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[PvE Guide] What responsibilities do you have during a Flashpoint?

STAR WARS: The Old Republic > English > Flashpoints, Operations, and Heroic Missions
[PvE Guide] What responsibilities do you have during a Flashpoint?

DarthSpekulatius's Avatar


DarthSpekulatius
07.03.2013 , 10:18 AM | #21
they are only "nice to have" points, because they aren't likely to cause a Death.
(and much better and simpler phrased then i ever could even in my own language.)

that bit about healers shouldn't overheal is more important though it can much to easily screw your energy without you ever noticing.
as a rule of thumb, for most content starting the Heal cast when the tank is at 75% is more than enough. almost everything that hits for more could have been avoided or is clearly announced by a red Text or a cast.
(if that isn't standard, in the options you can enable to see all enemy cast bars below their names even without having them targeted)

tell your group if someone takes unnecessary damage as the healer you are most likely the first one to notice that.
and even after a fight is successfully over it's good to pass that along, preferably with a /W (if they suddenly start moving out of the AOE that problem most likely has solved itself).
if you aren't sure if that was avoidable damage make it a question.

also don't hesitate to tell them when it isn't worth to move out of AOE (prime example would be the H4 in Black Hole the AOE there isn't strong enough to justify reducing your DPS.)
or if they could stand closer together to make AOE heals possible...

healing is just as much about communicating as pressing Buttons.

NoFishing's Avatar


NoFishing
07.03.2013 , 11:25 AM | #22
One other thing for the DPS section:

- Focus fire strongs/elites with the other DPS.

Most tanks are going to have a very bad time trying to hold on to two or more mobs that DPS have decided to solo.

Also, shadows/assassins should not use lift/whirlwind except as a stun. Only sages/sorcs have the 60-second versions.

DarthSpekulatius's Avatar


DarthSpekulatius
07.03.2013 , 11:54 PM | #23
Quote: Originally Posted by NoFishing View Post
- Focus fire one strong/elite with the other DPS. as soon as they have dealt with the weaker enemies.

Most tanks are going to have a very bad time trying to hold on to two or more mobs that DPS have decided to solo.
pls add something like that to the sentence

SpoeMeister's Avatar


SpoeMeister
07.04.2013 , 01:04 AM | #24
I have added the following sentence in the section "Damage Dealers":

  • 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.
Everything will be OK in the end. If it's not OK, it's not yet the end.

Spivak Legacy (ToFN)
SpoeMeister Orrusos Do'chan Nadobo

zzoorrzz's Avatar


zzoorrzz
07.04.2013 , 02:06 AM | #25
Quote: Originally Posted by JouerTue View Post
i agree with interrupt..too often left to the personal taste and not assigned any order..
and juggernaut can also leap on the healer to reduce incoming damage and lowering threat
Actually I think it's better to leave interrupt order to personal taste unless it's a fight which doesn't allow that (like HM golden fury). Why? If you have predefined order, it takes only 1 person to forget about interrupting and it causes a problem. If there is no order, people can reasonably cover for each other.

Nkya's Avatar


Nkya
07.04.2013 , 03:53 AM | #26
Quote: Originally Posted by DarthSpekulatius View Post
that bit about healers shouldn't overheal is more important though it can much to easily screw your energy without you ever noticing.
as a rule of thumb, for most content starting the Heal cast when the tank is at 75% is more than enough. almost everything that hits for more could have been avoided or is clearly announced by a red Text or a cast.
(if that isn't standard, in the options you can enable to see all enemy cast bars below their names even without having them targeted)
Tanks perform best when full healed, or at least when the healer maintains cheap buffs and HoT on them.
Watching the fight and waiting the tank lost 1/4 of his health before pressing a key doesn't look like an optimal use of the healer time. When they meet a slow healer, the tanks will trigger their cooldown early despite they're much more expensive than the regular heals (some cooldowns can be used once per pull or once every 2 pulls for instance)

Playing a healer, I don't see how I could run out of energy during pack fights by just healing the tank and the DPS. Healers might be short of energy when they don't use their regenerations powers efficiently, spend efforts to heal themselves from non handled attackers or when they DPS.

Stormskimmer's Avatar


Stormskimmer
07.04.2013 , 07:21 AM | #27
Quote: Originally Posted by SpoeMeister View Post
Assassins
  • Before each encounter, Stealth sap 1 elite mob or higher. (Humanoids only)
  • At the start of each encounter, Whirlwind 1 elite mob or higher.
I would just like to point out that you have not fixed this yet.

This is REALLY a bad idea. Unless you spec into instant whirlwind, assassins are better off removing it completely than they are using it as a CC. Incidentally, there is no longer any instant whirlwind.

If you MUST has something to replace it, then perhaps this:

If the fight is going badly, use Force Stealth to leave combat. If you are the last person alive, and have no damage over time or heal over time effects on you, you will be able to revive the healer so the group can recover more quickly. With practice, you might even be able to revive somebody in the middle of a fight, preventing the wipe completely. The same thing applies to operatives.

Infalliable's Avatar


Infalliable
07.04.2013 , 07:39 AM | #28
Mercs (w/ tracer missile) and jugs usually are on armor debuff duty. Snipers are usually a fill in if those are not available. For snipers it's only worthwhile for boss fights and (arguably) elites. Shatter shot does such poor dps its a dps loss to use all the time on lesser foes. Mercs (w/ tracer) and jugs should have them applied via their normal rotation.

lpez's Avatar


lpez
07.04.2013 , 08:31 AM | #29
When facing new content, a great tip to avoid too much damage from groups that spawn midway killing trash is to LOS a pull. LOS ex. Entire group stays in room A, and tank goes to room B and aggro then runs back to A with enemies in tow to be DPS. In this kind of pull, kill order is weak to strong from whatever just came in the door. Healers will most likely have to do a few quick and big heals as soon as the tank comes in the door. While this is happening, the spawns will appear and will need to run from room B to A, this gives times for DD to DPS the foes that were already there.

SpoeMeister's Avatar


SpoeMeister
07.04.2013 , 08:45 AM | #30
I will update the OP now with the following changes:

- Assassins Whirlwind taken out of the responsibility list
- Add Merc (Arsenal only) and Jugg debuff to responsibility.
- Operative and Assassin: Vanish + OOC revive when combat revive is on cooldown.
Everything will be OK in the end. If it's not OK, it's not yet the end.

Spivak Legacy (ToFN)
SpoeMeister Orrusos Do'chan Nadobo