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Rome-fu's Resolve Guide

STAR WARS: The Old Republic > English > PvP
Rome-fu's Resolve Guide

amoskof's Avatar


amoskof
10.22.2012 , 12:42 PM | #491
Quote: Originally Posted by NoaFlux View Post
I think some people need to read this.
Don't know how I missed that, but thank you. I definitely needed to read that.

--Me

UncelSam's Avatar


UncelSam
11.04.2012 , 06:05 AM | #492
This guide doenst help that much, since you still get CC so much due to that resolve drops off so fast.

Thexremstar's Avatar


Thexremstar
11.05.2012 , 04:06 AM | #493
Quote: Originally Posted by Felnadir View Post
Resolve, Crowd Control (CC) and You

Players first coming to SWTOR often complain that the “resolve” system doesn't work. In my opinion, it represents a unique solution to the problem of chain CC. For those who understand how it works, like my readers at the end of this guide, resolve offers a system in which good players will make good choices and thereby reap the benefits that lesser knowledgeable players will complain don't work.

First, what is crowd control (CC)?
Crowd control, or CC as it's abbreviated, was originally intended in MMO's as an ability used by certain low dps classes to make them worthwhile in a group. The abilities range from a short term stun that allows continued damage of the target, to a long term sleep used out of combat to make a mob no longer take actions until it receives damage. PvPers immediately saw the value in these abilities and adopted them for their own uses often to the scorn of those pvpers that didn't have them.

In SWTOR we have three types of CC:
Snares: an ability that slows the target by a percent up to 100%
Mezz: an ability which causes a target to no longer have the ability to take action for a period of time or until damage is taken (whichever comes first). Sometimes these abilities can only be used against certain types of targets (droid) or when a target is out of combat.
Stun: an ability of a short term duration that prevents a target from taking action regardless of the amount of damage taken

In PvP the three above categories have specific uses to consider. First, one will usually always keep one's target snared so that one can keep on top of them as a melee, or away from them as a ranged. Even in a ranged versus ranged fight, putting a snare on the enemy will help to unbalance his gameplay a bit and reduce the chance he can successfully use LOS (line of sight) to avoid one. Second, Mezz can be useful in a small engagement where AoE will unlikely occur. For example, in Voidstar the disarm bomb ability is much shorter in length than the time a Whirlwind will take a player out of action. Lastly, stuns work best either in a chain with another player to maximize the amount of time an enemy has to endure damage OR when the other player is in a hazardous situation (environmental damage area). Additionally, stuns can be used a cast interrupt against healers OR as an actual stun to kill a player that doesn't know what he's doing or perhaps burned his CC Breaker earlier.

Secondly, what is a CC Breaker?
In SWTOR, every character has a stun ability and a CC breaker. The CC breaker is an ability that BREAKS CC. Different classes have different names for this ability. Not all classes have the same cooldown between uses of this ability. Not much more to say about that other than learn when to use it. Although all characters get a CC breaker, not everyone knows when to use it properly (to be elaborated on).

Thirdly, what is Resolve?
Resolve is SWTOR's method of preventing chain CC. Generally, for those leveling up through the pvp bracket, Resolve seems to do nothing. I myself have played part to numerous occassions in which I've been stunned, broken the stun with my CC breaker, only to get immediately stunned again. While quite frustrating, I eventually came to realize I was not using my CC break at the right moment.

Resolve is a bar that fills up next to one's avatar and the avatar of one's enemy. When the bar fills up, the person gains immunity to further CC. The length of this immunity is almost long enough to run a huttball from the beginning of the ramps to the goal with a bit of luck. The problem is, most players find that the bar doesn't fill up until they're just about dead. Even when the bar does fill up, the immunity doesn't matter until the cc that filled one's bar wears off. This is where an experienced player knows why resolve is kinda cool.

Finally, how do I take advantage of this system?
An experienced player uses his damage mitigation abilities in preperation of an incoming CC. Then, while stunned and taking a beating, he doesn't take as much damage as the enemy is hoping to inflict. Thus the CC wears off and the player resumes his PvP having SAVED his CC breaker. Now, when the player gets CC'd again, he immediately uses his CC breaker (because two stuns will fill the bar) and gains immunity to all further CC for a good length of time. Getting this to work in Huttball while carrying the ball works wonders since most players have no idea their CC won't work when the target has a white bar of resolve.

Its very important to remember that CC does not work on a player who has a white bar of resolve. Its also important to realize that using CC on someone will give them immunity to further uses once the bar fills up HOWEVER, resolve does not affect snares. So when the resolve bar fills up, one can still snare the player even to the point of zero movement. Furthermore, snaring a player does not increase his resolve bar. So use snares as often as needed without any worry. For those warriors with the ability to cause a 100% snare, remember that it will ALWAYS cause this effect. There is no immunity against it.

Another simple strategy to use regarding CC is to test a player's knowledge. Instead of opening up with one's awesome 6 second stun, try using a garbage mezz on the player. If one has an addition stun like many melee classes do, try using that first. A less sophisticated player will automatically use their CC breaker, thus allowing one to immediately follow up with the long 6 second stun whenever it tactically suits one. I use this strategy all the time.

In reverse, its important to know what stuns to break and which to eat. Anytime someone stuns one's character in a manner that throws one on the ground, beware using the CC break. A stun that floors a player will only last between 2 and 3 seconds. Stealthers will often mezz a player before starting a fight, just to see if the player will try to break it. If the situation will allow it, save one's CC break. Additionally, don't use a CC break on a snare unless absolutely necessary since snares usually have VERY short cooldowns and can rapidly reapply.

Examples of CC not to break include, snares that result from getting pushed. Snipers and some Sorcerors have a 100% snare they do when they AoE push people away. Unless one is taking damage or really want to kill the pusher, consider eating this one. If one's character gets slept, don't break it. As mentioned twice above, abilities that cause a lose of control belonging to the "Mezz" class of CC breaks if one takes damage. So when tactically unnecessary for one to take action, just ride it out. There is only one objective in game that can be capped in the 8 seconds and that's the disarm bomb in voidstar.

So in retrospect, resolve may seem like a broken system, but actually has some interesting layers of complexity to it. Those players who know these tricks, will see that resolve not only does work, but can be gamed to work for one.
A unique system that stops chain CC my fanny we are still constantly CC'ed and have no way to combat it with spaming roots/snares/slows till ur resolve is empty then re-cc, these roots/snares/slows need to fixed so they add resolve as it is atm its game breaking and you wonder why you have un-subbed players PVP is broken fact. people are smart and find holes in BW systems as soon the new system is implemented its not only this game some players go out of there way to find these holes and exploit it till the Devs fix it, after thousands of posts about it and months of leting these players get away with it and resulting in the time taken to fix it more and more players UN-SUBBING.

xorcist's Avatar


xorcist
11.11.2012 , 10:45 PM | #494
Quote: Originally Posted by Thexremstar View Post
A unique system that stops chain CC my fanny we are still constantly CC'ed and have no way to combat it with spaming roots/snares/slows till ur resolve is empty then re-cc, these roots/snares/slows need to fixed so they add resolve as it is atm its game breaking and you wonder why you have un-subbed players PVP is broken fact. people are smart and find holes in BW systems as soon the new system is implemented its not only this game some players go out of there way to find these holes and exploit it till the Devs fix it, after thousands of posts about it and months of leting these players get away with it and resulting in the time taken to fix it more and more players UN-SUBBING.
I was about to say the same thing. It now takes more than 2 CC's to fill up resolve. In fact, I've seen an Operative knock someone down 3 times, while he killed his target on a one on one. I've seen it several times in the same Warzone by the same person, in pre-level 50 Warzones. I didn't even know Operatives can knock someone down 3 times one after the other. I have a Scoundrel at level 40, and I only have one knock down that I had to talent into. Even if they use their combat stealth that is 2 times. Still Resolve is not filled after that, and the enemy died barely leaving a scratch on the Operative. What is the third knock down? As I've said, the only one I know, is the one that you must be in stealth to use. PvP has become an Effing joke here. Especially post level 50. Worse than WoW. And I hate the PvP in WoW! Face facts. Resolve is BS!
"There is no calamity greater than lavish desires....
And there is no greater disaster than greed
."

Damhooligan's Avatar


Damhooligan
11.20.2012 , 08:34 PM | #495
Yeah not working as intended... just ask GZ. Resolve works about as well as his idea that PVE gear can work nearly as well in warzones as PVP gear.... NOT!

You wanna fix it, when the resolve bar is full it PASSIVELY removes the stun you are currently on and you are released with the CC immunity offered by a resolve bar coming down. The melee will be equal to ranged.. Consulars, Smugglers, Troopers, Agents, Inquisitors, and Bounty Hunters.

Until then, melee that cannot stealth will always be at a disadvantage.

Or don't fix it and watch people to continue to leave in droves.
Strength in Passion An imperial Guild.(███████████████████████████████████≣ị(•)ị∰∭∭∭ ∰ị(

Collegekinda's Avatar


Collegekinda
11.21.2012 , 07:10 PM | #496
Quote: Originally Posted by Damhooligan View Post
Yeah not working as intended... just ask GZ. Resolve works about as well as his idea that PVE gear can work nearly as well in warzones as PVP gear.... NOT!

You wanna fix it, when the resolve bar is full it PASSIVELY removes the stun you are currently on and you are released with the CC immunity offered by a resolve bar coming down. The melee will be equal to ranged.. Consulars, Smugglers, Troopers, Agents, Inquisitors, and Bounty Hunters.

Until then, melee that cannot stealth will always be at a disadvantage.

Or don't fix it and watch people to continue to leave in droves.
Yup

Blockk's Avatar


Blockk
12.03.2012 , 12:39 AM | #497
As a newbie to pvp I wonder what pvp would be like without resolve, snares, roots, stuns and meez

Make for some close games I reckon

Pve players would soon get up to speed and pvp'rs wouldnt have the advantage they have over newbies now

You would get a lot more Pve players hanging around and Pvp would be popping all over the place
The enemy outnumber us a paltry three to one, good odds for any Jedi

MorgothQuick's Avatar


MorgothQuick
12.03.2012 , 11:46 AM | #498
This is so out of date its not really that relevant now

MarkusBiggus's Avatar


MarkusBiggus
12.17.2012 , 08:34 PM | #499
Quote: Originally Posted by Collegekinda View Post
Yup
Yeah resolve doesn't work in any useful way unless you already have the maximum gear to survive long enough for resolve to kick in - nice for the top players who already have the advantage of max Expertise as well, pretty pointless for the rest of us.

Also need to rethink having the stun release ability reset each death. DO the math: 1 release every TWO MINUTES in PVP - while 8 opposing sith players each have 3 or more stuns. Why bother giving a stun release ability - its practically useless since it is permanently on cool down.

HOW ABOUT you make stun release grant an immunity to the further stuns for the duration of its cool down? eh? why not?

mikesf-'s Avatar


mikesf-
12.21.2012 , 12:00 AM | #500
I am a new sub. And I'm kinda shocked at how much cc there is in PVP. Its very disappointing. Some classes seem to be able CC you indefinitely!

Why cant some one make a game with no cc? Just let have control of mine and you have control of yours. No one likes to lose control of their character in a fight.