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SpoeMeister
07.01.2013 , 05:40 AM | #1
Hello dear gamers

In an attempt to help my fellow guildies, I have created this list of responsibilities you could have when entering a flashpoint.

This list is far from complete, so I ask for your help to complete it as best as possible. I have not played each and every class on Endgame content, so any advice is useful.

We are mainly Empire oriented, but if you feel more comfortable explaining it with Republic terminology, feel free to do so and I will translate it :-)

Thanks in advance.


Introduction
This guide is meant to show what your responsibilities are during a Hardmode Flashpoint. This is a very short general guide, so that each member of the group should have an idea what they're expected to do.

I will give a list of responsibilities that you get depending on your role (Healer, Tank, Damage Dealers). Then, I will give a list of responsibilities to each Advanced Class.

If you want to be the best, make sure you check both lists and try to do as many of those as you can. This is also a guide that can be updated when new abilities appear.

These responsibilities are a baseline so that you may know what your tasks could be when you enter group content in general and you have no experience whatsoever in more challenging group content or are vastly underleveled/undergeared for the content. As your abilities as a player grow and/or your gear is becoming top notch, less of these responsibilities are still necessary. You don't need to CC 2-3 elites when you can all hack them down quickly.

Your suggestions are always welcome:

General Responsibilities
  • Avoid unnecessary damage by staying out of AoE abilities.
  • If a certain ability follows you, move away from the group and keep running until the ability has disappeared.
  • Always heal up in between encounters. The moment you are out of combat, you should first spend a few seconds to use your out of combat heal to regain strength.
  • Never use knockbacks on enemies that are fighting around your tank. Scattering enemies makes it harder for the tank to generate AoE aggro.
  • Always indicate who you will CC. Use a Target Marker and/or say which one you will take out of combat.


Responsibilities for your current role
Healer
  • Reduce incoming damage (CC, assist DPS in dispatching weak mobs)
  • Keep tank up to the max
  • Keep DPS up
  • Learn about the burst phases during a boss battle to predict high spikes of damage and react accordingly.
  • Remove debuffs from group
Tank
  • Maintain a clear visual on all mobs.
  • Keep the strongest targets on you.
  • Turn the boss always with its back towards the rest of the group.
  • Prepare each encounter. (Mark CC, kill order)
  • Guard the person who is most likely to pull aggro from you. This is NOT the healer. Here's my priority list of people that receive a guard: Strongest Melee DPS > Strongest Ranged DPS > Healer. If you notice the ranged DPS is not pulling aggro from you, you can give guard to the healer to reduce some of the incoming damage if needed.
  • Learn about the burst phases during a boss battle to predict high spikes of damage and react accordingly.
  • Pull in enemies that are not in your range (only applicable to Assassins/Powertechs)
  • If possible, separate the group of mobs from the CC'd mobs so that AoE's may be used. If not, don't use AoE abilities.
  • Interrupt the cast abilities of your targets. Tank should also dictate who interrupts when. This can either be "Player A interrupts ability X and Player B interrupts ability Y" or "Player A interrupts first, then Player B and finally Player C and rinse and repeat".
Damage Dealers
  • Follow the kill order that the tank dictates. Usually this goes from weakest to strongest. Always take out enemy healers first!
  • Once you have destroyed all the weak and standard mobs, focus fire on the elite mobs. The tank will have an easier time holding aggro if both Damage Dealers attack the same target.
  • Always keep an eye on the healer when fighting trash mobs. Make sure you attack mobs that are attacking him.
  • Always keep an eye on the healer. Make sure you are not out of Line of Sight.
  • Always wait until the tank pulls a mob before you attack.
  • Wait a few seconds until the tank has aggro on everything before you attack. Use this time to decide who you will attack.
  • Respect CC. Don't use AoE abilities unless the tank has separated the mob group from the CC'd targets.
  • Attack bosses from the back. This will avoid unnecessary cleave damage or AoE damage when the boss attacks the tank.
  • Interrupt the cast abilities of your targets. If the tank has given an interrupt sequence, respect that sequence.

Responsibilities for your Advanced Class
Operatives
  • Before each encounter, Stealth sap 1 elite mob or higher. (Humanoids only)
  • At the start of the encounter, CC 1 elite droid or higher.
  • Assist your healer by removing your own debuffs whenever you can. (Evasion, cleanse)
  • When the in-combat revive is on cooldown and a party member dies, use your vanish to put yourself out of combat and then revive your fallen team mate. Practice this to become a useful team member. A good thing to remember is that you can't be in combat during the entire revive process. To avoid getting back into combat, make sure you have no Damage over Time (DoT) or Healing over Time (HoT) ability ticking on you. HoT's can easily be removed by right-clicking them on your bar.
Snipers
  • Keep the armor debuff on the boss at all times.
  • At the start of the encounter, CC 1 elite droid or higher.
  • Assist your healer by removing your own debuffs whenever you can. (Evasion)
  • Place your scrambling field strategically so that as many members as possible can benefit from it and that it's relevant (group of melees are more likely to take damage than a group of ranged DPS).
Powertechs
  • Death From Above a pack of weak/normal mobs to almost completely shut them down.
  • AoE stun is a great tool to keep the mobs in one place or reduce burst damage.
  • Use your grapple to move an enemy away from CC'd mobs.
  • Shieldtech: Use Oil Slick to keep mobs in one place and to reduce their accuracy. Also works on Flashpoint bosses.
Mercenaries
  • Death From Above a pack of weak/normal mobs to almost completely shut them down.
  • At the start of the encounter, CC 1 elite mob or higher.
  • Arsenal Mercenaries should always keep their armor debuff on the target.
Assassins
  • Before each encounter, Stealth sap 1 elite mob or higher. (Humanoids only)
    When the in-combat revive is on cooldown and a party member dies, use your vanish to put yourself out of combat and then revive your fallen team mate. Practice this to become a useful team member. A good thing to remember is that you can't be in combat during the entire revive process. To avoid getting back into combat, make sure you have no Damage over Time (DoT) or Healing over Time (HoT) ability ticking on you. HoT's can easily be removed by right-clicking them on your bar.
Sorcerers
  • At the start of each encounter, Whirlwind 1 elite mob or higher.
  • At the start of each encounter, Bubble your tank if a Sorcerer healer is not present.
Marauders
  • At the start of each encounter, Stun 1 elite droid or higher.
  • Use Bloodthirst to increase the groups damage, thus battling the Enrage timer more efficiently.
  • Use Predation during Transition Phases and Burst Phases to increase survivability and speed.
Juggernaut
  • Put your armor debuff up at all times.
  • You can Intercede to a friendly healer to reduce incoming damage. It will also allow you to quickly dispatch of mobs targetting your healer. This applies to both tank as dps specs.


This list is probably far from being finished. I have not played all Advanced Classes yet at maximum level so I do not know all abilities by heart. Any suggestions from you are welcome to keep this list updated. This may also include Spec specific abilities (like the Powertechs Oil Slick).
Everything will be OK in the end. If it's not OK, it's not yet the end.

Spivak Legacy (ToFN)
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