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SWTOR pvp has finally turned into Tank with guard and healers

STAR WARS: The Old Republic > English > PvP
SWTOR pvp has finally turned into Tank with guard and healers

wtfnonamefree's Avatar


wtfnonamefree
03.11.2012 , 05:17 AM | #31
Quote: Originally Posted by heikaze View Post
Lol you obviously have not met any good ones. Currently they are spec tank but wearing dps gear. Their force lightening does 2k per tick, 8k damage in 3 seconds. I beg to differ.


I do play a 31/0/10 Assassin in dps gear and you'll frequently see channels ticking for 2k+. Ofc it has to be a combination of low combination and power ups, but still...^^ ('Normal' channels range somewhere between 800-1.800/tick btw).

3.5k shock, 8k+ lightning and 4.5k assassinate is a very satisfying 6 seconds!

Thing is - there isn't much 'tankiness', really. Defstats suck anway, even if you had some, and you have the same endurance as any other nontank. The bonus mitigation via tank stance is nice, though and the 5s force and tech immunity is my favourite skill of them all - but both are baseline ac skills and can be/are used by dps specs, as well.

So, the only defense related stuff you're bringing to the fight as a 'dps tankasin' is something, the dps specs have too - there is no difference in that respect. This even covers guards&taunts!

OT: 1v4 is hard. Working as intended.
Darth Fector
Tankasin EU | Jen'jidai
"Slippery as a greased Hutt"

maradigamer's Avatar


maradigamer
03.11.2012 , 05:20 AM | #32
Please, just wait until 8man rateds, then everyone is going to see what class combos work, and possibly a few that work too well. Until then, it's speculation. There might be a crazy combo out there involving three operatives, two snipers, and three dps spec assassin that will wipe the floor with tank/healer combos.

Okay, I doubt it, but you never know.

EternalFinality's Avatar


EternalFinality
03.11.2012 , 05:40 AM | #33
Quote:
1. You're going to die even if you're stun-breaker is up, there is no question about that if you get pulled into a group. The ~4500 HP you gain from your medpac will keep you alive for maybe another second or so. And more likely than not, you're not going to have your stun-breaker up because of all the CCs people throw at you throughout the game. A pull -> stun has a much shorter CD than your stun-breaker.
A "group" of how many people ready to instantly focus you with everything? 2 people? 4 people? 6 people? And if people are stunning you after a pull then your resolve is already full.

And I could just say that your pull or stuns aren't cooled down either if you're going the "well you already used CC breaker before!" route. So now what do you do?

Quote:
Not to mention pulling into hazard in Huttball pretty much guarantees a kill.
Who said anything about Huttball?

Quote:
2. When you say "the other healer heals you," you're assuming reacts fast enough, is not midcast, is not getting interrupted himself, is not CCed himself, and is in LoS of the other healer. And even if he meets all those requirements, the pulled healer will not likely stay alive without guard in range.
Now YOU'RE making a crapload of assumptions about the other healer, like:

1. He's not smart enough to notice the other healer go FLYING THROUGH THE AIR and figure out what is about to happen.

2. He's somehow become LOS'd to the other healer.

3. The first healer is no longer in guard range.

4. The second healer is being interrupted too! (By who, exactly? If people are attacking the second healer who exactly is the "group" that's magically focusing the first healer down instantly?)

You see, it's all boiling down to fantasy situations that simply never happen in real PvP, even with coordinated premades. The reality is, you only have a maximum of 8 people, and not all of them are there. Some are dead and reviving. Some are at a different part of the map. Plus there's 4 other people on the other team doing things too - hell there might be even MORE healers. Heaven help you if you try to take on the double guard healers with less than 4 people. Under other class combinations you could focus and kill one or two people even, but in this case when you die they're all at 100% HP.

Keep cooking up these amazing theorycraft counters. None of them work.

Another huge factor is even if the stars align and you manage to pull off a kill on one of the healers (or a tank), the rest of them will VERY OFTEN stay alive long enough for the killed healer or tank to return from revive, and then you're very quickly back to square one, with all your cooldowns blown. They are the ultimate stall, and that's what warzones are about.

Adzzy's Avatar


Adzzy
03.11.2012 , 05:46 AM | #34
Quote: Originally Posted by _Scattered_ View Post
The counter is preventing them from taking the node, I have won against many teams with lots of healer that either couldn't even kill us, or if they did not before reinforcements.

Dps is very important to clear nodes as quickly as possible.
4 healer, 2 tank, 2 dps, 2 healers defend the single node whilst the tanks switch into dps gear (tank pts and vengence juggs can do some pretty mean damage in dps gear, lets not even get started on what a darkness assassin can do...)

Once the node is yours, full tank gear 1/1/2 with a dps and if necessary a healer to float, leaving a tank/healer combo to buy time for reinforcements, the tanks job being simply cc and guard switching.

I wish you the best of luck.
Keys are lame

Loxion's Avatar


Loxion
03.11.2012 , 05:46 AM | #35
Quote: Originally Posted by EternalFinality View Post
2 guarded healers is unstoppable. There is no way to counter it.
\/ \/ \/

Quote: Originally Posted by Sugarray View Post
I would suggest CC, but I guess that is not a part of your damage ''rotation''
Or knockbacks to seperate the tank and healers, guard only has a 15m range, it really isn't that hard to disrupt it.
Anything above is purely the opinion of the poster, unless otherwise stated

The Knights Who Say Ni - Republic Guild

EternalFinality's Avatar


EternalFinality
03.11.2012 , 05:49 AM | #36
Quote: Originally Posted by Loxion View Post
\/ \/ \/



Or knockbacks to seperate the tank and healers, guard only has a 15m range, it really isn't that hard to disrupt it.
I love it when people don't even read the topic. Post #13.

mrmortuss's Avatar


mrmortuss
03.11.2012 , 05:49 AM | #37
Darkness tanks can hit hard, and put out some nice combos but this is from procs and 45-1min CD abilities. They dont have the constant DPS of a Sorc.

You are going 1 vs 2 you prob wont kill either of them with reduce dmg from the 2 taunts, gaurd etc. I know its frustrating because 2 vs 1 DPS onlly fight, you could kill one and pretty much rip apart the other with your cd's up.

Adzzy's Avatar


Adzzy
03.11.2012 , 05:52 AM | #38
Quote: Originally Posted by mrmortuss View Post
Darkness tanks can hit hard, and put out some nice combos but this is from procs and 45-1min CD abilities. They dont have the constant DPS of a Sorc.

You are going 1 vs 2 you prob wont kill either of them with reduce dmg from the 2 taunts, gaurd etc. I know its frustrating because 2 vs 1 DPS onlly fight, you could kill one and pretty much rip apart the other with your cd's up.
shock wither shock force lightning, wither shock wither force lightning, shock wither shock force lightning.

Theyg enerally won't use any melee attacks at all unless they;re going for that energize burst, simply because of force constraints.

What about this is 45s-1min cds to you?
Keys are lame

Loxion's Avatar


Loxion
03.11.2012 , 05:56 AM | #39
Quote: Originally Posted by EternalFinality View Post
I love it when people don't even read the topic. Post #13.
I read the whole topic, have been in that situation and have beaten it using exactly that ... stuns and knockbacks. It's not easy but it can be done.

If you have a good tank healer combo, even the 4 man option you stated above, the easy option is to rush another turret (Alderaan), switch doors (Voidstar) those four people can't cover everything regardless how 'good' they are. If you don't attack them they are no use whatsoever.

If you already have 2 turrets, then you just hold those two. There is ALWAYS a solution to a given problem as long as that problem is realistic.

There is no 'god mode' that I have come across in TOR yet, yes there are some very efficient setups that are extremely good in certain scenarios, but the likelyhood of every possibility being covered within a single PUG warzone is incredibly remote.

Personally, I think the biggest problem is the sheer volume of players that are totally incapable of adapting (that comment isn't targetted at anyone here before the flaming starts). Ive lost track of the number of times I see people continually rolling into a heavily defended turret or door in ones and twos and getting totally facerolled, rather than the 'team' (key word there ... team) switching quickly to the other door / turret.
Anything above is purely the opinion of the poster, unless otherwise stated

The Knights Who Say Ni - Republic Guild

Adzzy's Avatar


Adzzy
03.11.2012 , 06:04 AM | #40
the weakness of heal heavy has traditionally been their weak ability to kill limits their mobility.

The problem with this game is that you can run to the middle node in the time it takes the attacking team to fly back to mid and you can /stuck speeder to get to your other side node in 13-14 seconds if need be or run there in about 15-20 if unhindered.

void star...one sprint will cover east to west door for the first 2 doors.

It pretty much means, the defenders can always cover you, always.
Keys are lame