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[Warzone Guide] Shinarika Warzonia


Xinika

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Watchmen's Warzone Guide.

 

Here lies a Watchmen's guide to how the real PvP is in SWTOR. A lot of PvP videos have been misleading and the truth is that warzones play a lot differently than getting some solo kill in the corner. Hopefully you can all find this information useful and be more of an asset to your team on a whole.

 

00:37-01:01 : Rules and Assisting.

01:02-02:03 : Huttball Guide.

02:03-03:15 : Civil War Guide.

03:16-05:00 : Voidstar Guide.

05:01-06:08 : Novare Coast Guide.

06:09-07:13 : Resolve and General Tips.

07:44-09:32 : Shadow/Assassin Specifics.

 

Edited and Directed by Shinarika.

Presented by Watchmen.

Produced by PSI.

 

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Watching the video is highly recommended, but if you do not have the time or the ability to do so, then here's a text version below:

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General

 

Rule

- Contrary to popular belief, warzones are NOT all about killing, but rather disabling or delaying key members of the enemy team. Killing may help, but it doesn't mean it's everything.

 

Assisting

- Do you have guard? Do you have heals? Do you have anything to help the team? Use it. Don't be selfish, this is a team effort. If you can toss an off-heal or stun a foe to help out your team mate, do it.

 

Communication

- This is the key to any form of success. What are you doing? Are you in a bad position? Good position? Have a good feeling that you can make it? Popping a stun? Speak up! Let your team know it all.

 

 

CC Checking

- Check your mezzes. Are you dropping a grenade? Is a guardian or sentinel using awe? Is the Operative or Scoundrel using their AoE mez? Are you force lifting or whirlwinding? Pay attention to your CCs and coordinate them. They can make or break games.

 

Resolve

- Resolve is that little bar next to character potraits that fills up the more times players are disabled in combat. (Stuns, mezzes etc) When it reaches to full, you are immune to those stuns and mezzes for a short period of time.

 

 

Tips

- Outnumbered? Just delay them and call for help. Don't try to be a hero and solo two people. Just juke and bait them till backup arrives.

- Try not to play uniform. You need to constantly be swapping your priorities and strategies. The greatest advantage anyone can have in PvP is being unpredictable. This isn't just for gaming, but goes for life in general in any competitive sport.

 

 

 

 

Warzones

 

Huttball

- Huttball has no specific strategy, but the basic understanding is knowing when to pass the ball, controlling the central area and setting up passes. Of course things constantly shift in the meta-game so be creative and bold.

 

- Sages/Sorcs should try to get pulls on rafters, Guardians/Juggs should be the main ball carriers due to their exceptional advantage with leaping and intercepting. Gunslingers/Snipers should be heavily focused on mid.

 

- Shadows/ Assassins should be harrassing the enemy team's setups and key areas. Sentinels/Maras should be trigger happy with Trancesendence. Scoundrels are great for AoE mezzing and stealth caps.

 

- Commandos/Mercs or DPS Vanguards can utilize the rafters for safety. Healers of any class should be assisting in their respective fields. Whether it's setting up pulls or controlling mid. Setup passes and keep a clear focus on the ball. Be aware of charging classes and do not let them gain their advantages. Every class can do something in huttball, but it's up to the player to truly utilize it and make it shine.

 

 

 

Civil War

- Playing defensive in Civil War is fine. Playing defensive right off the bat, isn't. You need to keep your enemies guessing what side you're going to hit next. If they come bumrushing one side, see to it you have the offensive power to push another.

 

- Once you gain at least two sides, you've gained the advantage. You should keep this advantage, but you should never think it will remain the same. Be constantly aware and prepared for enemies that will rush your node. You can never be too safe.

 

- Remember, like any other warzone in this game, the key is not really killing, but delaying. Hold back the enemy team as long as you can so your team can gain the advantage.

 

 

 

Voidstar

Dritzfury

"Alright, try not to kill them fast...Kill them slowly. Just slow them down." - After the first door cap.

- What Dritzfury said is the perfect example of generally how it goes in warzones. Voidstar especially. When you gain the offensive cap on the first door, it's very easy to get ahead and stay ahead.

 

- Even against good players, if there's no respawns ahead of you, you're free to cap doors.

 

- Can you cap both doors? Do it. Sends the enemy team into an even deeper panic. "Who do I stop first?" You also increase your chances of getting ahead.

 

- Defending Voidstar is simple. Never leave one alone at a door and ALWAYS keep your eyes on the door. Don't chase after kills and don't abandon your position. Call out incs.

 

 

 

Novare Coast

- However on the strat you choose to capture two points in NC, regardless you have to always be aware of where the enemy is at all times. Keep a clear communication and don't panic to call for help even if it's just one coming your way.

 

- Pay attention to the nodes, Novare Coast is all about capping these objectives.

 

- Remember, stalling people is the key to success when you already have the advantage.

 

 

 

 

 

Shadow/Assassin Specifics

 

Know your Role

- This class performs best as a pest and an absurd annoyance to the enemy team. You have a wide range of tools in your arsenal to demoralize and derail the enemy team.

 

Awareness

- Move like a snake. Slither along the map. Use the environment to your advantage. Abuse LoS (Line of Sight) and keep your enemies on their toes. If they're guessing what you're going to do next then you're already ahead of them.

 

Rule

- Don't tunnel for damage numbers on the warzone scoreboard. Your epeen won't win you games. Instead, be more of an asset to your team. See someone about to kill your mate to the right? Stop them. Can you toss a guard or Force Pull someone away from the goal line? Do it.

Be Creative

- You're using a highly versatile class. You have sprint, taunts, pulls, guards, stuns and mezzes. This gives a great multitude of dimensions to this class. So don't be shy, try something new.

 

Tip

- Bait players. Use their tunneling mentality against them and lure them away from their healers or tanks. Seperate the enemy team and scatter them beyond composure. Play like a disruptor.

 

Objectives

- Never lose what you're truly after. That's to win. Keep your eyes on those nodes, doors or balls at all times. Who cares if it costs you a death? Once you win.

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Hope this guide has helped and gives you a general idea for getting across a win in your warzones. Too many players focus on their own goals over helping a team effort. You're playing a team based game, your role can make or break a team.

 

Feeling to start dropping in to some real PvP chat? Hit up the Watchmen forums today!

Edited by Xinika
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There is so much truth on that post that I could quote everything, but probably the highlight of your post is when you mention class roles on huttball and the shadow section, knowing how to use your class to help your team win applies to virtually every wz.

 

Great post.

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Hey Shinarika. Love your posts! Just had a question for ya. why are you augmenting willpower instead of power or crit???

 

Aiming for 1600 WP, after that WP kind of hits a slow DR. Once I got my 1600, I go for Power after that.

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Aiming for 1600 WP, after that WP kind of hits a slow DR. Once I got my 1600, I go for Power after that.

 

Before everyone starts re-augmenting to Power I'd add the below caveat. WP only has DR in respect of the crit component and as long as your below 30% base crit you should still see a gain. Regardless for augments the difference is minimal. Take Xinikas gear for example:

 

Current (with part power augments)

 

Max weapon damage 1252.6

Bonus damage 668.6

Force bonus damage 951.2

melee crit 22.78

Fore crit 21.61

 

switching to all WP augments

 

Max weapon damage 1250.4

Bonus damage 666.4

Force bonus damage 948.9

melee crit 23.37

Fore crit 22.19

 

The difference really is minimal.

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/bow

 

Very good work! Will share this with a couple of people as it's supporting what I have been preaching for quite some time. There are a lot more things in war zones that matter apart from damage and kills. ;)

 

... and thanks for Song1 can't stop listening to it .....:jawa_redface:

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I think there are a lot of tips that could have been thrown in there, here are some shadow specific ones. Some are more obvious than others.

 

Huttball

>Always be the first to get the ball. Whatever spec you are, even balance, get the ball in your teams hands and have your pass ready. Do this by running straight up the ramps, jumping over the obstacle, and then force speeding across the acid pool ready to click the ball.

>To reset the ball never throw it randomly while your force cloak is up, use force cloak to reset the ball and get potential enemies off you. This prevents random interceptions. That said, keep your medpac hotkey AWAY from your force cloak hotkey, trust me.

>If the enemy team has players who can pull (bounty hunters/inquisitors) when entering their endzone from the sides try to go diagonally towards the fences to line of sight them.

>Activate resilience when crossing firepits with enemies such as bounty hunters/agents on your tail.

>After you score the first point, your team can gather mid and hot potato the ball to each other for the remaining 14 minutes. This works amazing for matches dependent on ball control for victory and will build everyone's attack medals up.

>When carrying the ball don't just run it, CC everyone in your way. Start by using your force stun, then by using spinning kick/low slash, and you should be far enough to force wave them off the side of ledges/rafters. Try to force wave whoever you can into firepits as well.

>Don't fill up a ballcarrier's resolve with stuns, low slashes, or spinning kicks. Only use pulls and knockbacks. TELL THIS TO YOUR PUG. Most PUGs really don't seem to get this, and I'm sick of trying to force pull just as an idiot teammate stuns the guy in the endzone.

 

 

Civil War

>Shadows do best heading to the east turret at the start of a match, after you get off the speeder force speed instantly while activating your stealth so the enemy team doesn't see you heading east and send more people to intercept you. After you get to the wall that blocks their view, unstealth for speed boost and follow the grey path straight and activate your sprint as soon as you can (recommended to have 20s cooldown), stop their capture and do whatever you can to keep them from capturing so your team can have time to get a lead. Keep in mind that running the diagonal route to their node rather than following the path can put you in range of intercepts, so try to keep a distance from people who will cc you and you should still make it in time.

>Your team should give priority to east & west captures over west & mid, as the speeders make those two easier to guard.

>Pulling enemies up to your respawn will sometimes instantly kill them. If you get a group of cocky imps slaughtering your pugs at the respawn dropoff, keep this in mind. To do this force pull as you are jumping off the ledge.

>For controlling mid, find their healers, and spam interrupts. It's not as important that you kill them as it is that you make sure they're a dead weight because they're not healing their teammates. If they're team isn't getting healed your teammates should be able to DPS their players down and work their way to the healers.

>When guarding MIND SNAP DON'T ATTACK. This gives time for people to arrive for your calls, and could make them blow their cc breakers early.

 

 

Voidstar

>When defending, 2 people on a door. Always.

>First thing you should do out of the respawn is use the medpac when defending so attackers can't heal. Yes, a team mate may need it, but you don't want them at your door any longer than they have to be.

>Never let yourself die while force cloak is up, stealth out and return when someone is planting.

>If your PUG sucks, play a failsafe instead of helping them in combat. Stay hidden in stealth as long as possible while using mass mind control, only coming out to stop plants that no one else can (only if Mind Snap won't work).

>When guarding MIND SNAP DON'T ATTACK. This gives time for people to arrive for your calls, and could make them blow their cc breakers early.

>Never stray from the area when defending, if they try to attack you from a distance to attempt to pull you off the door, line of sight them using the side pillars.

>When attacking, force pull their guards (give priority to ranged) from the door so others can try to ninja the bomb, even if there are 2 people, that's one less person at the door and the other may come to assist their teammate. CC them to keep them as far away from the door as possible.

> Sorcerers like to stay on the outskirts at the second door, usually within range of a force pull to the bridge, follow this with a knockback off the side of the bridge to quickly get rid of them.

>Whirling Blow is your best friend. SPAM THIS TO STOP DEFUSES BETWEEN FORCE WAVE/SLOW TIME COOLDOWNS.

 

Novare Coast

>Give priority to NW and South. NE is a burden to hold.

>Never let yourself die while force cloak is up, stealth out and return when someone is capping.

>The trick to holding NE is by rotating guards at NW on death. As you're going to die call it, and the person guarding NW should know to transition over in your place while you run to theirs.

>When guarding MIND SNAP DON'T ATTACK. This gives time for people to arrive for your calls, and could make them blow their cc breakers early. Resolve means almost nothing on this map so feel free to do it again if they break it.

>For controlling south, find their healers, and spam interrupts. It's not as important that you kill them as it is that you make sure they're a dead weight because they're not healing their teammates. If they're team isn't getting healed your teammates should be able to DPS their players down and work their way to the healers.

>Whirling Blow is your best friend. USE THIS FOR MULTIPLE PEOPLE CAPPING BETWEEN FORCE WAVE COOLDOWNS.

Edited by Order-Sixty-Six
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Order-Sixty-Six could you explain this, please? I don't get it:

'>First thing you should do out of the respawn is use the medpac when defending so attackers can't heal. Yes, a team mate may need it, but you don't want them at your door any longer than they have to be.'

 

Some things to add (some are just more detailed and already been mentioned by Xinika):

 

Have a sentinel in your team giving you a speed buff at the beginning of a match helps a lot!

 

Also don't be quick on killing people in Voidstar or Huttball or wherever.. Sometimes it is better to CC them and slow them down.. Sometimes you do your enemy team a favour if you just kill them and they can respawn with full health..

 

For shadows (or anyone with pulls) in Huttball: Watch for runners that the ball carrier is about to pass too.. Pull them away rather than the ballcarrier.

 

Trouble holding mid in Huttball? Get someone with a AoE-Stun wait 3 seconds after someone scored and let them drop the stun..

 

Intercepted the ball near your goal line? Better be safe than sorry and pop Resilience or reset the ball.. You can still be pulled into the firepit by someone resulting in the enemy team to score anyway.. This works the other way round too.. The enemy got the ball in their endzone? Stealth to the nearest firepit and pull the ballcarrier in..

 

Start using grenades! Some of them are nasty with stuns and so on and they can be used by anyone!

Edited by Okema
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Order-Sixty-Six could you explain this, please? I don't get it:

'>First thing you should do out of the respawn is use the medpac when defending so attackers can't heal. Yes, a team mate may need it, but you don't want them at your door any longer than they have to be.'

 

The quicker they die the more fragmented the enemy team becomes. Defender isn't prone to being fragmented as long as you have 2 people on a door that call incoming.

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Kinetic Combat Shadow specifics

 

GENERAL

 

You, among all, are the one that must think the less to kill anything. Seriously: Don't even focus on that. You can obviously kill, but this is not your role nor the thing you are really good at. You are the best at buying time for your team. Survivability, stealth, control. You have everything for that, so focus on what you are the best at.

 

If there is someone that must guard a control point alone, this is you. You can stealth: it confuse the ennemy about how well control point is being guarded. If there is an inc: First, warn allies. Second, harass with stealth and mind maze. Third, harass with your thoughness and your aoes. Fourth, vanish, and harass again... don't try to kill. Gain time. You can just almost delay tagging for ever if you are skilled enough and don't try to be an hero and make kill counts.

 

You are the trickiest of all tanks. Use it. When you guard someone, let him be attacked first while you are under stealth. Raise your guard only after that to surprise the opponent. Taunt him, CC him to cripple its DPS. Use the tunnelling vision effect to render him useless without he notices what is happening the longest time you can.

 

Healers are your lowest priority targets. You can't dps enough to kill a good healer alone. You can't even harass enough to forbid a good healer to heal his teamates. If you want to bother a healer, spam aoe on the largest count of his allies you can... it is more efficient, but overall, except if you think you can be part of a focus without neglecting your duties, let the bursters of your team take care of them: your job is to deal with opponent DPS that try to do the same with your own healer, not to act as a DPS.

 

HUTTBALL

 

Get the ball first. You are the one with the best combination of speed and thoughness on the board.

To do his, push against the force field even before it opens, climb the front ramp, fall down, jump the obstacle, hit sprint, jump above the acid pit, spam "target closed foe" and "force stun" until you reach the ball, take it

 

Always maintain the kinetic field up when carrying the ball. You don't have much better use of your force points when carrying it anyway.

 

Never cross a flame pit in huttball without being under a full resiliance bar, using force speed or using resiliance. Foes wait for this kind of mistakes, but we are one of the few specs that can pass every flame pit being always under a kind of CC immunity. If you don't have any ready for use better wait for a pass opportunity or a timer end that stupidly loose the ball in an obvious trap.

 

Force pull. Damn it. Force pull. This is our greatest asset in hutball. Don't try to kill people with your attacks when you can just get stealthy near the closest flame pit and force pull + force stun the ball holder.

 

When the opposing get the ball back near of their own line, try to get near of the flamepit which is the closest of the line. Often you'll get an opportunity to force pull the ball holder, and then sprint in one shot to the line, reversing the situation in a blink.

 

Do not hesitate to linger near the goal line of the opposing team after have won a point. You can delay people respawning a long time playing on your thoughness and stealth here. Also, the best spots of pass receptions are near of the goal line and with stealth, you can position yourself for some gold ones easily once you are here, so don't bother to run back unless your teamates fail to control the center and loose the ball.

 

DENOVA & ALDERAAN

 

Surprise the opposing team by sometimes running to the farest control point as soon as the game begin. once again: you are the spec with the highest combination of speed and thoughness, you can be a true hassle in early game there.

 

When you are caught in a large battle, spam slow time, force breach and mass mind control. Guard the healer. De-taunt, stun, kick, force slow everything that tries to damage him.

 

When you control only one point, be unpredicable: sometimes join the main attack force, sometimes get opportunity of your stealth to try to steal the other point controlled by the ennemy. You can do both. So do it.

 

Never stay in a defense fight where you have noticeably more allies than foes. It means that the missing opponents are starting to move somewhere else... as a consular, use your force speed to quickly switch position and prepare to defend against the assault on the other side. You are the toon with the highest combination of speed and thoughness.... did I say it already? Good. Then use it to buy time for your other teamates to move as well by being the first to move on the probable next opponent's target.

 

VOIDSTAR

 

As for Denova and Alderaan, if you are in a defensive fight where the allies are noticeably more numerous than foes, use your force speed to switch position, because it means the main ennemy force is probably switching as well and you are the best suited to delay it.

 

On defensive position, you can do an amazing job on the bridges before the second set of doors. You have bump, you have pulls, you have kicks, you have stealth... you can throw so many people out of the bridge than some even will become afraid to cross it if you know what your are doing.

 

You are almost the only spec that can guard two doors at once: use stealth to take position where you can see both doors at once without getting jumped on. If an opponenent start to try to place a bomb and you see that your allies won't make it, hit force speed + force pull and you can remove the tagger forcibly from an amazing distance, without anyway for him or his teamates to predict it. However, don't be too predictable by doing it each time. Once or two each game is far enough.

 

In attack phase, if you are on the first bridge that is launched, sprint under stealth and cross path to try to tag the opposing door. Defenders tend to focus on the door which faces the first bridge in the first seconds, because your visible teamate will be rushing in, this is a common mistake that allow often to chain controls in this part of the map... and even if they don't, this will split their defense power in two, which is always good to take.

 

In attack phase, when doors opens, either be the first one to enter, or the last one to enter. If you can be the first, then sprint and stealth while your teamates slow them to try to cap the next point before they notice... if you can't, remember you are a really good asset for slowing the opponents with your Aoe Slow, Force Pull and CC. You can buy your teamates a really good amount of time to tag the next control point.

Edited by Moonheart_S
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"In attack phase, if you are on the first bridge that is launched, sprint under stealth and cross path to try to tag the opposing door. Defenders tend to focus on the door which faces the first bridge in the first seconds, because your visible teamate will be rushing in, this is a common mistake that allow often to chain controls in this part of the map... and even if they don't, this will split their defense power in two, which is always good to take."

 

Perfect tip, forgot to include that one in my list! This is what I do to get Platinum Offense alot.

 

Pretty good post man. As much as I like to protect my healers, I also try to harass enemy healers as much as I can. Like if I'm mid I won't waste my cc's on their dps near my healer, but I'll taunt and gaurd while I'm doing whatever I can to interrupt their heals. I find most DPS lacking this kind of group utility. Throwing plenty of slow times and force breaches on their healers also can slowly bring down the people around them, giving them the troubling choice of healing themselves or healing their teammates.

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We are the most versatile of all kind of tanks.

While protecting healers is fine and good, doing only this with a shadow tank is wasting its potential.

 

We are both tanks and stealthiers. This is a pretty unique combination and which comes with a really amazing toolset.

There are things a shadow tank can do that no other class or speciality can.

 

 

Let me show you an exemple with a little trick I just happen to like to do, even if it's rather hard to actualy pull out.

 

"In Alderaan, at start of the game, jump down the starting point and sprint toward the right turret. If you see a single opponent, Force Pull him from afar and engage the fight.

Most of opponents will retaliate. Do not try to move farther or nearer of the turret (both will trigger an alarm in their mind about your plans) and just fight using your thoughness until your Sprint timer runs out... then hit Force Cloak, Mind Maze, Blackout and Sprint in a rapid succession.

Rush to the turret and slide behind it, and tag."

 

This currently work well because most of opponents don't even *********** understand what is happening to them: they came to tag the "easy turret" and failed where it should be impossible to interrupt them since the distance is normaly too big for the opponents to reach them in time (except when you have both an hyper-sprint and grapple in your sleeve), they start to fight but suddently the opponent vanish without a reason... if even they come to see the light comming from behind the turret (since they didn't see you move because you were under stealth), they are at 30meter minimum from it, under the combat slow that don't allow them to sprint unless they are consulars and with an obstacle forbidding them to use any kind of range effect.

 

A trained player will try a ground-targetted aoe if they have any... but how do you become trained about a trick that only one spec between the 24 possibles can pull out and that is almost never used, nor is looking as anything else you can see usualy ?

 

This truth exist as well in other map, let me explain another case... a little story illustrating what I was saying about the "bridge defense" in voidstar.

 

"We lost the bridge control, and I'm respawning from our side. I watch which way is coming the next opponent and hit strealth and force speed.

I position myself on his way to the bridge and wait... it's trap time... as he pass, I suddently kick him lightly on the side to stop his move, then, he's mine... there is nothing that can save him from what is comming next... I jump and bump, his body flies even more to the side and falls helplessly while I grin... I don't have DPS, but I have tricks.

 

But this is only the beginning, I run back to my side and hit stealth, taking position on the central plateform between the two bridge and look at the opponing respawn area... oh, my... you don't seriously think I'm over with you, yet?

I watch my prey to know which side he's going to take and put myself on the very border of the plateform... yes, come, boy... I have something else in my sleeve for you... I see my "Force Pull" activating due to being at the right range and hit it... his body fly again and land before me... oops, but there is no ground before me... bye bye again boy?

 

Am I done? Not even... I hit stealth again and look him respawn, grinning like a devil... oh, you take the other side... scared? But this change is useless again me, I hit my Force speed and position before him far before he reach the end of the bridge... and again, just a little kick... and just a little bump... and he's dead again. For the third time.

 

Now it's becoming harder, my Force Pull won't be up in time to use the central plateform again... it's time to reap what I sow... I don't even hide, I just position myself in front of him, on his bridge... oh... he stops... well... I instilled fear. He knows I'm dangerous there. He witnessed me do three time.

Fine, hesitate. More you hesitate, more my kick and bump timers get closer from completion.... if you come before they are ready, I'll stealth and bring more fear... the famous fear of the unseen... because that invisible opponent already caught you three times like this and you don't see want I'm doing once more... if you keep going forward, I'll mind maze you and gain more time... will you escape me this time? The clock is running. Each second lost can mean another fall for you, because I just need to land a kick to win there.

 

If you escape me, there will be some of your friends to catch later instead of you... if you don't, be prepared for three more deaths, because you know... on those bridges, I'm the worst thing that exist. I'm your nightmare.

None of your attacks have a sense in this battle, none of your shields can protect you against my tricks...

 

So fear me surely... hate me if you want... and catch me if you can!"

 

As a record, being really trained with over-abusing this spot, I once chain-throwed 17 people from those bridges in a single game.... I should someday try to make a video of this, this would be pretty funny to show what is happening from my point of view to other :)

 

God, I love my shadow tank. :)

Edited by Moonheart_S
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Voidstar

 

Cloak and dagger: with the additional wall in the middle of the first sector its now possible for 1/2 ops/sins to stealth to quickly eliminate any defenders while the rest of the group contains the opposing group in the other half of the map.

 

A cap is a knock back away: i know that this not most ideal position for the sorcs/mercs/snipers but try to position yourself between the capper and use your knock back . it can make all the difference. Ops and sniper should not forget the flash bang either.

 

The rearguard: When you see one of your colleagues moving ahead of you after breaching the doors do not follow him and simply delay your opponents team anyway you can.

 

Make yourself useful: Plenty of times i see several people capping the same door. its a useless practice as every class has an AOE. as soon as somebody begins the cap you should cover him.

 

Coast/civil war.

 

The grind: in WoW arathi basin it can happen that so many players of the attacking and defending team are at one node that it is impossible to cap as both sides re-spawn before they are depleted. As the defending team force your opponent into this. As a offending team avoid it at all cost. if the situation is 5vs5 attack another point.

 

We only need 2: A mistake that a lot of people make. You only need 2 nodes to win a battle. Since every team only consists out of 8 players means that every member is vital to score the win. If the match is pretty even then don't try to be a hero and try to attack your enemies point. Simply stay with your group and lock them in a stalemate

 

From a birds view (Civil war only) riding that bike has the advantage that you what your enemy is doing on the sides.

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  • 3 weeks later...

Ohh, dunno if these two were mentioned yet (pretty basic stuff):

 

If you wanna know how long you gotta wait for the respawn-door to vanish, look at the circle in the middle. It's divided into quarters, one disappearing after 10 seconds each..

 

Also, if ops-chat is broken for you and you can't type anything into /ops, ctrl + u twice, that will fix it.

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  • 1 month later...

@ Order-sixty-six. Did you mean use Mind Maze not Mind Snap instead of attacking right?

 

@Moonheart_s. You should seek therapy... and you should post a video of you dropping people off the bridges in VS. Maybe get therapy first though.

 

Awesome post and great replies.

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I'm an Infiltration shadow that did nothing but burst down damaged opponnents, but I read about this and tried focusing more on objectives. Ironically, people tend to do the exact opposite on this guide.

 

2 epic results (I'm not level 50 so I'm not sure how different the lvl 50 warzones are)

 

Alderaan:

Team kept exchanging middle turret until the score was 80-30 in the enemy's favor, we finally got a hold of two turrets but then we were down to 20(!).

 

Knowing we needed all 3 turrets, me and a scoundrel(?) named Statica scouted the enemy controlled mid. Only 1 opponent was stationed there since they committed most of their troops capturing the left turret. We didn't even bother killing him, Statica stunned him and he used his CC break as expected, so I mezzed him with a force lift. He can only look as we captured the last of the three turrets for the win.

 

Voidstar

I hated Voidstar but after reading this I'm starting to like it.

 

1st phase - advised everybody to split and focus on disrupting the intruders instead of killing them so they wont have a constant supply of freshly respawned reinforcements. Most enemies ended up holding back with very low health, unable to leave combat and heal, nobody wanted to risk it. They only got past the first door with only a minute left.

 

2nd phase - everybody went left save for 2 stealthers, which waited just in front of the doors. For some reason, the defenders were positioned too far. We didnt even bother engaging them till after we planted the explosive. The game ended then and there - a very quick win

 

sadly, I don't get that many medals (about 6-8 per warzone) since most of my time was spent waiting for the enemy to slip up (I probably have to work on that). I think I only got 6 kills in the first one and 5 on the other one (not solo) . Most of the medals were earned via objectives(defending/cap)

 

I noticed 90% of the defenders in warzones guard the area in front of the nodes, more than half of my successful captures in all maps were done with defenders almost within melee range and facing away.

 

I'll edit this later and link you a screenshot or two if I pull this off again (I probably will)

 

TLDR - capping can be more challenging than racking up kills and overall damage

Edited by GARhenus
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I'm an Infiltration shadow that did nothing but burst down damaged opponnents, but I read about this and tried focusing more on objectives. Ironically, people tend to do the exact opposite on this guide.

 

The thumb rule n1 I give to beginners in pvp is "Killing someone is only an act made to keep him away from the battle. Si each time you see somone you could kill, even before you start to strike him, you must wonder: is it worth to spend time to try to put him away from here, or would it be better to use my time for something else?"

 

Killing is not an objective. Killing is only a mere tool.

People who think it's very important to actualy kill people in pvp are just severely mistaken. I "might" be important sometimes, but more often that people think, it is just not.

 

One simple exemple: you are attacker on VS. You have killed 3 people a moment ago, there still one, full life, in heavy armor, guarding the door. Should you try to kill him?

No. No, and no!

You should try to tag, or control him if someone else of your team is already on it, because by the time you kill it, the 3 other would have respawned, and you will just have lost your time which is what the ennemy want.

 

Many WZ are just lost out of people don't understanding things simples as this one.

If you focus on killing, you're just plain bad in WZ. Instead, a good PvPer in SWTOR would carefully pick when he's going for a kill and when he's going to do something else.

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  • 3 months later...
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My favourite warzone on my Shadow is Novare Coast. At level 24 I constantly get 10-11 medals there. I use guard liberally of course, and it's just so much fun to guard the lone trooper standing on the node. Terrific WZ, my second favourite is Alderaan. I just quit Hutball matches. It's no fun in pug format.

 

Looking forward to more videos, give me something to do at work.

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