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What's the best composition for flashpoints right now?


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Are you using CC? Unless you're running Guardian/Shadow/Vanguard/NotASmuggler or the Empire equivalents, your group should have at least one method of keeping an enemy out of a fight for a minute at a time.

 

Commandos can Concussive Round anything.

Sages can Force Lift anything.

Sentinels can Disable Droids.

Smugglers can Slice Droids.

Scoundrels can Tranquilize non-Droids.

 

a common thing i see is that people ruin the cc. several times i've cc'd something (Assassin mind trap) and the group clearly sees me do it but still aoe and attack everything. especially the tank. decides he's wonder tank and pulls just because. we don't wipe but sometimes people make it harder than it really is.

 

just do like somebody above said: tank the strongest thing(s) and let dps handle the others.

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I think that what works best is:

 

1 MT (Guardian Defense specialist)

1 OT/Close Range DPS (e.g. Vanguard Tactics specialist)

1 Pure long-ranged DPS (Gunslinger Sharpshooter specialist)

and 1 Pure Healer (Sage Seer specialist)

 

I've found this to work the best, in Flashpoints and Warzones too.

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Ive been doing my hardmode runs with the following:

 

Sorc healer (myself)

 

Merc dps

 

Sniper dps

 

Jugger tank

 

The advantage of this composition is:

 

a) No overlap in classes and therefore all 4 buffs present

b) No melee dps at all, except for the tank, so:

b1) everything that aggros by proximity (e.g. adds that bosses spawn) go for the tank because ranged dps are out of range.

b2) If the boss enrages and one-shots the tank, the remaining 3 ranged can usually finish him off by dancing in / out of LOS.

b3) All ranged dps can be grouped together for very easy aoe healing and its easy to move in / out of boss mechanics

c) Three massive aoe damage abilities to decimate adds - Orbital Bombardment, Force Storm, Death from Above.

 

Disadvantages:

 

Our tank always complains juggernauts have the short end of the stick when it comes to aggro generation and holding.

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Disadvantages:

 

Our tank always complains juggernauts have the short end of the stick when it comes to aggro generation and holding.

 

yeah, tell this to the guy that was bashing me up there. its not all rainbows and ponies prior to level 40.

 

mando raiders is hell until you get a little over geared for it.

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yeah, tell this to the guy that was bashing me up there. its not all rainbows and ponies prior to level 40.

 

mando raiders is hell until you get a little over geared for it.

 

It is? I did it on-level and had no problems at all.

 

Don't know what to tell ya.

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Are you using CC? Unless you're running Guardian/Shadow/Vanguard/NotASmuggler or the Empire equivalents, your group should have at least one method of keeping an enemy out of a fight for a minute at a time.

 

Commandos can Concussive Round anything.

Sages can Force Lift anything.

Sentinels can Disable Droids.

Smugglers can Slice Droids.

Scoundrels can Tranquilize non-Droids.

 

This isnt always the case. First boss in Mandalorian Raiders has two adds that cant be cc'ed and are untauntable. So 1OT with good DPS or 2 smart DPS to burn down ads asap is nice. So far tanking has been different in this game for me and requires some adjusting but its still incredibly fun.

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lazy? really? when ive got one taunt thats 15 seconds cd, and one aoe taunt thats 45 seconds cd and one skill (backhand) that generates threat that has a 60 second cd at level 34, how exactly do you think i can get them all when we're fighting 8 mobs?

 

lazy, wow, your post is just plain ignorant.

 

Force Scream is ranged and does a lot of threat. It's just not labeled "TAUNT".

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We've been running 2 dps, 2 healer setup. 1 Merc, 1 Marauder, 1 Operative healer, 1 Sorc healer. The Merc is usually the tank, when he cant hold agro on something then who ever has agro is the tank. So far we've cleared: False Emp hardmode, Battle of Illum hardmode, Boarding Party hardmode, Foundry hardmode (up to Revan, his force lightning does like 50k dmg), Black Talon hardmode. When we struggle for dps the sorc goes into semi dd and off heals as needed.
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