard.
That has been my point the entire time. An operative cannot effectively damage in an environment like huttball aside from the middle or the pit (which usually equates to ganking). If you get knocked off or picked out of stealth on those AoE infested ramps with giant mobs, you are finished. The only thing that I can see fixing this is shadowstep, but introducing that would be a major fix for operatives in huttball but gamebreaking in other areas. The operatives toolset is all based around ganking vulnerable targets or winning 1v1s. This works amazingly well in pug games (especially pug alderaan/civil war), but not so much in ranked, where you have guys actively communicating on voice chat, and where you will probably never catch a guy alone in the back. This is why I'm not a fan of huttball. It's heavily skewed towards comp (sure you can argue every form of PvP is affected by group composition, but huttball takes this to the extreme).