All class guides are opinions of a collective few and, are therefore simply suggestions that have been thoroughly tested.  ENJOY! 

Operative 

Operatives are the masters of single targets. They have the highest dps(damage per second) and accuracy, and have an arsenal of abilities that can completely control and manipulate your target. 

With this understanding, the role of Ops in a group is clear; to control and obliterate the baddest targets, typically being vulars and bosses. You fulfill your role using the abilities available to you. The following is my skill point allocations with brief uses and advantages/disadvantages:

Mind Wreck - 0
Mind Wreck appears to be one of the operatives highest damaging abilities, but the numbers are deceptive. There are better abilities to help you do your job and I will explain why.

Flames of Insanity - 6
This ability may cause stun throughout the duration of the fire, and does 11-12 dot(damage over time) for 4 seconds. This is a solid 44-48 damage. The small variance between your min and max damage with this spell, makes it solid damage every time, and the added stun effect makes it a must have. Remember, your job is to take on the toughest baddies, who typically have a lot of health. Dot damage is not to be over-looked in these situations. This ability will also make your guardian fights smoother as your tank will be avoiding a lot of damage.

Lurch - 1
This ability causes minimal damage, but has an added knockback effect. It's a must have to move targets where you want, and works excellent when conjunctioned with other abilities, which I will get in to.

Inner Focus - 1
Provides HP and mp regen over a short period of time. I had this maxed at one point, but it gave me too much mp. I also understood, that this ability was basically just a money saver, which helps my wallet, but does nothing for the group. On the contrary, I do recommend putting a single point in it. The mp gained vs points ratio is highest on the first point than later ones. And one can argue, that the money saved by having a single point allotted vs having none, is arguably worth distributing the skill point.

Amplify Pain - 6
This ability lowers your targets armor rating for a set amount of time. It's obvious this is a must have. It will increase your whole groups damage, greatly increasing the groups overall dps.

Psychic Lash - 6
This ability binds your target in place, and its duration is the same as the cooldown timer. Again, a must have to manipulate single targets without projectile damage. It can completely neutralize vulars.

Blur - 0
Increases your chance to dodge. Not really worth having as the duration is too short, the recast is too long, and the increased chances aren't large enough.

Neutral Shock - 0
Not much value in this ability imo. It Debuffs targets slightly, but doesn't have any significant uses.

Sympathetic Anguish - 0
Damaging ability that can jump twice, but loses damage per jump. If they decide to increase the amount of jumps, this ability may be useful. Until then, I don't recommend.

Psychic Binding - 1
Causes aoe slow around target. Each point increases the slow %, but no increase in duration. I don't believe there's much value putting more points here.

These abilites in conjunction give you an arsenal to work with. At the moment, vulars are the biggest problems aside from bosses. In numa prime, one of the biggest issues is pulling a group of monsters with one or two of these in the mix. You should be able to take most vulars with little to no help.

You need to target specific monsters with op, which can be difficult on a touch screen, but its a must when you need to single out and control a vular. This strategy helps the overall survival of the group. I start with lurch and knockback against a wall, then bind him with lash, completely neutralizing him. Then ill amp pain and do work. Lurch and lash are on the same timers, so when your target becomes unbound, your ready to knock him back again. 

Now, we can't hit 100% of the time, so occasionally your lash will miss. And thats okay. Use flames to stun, keep your distance, and your abilities should be ready to cast again very shortly. If flames doesn't stun, or if nothing else is ready, psychic binding is your last resort. It has the longer recast time in perspective, so it can't be as readily used, so I just save it for emergencies. It will slow your targets movement speed long enough for you to create some space and get your lurch and lash combo ready again.
 

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