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>>MOVIE: CIVIL WAR End Rush Counter Strategy

STAR WARS: The Old Republic > English > PvP
>>MOVIE: CIVIL WAR End Rush Counter Strategy

Raggok's Avatar


Raggok
02.26.2012 , 11:13 PM | #1
CIVIL WAR End Rush Counter Strategy

Hello,

Between work and the PvP dailies it's been difficult to sit down and work on movies. I'll probably be releasing more "unedited" warzone footage in the future until they change the way PvP dailies work. It takes a bit of time to get all the armaments you need for yourself and for your friends without resorting to the extreme lameness that is kill trading. More on that in a later movie.

For now, however, I present a Civil War strategy video. A very common opening strategy is what I will call an End Rush strategy. The idea behind rushing the ends is to capture the turrets with the side speeders at the beginning of the match since they are much easier to defend than the middle. Teams will typically send 3-4 to their side and 5-4 to the enemy side while completely ignoring the middle turret.

The strategy used in this movie is a hard counter to teams that try to rush the ends. With a four man premade we send someone with a speed boost to the left turret. That could be a Jedi with Force Speed or a Vanguard with Hold the Line, for example. The other three drop down on the left side and move straight across to cut off the enemy who would be on their way to our turret. They should be cut off about half way allowing the turret to be captured. You then fall back and protect that turret using the left speeder for quick recovery if you die.

It's very difficult to take a defended side turret with a team protecting it, even if outgeared or outnumbered. Since the end rush strategy typically ignores the middle you will start with two turrets provided that the four PUGs you are with aren't a liability.

In the event that the enemy does not try to take your turret, all you have to do is wall jump to middle which puts you in a nice position behind the enemy where their ranged and healers will be exposed.

If you manage to get an 8 man preform, I would suggest sending one to your turret, three to cut off the enemy if they are rushing your side and four to middle. If you have a strong 1v1 stealther they can go to the enemy turret leaving three going to middle. I'd only do that if you have an exceptional 1v1 stealther who can kill quickly, however.

The main portion of this movie is a warzone match against a 5-man preform from Zeitgeist. They are currently the guild with the farthest PvE progression on our server. They also have a few players who are quite good at PvP. So, they have the best of both worlds when it comes to gear. You will notice their HP and damage output is quite good. They aren't pushovers, which is why I chose to include them in this movie. They beat us at the first battle physically, but we won the war because of our strategy.

Also, keep in mind that what happens in warzones at the moment is highly dependent on who is in there with you. Our 4 PUGs were likely better than their 3 PUGs. Case in point, they had a sniper with around 11K HP I think.

For the Vanguards out there, I'm using a full Tactics build in this movie while running Ion Cell and a shield generator. I typically hit 10 medals in the Civil War and quite often hit Immortal. I don't have a snare and my damage output isn't nearly as good as it was with the High Impact Bolt build so it's not the best solo build out there. However, I think I offer more to my team having access to Guard. And Hold the Line, well that's still a must have IMO no matter what build you are using.

Also, keep in mind that every strategy has a counterstrategy and there is always a need to improvise or change tactics depending on what is happening.
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Raggok's Avatar


Raggok
02.27.2012 , 05:34 AM | #2
Up for the morning.
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Adzzy
02.27.2012 , 05:54 AM | #3
how would you deal with an enemy marauder predationing it? we generally won't go for the far turret without it simply because of the time differential, except maybe an assassin force speeding his way to catch up as an interrupter

Although it does give me an idea to take center against, by sending someone to loop around over the jump side point (and keep mid reinforcements away) simply to break this strategy down.
Keys are lame

maradigamer's Avatar


maradigamer
02.27.2012 , 05:55 AM | #4
Interesting. As a pug player I probably will never enjoy that much coordination (sometimes I wish we had built in voice chat even if it would mean muting a couple dozen idiots a day), but I bet a couple of us can manage something similar in the first rush. I thought I saw a pop up text saying it could be done solo, but if it had been just you that stealthy would have gotten past for sure.

Meltheran's Avatar


Meltheran
02.27.2012 , 07:02 AM | #5
Quote: Originally Posted by maradigamer View Post
Interesting. As a pug player I probably will never enjoy that much coordination (sometimes I wish we had built in voice chat even if it would mean muting a couple dozen idiots a day), but I bet a couple of us can manage something similar in the first rush. I thought I saw a pop up text saying it could be done solo, but if it had been just you that stealthy would have gotten past for sure.

Actually he got the stealther Solo as well, he used Stealth Scan to pull him out.

maradigamer's Avatar


maradigamer
02.27.2012 , 07:07 AM | #6
Quote: Originally Posted by Meltheran View Post
Actually he got the stealther Solo as well, he used Stealth Scan to pull him out.
I know, but I figured the others would have been on him and had him stunned if his team hadn't been there. I'm thinking of in that first rush.

Raggok's Avatar


Raggok
02.27.2012 , 03:26 PM | #7
As mentioned above, everything has a counter and stealth can be used to counter this counter. For whatever reason, not many teams take full advantage of stealth.

That will change, I'm sure.
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Raggok's Avatar


Raggok
02.27.2012 , 09:08 PM | #8
Um.... Sorcs, Mercs, Juggs, Marauders, and Powertechs needs to be nerfed or something.
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