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PvE Basics Guide: AKA: "Help! Everything is Killing Me! Why is this game so hard???"


matthiaskotor

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I've seen a number of posts in the New Players forum (and in various class forums) either asking for help or complaining that the game is too hard. If you are finding it very difficult to progress in the PvE content (doing quests and completing your class storyline), this guide should help. I have not seen a really comprehensive guide to PvE basics, so I put one together. :)

 

If you're really, REALLY new, you might want to start with this guide: http://www.swtor.com/community/showthread.php?t=612 and the resources linked here: http://www.swtor.com/community/showthread.php?t=2

 

This guide is not designed to help with PvP (player-versus-player) content. It touches on aspects of small group play (for Heroic missions or Flashpoints of up to 4 players), but does not discuss the more complex 8- and 16-player endgame Operations.

 

I do not cover things like server and class selection, although if you read this guide you may have a better idea of which classes would suit you. The idea is to help you play the PvE content with any class.

 

Note that the "Spoiler" tags in this document do not actually contain any spoilers -- the information is all generic. (I try to avoid even saying too much that is class-specific, since I have not played all the classes extensively.) The tags are just used so the guide isn't so long when you open this post. :) Simply click those tags to show/hide the sections of the guide you want to read in detail.

 

How hard should the game be?

 

No matter what class you are playing as, you should be able to complete any non-heroic quests at your level by yourself (with your companion). You should also be able to walk around and kill any single pull of normal enemies at your level in a non-heroic zone with a minimal risk of dying. This does not mean everything will be a cakewalk, and mistakes can be deadly -- but if you are constantly dying, something is probably wrong.

 

A 'normal' pull of enemies usually consists of either:

 

  • 1-4 'normal' and/or 'weak' enemies OR

  • 1 'strong' enemy and 0-2 'normal' and/or 'weak' enemies OR

  • 1 'elite' enemy and 0-2 'normal' and/or 'weak' enemies

 

If you are running into groups with multiple elite enemies, or one elite with several strong enemies, you are probably in a
heroic
area. These areas are designed to be played through in a group, not by yourself. (The game will pop up a notification whenever you walk into one of these areas as a warning.)

 

If other player-controlled characters are randomly running up and killing you while you do quests, you are probably playing on a PvP (player-versus-player) server. This makes for a much more challenging environment, to say the least. Aside from getting good at PvP combat or always trying to group up, the only 'fix' for this is to start over on a PvE (player-versus-environment) server, where enemy players cannot attack you without your consent.

 

Really Obvious Things You May Have Missed

 

If you have played other MMOs, you may have blown by all the help prompts and missed some basic, yet important things about SW:TOR that commonly cause issues. Here are some of them:

 

  • You can (and should!) upgrade your companion's gear as well as your own. To do this, open your character sheet while you have a companion summoned, then click the 'companion' tab at the bottom. You can drag gear to them from your inventory or right-click it while the Companion tab is open to equip it on them.
  • When you level up, you need to actually visit a class trainer to learn new abilities (or improved versions of your existing abilities). Class Trainers are present in most large cities and on the Republic/Imperial Fleet.
  • At your class trainer, there are two tabs of abilities to train -- one for your class, and one for your Advanced Class / specialization (once you pick one at level 10). Be sure to buy the abilities on both tabs! (Also, if you somehow avoided getting your advanced class at level 10, go do that at the fleet.)
  • Be sure to spend the points in your skill tree (after you pick an advanced class at level 10) -- hit 'K' or the tree icon at the top of the screen. This will enhance your abilities, and give you some powerful new ones as well as you advance deeper into the trees.
  • 'Orange' (custom/moddable) items can be upgraded with special equipment modification items that increase their power (and level requirement). Some green/blue/purple items also have modification slots. To do this, CTRL+Right-click an item in your inventory (or that you have equipped), then drag new mods into the appropriate sockets on the item. You can remove mods (at a cost) by dragging them back to your inventory to put them in other items or give them to your companions. If you load in new mods without removing the old ones, it doesn't cost anything, but you lose the old mods permanently. This kind of gear is usually MUCH better than normal equipment if you keep it upgraded.
  • Your gear can wear down and break over time, especially if you are getting killed repeatedly. Having broken gear makes things much much harder. If there is a yellow or red equipment warning icon displaying on your UI, you need to repair your equipment. You can do this at any vendor; there is a 'repair' option in the lower left corner of their window.
  • If you cancelled accepting a quest reward, or your inventory was full, you can still get the reward! There should be a blinking indicator in the upper right corner of the screen that you can click once you have inventory space to accept the reward. You can do this anywhere; you don't have to go back to the quest giver.
  • Those 'commendations' you get for doing quests can be turned in for powerful gear! Look for commendation vendors in the marketplace area (or main military base) of the appropriate planet. The exact same gear can also be bought on your fleet, in the side rooms of the market area on the station.
  • If you help NPCs during a quest, they may send you mail with money or items later. Check a mailbox if there is a mail indicator at the upper left corner of the screen.
  • Most companions have several 'stances' they can be put in if you expand their full ability bar (hit the '+' icon next to the 4 quick abilities). For characters that can tank or heal, one of the stances will be WAY better for tanking/healing and the other will be WAY better for DPS. Be sure to pick the correct one based on what you want to use them for. For DPS-only companions, they may have two stances that enhance different combat abilities. Some people have reported bugs where companions will 'forget' their stance, so if they seem especially useless, check this.
  • If you log out while on your starship or in a cantina, you will accumulate 'rested' XP, meaning that after you log back in, you'll earn double XP for a while. This can really help you level up faster, so always try to log out in a rest area. (All cantinas have a fast travel bind point, so be sure to get it when you arrive at a new city or planet.)
  • When you are crafting, you can keep materials in your cargo hold ('bank') and your companions will automatically take supplies from there. No need to carry around crafting materials!

 

Useful In-Game Options

 

There are a lot of in-game options that either have odd default settings, or that people tend to overlook. I suggest taking a look through all the possible options, but here are some that I've seen lots of people ask about:

 

  • Controls -> General -> Auto-loot on Right-click / Enable Area Loot: When checked, looting one enemy automatically loots *all* nearby corpses. Combine with 'Auto-loot on Right Click' to loot much, much faster solo.
  • Contrlols -> General -> Camera -> Camera Max Distance: controls how far you can zoom out using the mouse wheel. Many people find the default to be too close for comfort, especially when fighting larger bosses/monsters. Make the value larger to be able to zoom out further.
  • Controls -> General -> Combat -> Ability Action Queue Window: controls how far in advance you can 'queue' an ability while another ability is active. If you have trouble getting abilities to go off seamlessly after the global cooldown, try raising this.
  • Flytext: these are toggles for the 'floating' damage/healing numbers over your character in combat.
  • User Interface -> Quickbars: the toggles here turn on extra quickbars with more slots for your abilities. You will probably want some of these once you start leveling up. (You can add keybinds to these using the "Key Binding" tab at the bottom of the Preferences window.)
  • User Interface -> Tooltip -> Enable Companion Comparative Tooltips: when checked, when you hover over an item in your inventory and have a companion active, it will show the comparison for both you and your companion in that item slot. (I have NO IDEA why this is not on by default. I suspect this is why some people don't realize they can upgrade their companion's gear.) It's not yet smart enough to know when gear is only usable by one of you.
  • Graphics -> General -> Window Mode: if you set this to "Fullscreen (Windowed)", the game doesn't minimize and then hang to reload the UI when you tab away to another window. However, this may reduce performance.
  • Social -> General -> Hide Head Slot: hides your character's helmet/headpiece. (If you have 'hood up' Jedi/Sith robes, the hood will be shown when you hide the head piece, since it is technically part of your "chest" armor. Hopefully BW will add an option to toggle this in the future.)
  • Social -> General -> Allow Access to Same Class Story Areas: when checked, if you are in a group with a member of the same class, you will be able to enter each other's class quest instances (though only the player that enters first will get credit for completing the quest, and you will need to do it twice for both of you to get credit.)
  • Social -> General -> Show Sith Corruption: when checked (on by default), your character will begin to look 'evil' as you acquire Dark Side ranks. If you don't want this, uncheck the box and you'll look normal no matter how many innocent people you slaughter!
  • Social -> Legacy -> Legacy Display: once you unlock your Legacy (after completing Chapter 1, usually around level 30), this toggles whether your 'last name' displays when other players look at you in the game.

Edited by matthiaskotor
Updated title, added section on in-game options
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Strategic Problems

 

By "Strategic" problems, I mean problems stemming from a misunderstanding or lack of knowledge about the game's features and mechanics. Contrast with "Tactical" problems, which is basically not being good at combat. (I discuss those later, in the next post.) If you have never played an MMORPG before, you may have overlooked several important aspects of improving and customizing your character, or may not understand how to progress smoothly. The companion system in SW:TOR is also somewhat unique, and it is important to understand how to use it to its full potential.

 

If you have played other MMORPGs (especially World of Warcraft), you probably know a lot of this already. But there may be some aspects unique to SW:TOR that you did not pick up on.

 

TL;DR

  • Fighting enemies and doing quests above your level is supposed to be hard. 'Heroic' missions are designed to be done in groups.

  • 'Elite', 'Champion', and 'Boss' enemies are much tougher than others of the same level. 'Champion' and 'Boss' enemies are not designed to be fought alone.

  • Doing side missions and bonus missions will get you LOTS of extra experience and Commendations.

  • If you can't figure out what to do in a mission, look in the log. Also check if you have a 'mission item' (under a special tab in your inventory) that you have to use.

  • To make things easier, specialize as a tank, DPS, or healer, and pick a companion that complements that role.

  • Keep your gear (and your companion's gear!) up to date. Buy blue and orange gear with Commendations and Credits whenever possible. Don't forget to update the mods in your orange gear!

  • Equip gear with the correct stats for your character and your companion.

  • Make sure your companion is in the right stance for the combat role you want them to fill.

 

Levels and Experience

Basics of leveling up, and how character, enemy, and mission levels work.

 

In SW:TOR, as in most MMORPG games, your character gains 'experience' by fighting enemies and completing missions. When you gain a certain amount of experience you will gain a 'level', become more powerful, and often unlock new abilities or improved versions of old abilities.

 

Enemies also have 'levels', which describe roughly how powerful they are. It is difficult to fight enemies that are at a higher level than you, and pretty much impossible to fight enemies that are more than 3-4 levels higher than you by yourself.

 

When you target an enemy, its level is displayed on the right side of the bottom middle display, color-coded by difficulty (sometimes called a 'con', a term from EverQuest and several other early online RPG games):

 

Grey
enemies are far below your level and pose little or no threat. You will receive little or no experience for killing these enemies.

Green
enemies are below your level and should not be too hard to beat.

Yellow
enemies are around your level and should be appropriately challenging.

Orange
enemies are somewhat above your level and will be difficult to fight alone.

Red
enemies are far above your level and will be very difficult or impossible to defeat alone.

 

Missions similarly have a 'level', listed in the mission log (hit 'L' or the icon at the top of the screen). This is the recommended level you should be to undertake the mission. They are also color-coded on the same scale as enemies. If a mission is grey, you will get little or no experience for completing it.

 

If all the enemies around you are higher-level (orange or red), either you have wandered into the wrong area, or you have not done very many side quests or bonus quests to gain extra experience. Go back to an earlier area and kill those enemies, or look for NPCs that have quests for you to do. You can also do PvP warzones and Flashpoints starting at level 10, and once you have a starship you can also do daily space combat missions as well.

 

Basically, if you want the game to be easier, do missions and fight enemies that are 'green'. If you want it to be harder, do missions and fight enemies that are 'yellow' or even 'orange'.

 

 

Enemy Types

 

Basics of enemy difficulty types.

 

In addition to their level, enemies are classified into one of five difficulty levels. When you target an enemy, this is shown below their portrait. From weakest to strongest:

 

  • 'Weak' enemies are much easier to kill than most enemies of the same level. Several of these will sometimes accompany other enemies. Use attacks that hit multiple enemies to quickly kill them.

  • 'Normal' enemies are your average run-of-the-mill bad guys.

  • 'Strong' enemies (silver) are tougher than average (enemy squad leaders or lieutenants, larger battle droids, tough monsters). They may be accompanied by a group of weaker enemies.

  • 'Elite' enemies (gold) are much tougher than average (enemy commanders, heavy battle droids, huge monsters, etc.) They may attack alone or be accompanied with a small group of weaker enemies.

  • 'Champion' enemies (white starburst) are extremely tough, and are normally not designed to be fought alone. Usually these types of enemies are way off the beaten path (or down a dark alley, etc.) where you will not accidentally run into them.

  • 'Boss' enemies (red?) are the toughest enemies in the game, such as Flashpoint bosses. Each planet also has a 'World Boss' that can be defeated for special rewards. They are only intended to be fought in groups. Again, you will normally not run into these by mistake.

 

Enemies also have a 'type' that can be seen if you mouseover their portrait -- e.g. they may be a 'Level 36 Powertech'. This gives some idea of what kind of attacks they will throw at you, but otherwise doesn't mean anything special.

 

Some special enemies have a 'type' that has the word "Boss" in it, but unless it says 'Boss' below their portrait, they are still just a normal strong/elite mob.

 

This is discussed further below in the "Tactical" section, but some special attacks behave differently when used on different classes of enemies. Many attacks will stun or deal extra damage to weak/normal enemies, helping you to kill them more quickly. Check the descriptions for your abilities to see which ones do this.

 

 

Missions

 

The basics of obtaining and completing missions.

 

 

Missions are the main way of advancing through SW:TOR. To obtain a mission, speak with (right-click when near) an NPC that has a mission icon above its head (a small yellow triangle). NPCs with a greyed-out mission icon will have missions for you later, probably after you gain more levels. There will normally be a short conversation, and then they will give you a mission objective. Sometimes you can also pick up missions from computer terminals -- look for mission icons on your minimap or above terminals in the game world.

 

Light Side and Dark Side Points

 

In mission conversations, you may receive 'light side' or 'dark side' points depending on what actions you choose. Generally, being good/helpful and avoiding killing people gets you light side points, and being a jerk and/or killing people will get you dark side points.

 

If you mouse over the conversation options, it will display either a blue/while star icon (if the choice will cause you to gain LS points), or a black/red triangle icon (if the choice will cause you to gain DS points). If there is no icon displayed, you will not gain either. Your overall LS/DS 'rank' is determined by your net points -- for example, if you have 2000 LS points and 500 DS points, your rating is 1500 LS.

 

Other than being able to purchase special LS/DS gear, and not being able to use certain weapon color crystals, there is no combat effect from these choices. By default, if you fall to the dark side your character will look 'evil' in conversations. You can disable this effect in the game options.

 

Note that in some cases, certain choices will make missions easier or harder, by changing the objectives or the number of enemies in a fight. (Usually the DS choice makes things easier, but sometimes you can talk your way out of trouble with the LS choices.)

 

Completing Missions

 

To complete a mission, fulfill the listed objective(s). Typically you must either go to a specific location (where a conversation will happen or you will be given another objective), kill specific enemies or a specific number of enemies in an area, or find and interact with one or more objects in the game world by right-clicking on them. If you can't figure out what to do, try reading the detailed description in the Mission Log (hit 'L' to open it by default, or use the icon at the top of the screen, then click the mission you want to read about). In some cases you have to use a special item as part of a mission -- see 'Mission Items' below. When the mission is complete, the description will tell you to turn in the mission for a reward.

 

When you complete the objective, normally you return to the NPC who gave you the mission for a reward. In some cases, you do not return to the same NPC, or you turn in the mission at a 'dropbox', which looks like a computer terminal you can right-click on to interact with. The description in the mission log will tell you where to go. You can also look for turn-in icons on your map or minimap (the same mission icon, but with a glowing green dot in the middle of the triangle). In some cases (especially with class missions) you will immediately be given a follow-up mission.

 

Sometimes you will complete or progress a mission by using your portable holocommunicator, rather than going to an NPC or computer terminal. When this happens, a big flashing icon will appear on your screen for you to click, and you will have the next conversation right there.

 

All missions will reward you with credits and XP. Sometimes you are also given items, lockboxes, or Commendations, which are automatically placed in your inventory. (Commendations are listed under the 'currency' tab and don't take up inventory space.) To open a lockbox or credit case, right-click it from your inventory. In some cases, you can choose from several rewards -- to do so, just click to highlight the one you want and then hit the 'Accept Reward' button. If none of the items seem good, I suggest taking Commendations, which can be traded for powerful item rewards at the planet's Commendation vendors or on the Republic/Imperial Fleet.

 

Tracking Missions

 

Mission objectives are shown on your minimap and map ('M' by default) -- the icons on the map show where to go to progress with your active missions. You can also mouseover one of the listed missions, and the corresponding objectives will be highlighted on the map. Note that if a mission objective is in a different subzone, you will not see its objectives unless you switch to the world map with the toggle at the lower right corner of the map screen.

 

By default, whenever you pick up a new mission, it is placed in the 'mission tracker' on the right side of the screen, so you can keep track of what you are currently supposed to be doing at a glance. You can toggle which missions are tracked from the Mission Log -- the little circular button to the right of each mission's name toggles whether or not it appears in the tracker. You can still complete and turn in missions even if you are not 'tracking' them, as long as you do not abandon them.

 

Abandoning Missions

 

If you decide you do not want to complete a mission, you can 'abandon' it from the mission log. Just click on the mission to select it, then hit the 'abandon mission' button. If you want to retry the mission, just talk to the NPC that gave it to you again. Note that some missions (mostly class missions) cannot be abandoned.

 

As of patch 1.1, there are also some missions that are bugged and cannot be abandoned even though you *should* be able to do so. You can just ignore these for now if you do not want to complete them.

 

Mission Items

 

Some missions require you to use a special 'mission item' to complete the objectives. This is, unfortunately, not always made very clear in the mission description, and can be very confusing if you are not paying attention.

 

These items are placed in your inventory, under the 'mission items' tab. You can also drag these items out into quickslots so they are more easily accessible. When you complete the mission you can drag the (now-unusable) icon off the quickslot and it will disappear.

 

Most commonly in this type of mission, you will be given a 'tracker' or 'sensor' that must be activated or planted at one or more points in the game world. (If the mission says to 'take readings' or 'collect samples', you probably need to do this.) These points will be indicated on the map -- just stand right on top of the map marker and right-click the item. If you are in the wrong place, it will give you an error message.

 

Occasionally you will be given an item that must be used on an NPC in the game world (sometimes in the middle of combat!) In this case, right-click the appropriate item while targeting the NPC. You may have to 'weaken' an enemy by almost killing it before the item is usable. If your companion keeps killing the enemy before you can activate the item, dismiss them or put them in 'passive' mode before fighting that NPC, or order them to fight another mob while you handle the one that needs to have the item used on it.

 

Class Missions

 

Each character class has a completely unique set of class missions that will take you from planet to planet, unlock your companions (and starship), and advance the main storyline for your character. You will always have at least one of these missions active. These are listed separately in the mission log so you can easily tell them apart. If you just want to advance to the next world, complete these missions and ignore/abandon the other ones.

 

Technically, you do not need to do any missions other than these to advance through the game. Once you have your starship, you could even ignore these and just wander around killing enemies and doing Flashpoints or PvP missions to level up, as long as you don't mind not having all your possible Companions.

 

Bonus Missions

 

Some missions include a 'bonus mission' (or a series of them) that you can do while completing the main objective to earn additional XP. Usually these just consist of killing enemies in the same area as the main mission objective. Sometimes they will be slightly more involved -- for instance, you may have to find and interact with objects around the area, or work your way up to killing a special elite enemy. These are always optional, but if you want to level up faster or earn more Commendations I highly recommend doing them. The ones with multiple 'stages' always culminate with a mini-boss fight against an Elite enemy and award three Commendations when completed.

 

Heroic Missions

 

Some missions are classified as 'heroic' and listed in the mission log as "[HEROIC 2+]" or "[HEROIC 4]". These missions are designed to be done by either 2-4 players ([HEROIC 2+]) or 4 players ([HEROIC 4]) of the indicated level. They will be
very
difficult, if not impossible, to complete by yourself. These missions are repeatable once per day, and usually offer a large reward compared to normal missions. Many of them offer unique orange (moddable) equipment that you cannot get any other way.

 

Planetary Bonus Series Missions

 

When you 'beat' a world by completing your final class quest there, NPCs with 'bonus series' missions may activate. These are just additional missions you can do on that planet if you want to explore more of it or gain additional XP and Commendations. They are totally optional.

 

In a few cases (like Nar Shaddaa), the 'bonus' missions have a significantly higher level requirement than the regular missions on the planet, so you will have to come back later if you want to complete them.

 

 

Classes, Advanced Classes, and Roles

 

The basics of character classes, Advanced Classes, and combat roles (tank/dps/heal).

 

In many MMORPGs, including SW:TOR, each character class is designed to fulfill one of three main roles:

 

  • Tanking -- holding the enemies' attention (or 'aggro') while minimizing the amount of damage taken.

  • Damage (DPS) -- dealing the maximum amount of damage (or
    D
    amage
    P
    er
    S
    econd) to the enemies while taking little or no damage in return (because the enemies are focused on attacking the tank).

  • Healing -- healing damage dealt to the tank or other party members during combat.

 

Understanding the relationships between those three roles is key to maximizing your combat performance. Although with just you and one companion your 'group' cannot be specialized in all three roles, having two complementary roles fighting together is significantly more effective, and having all three makes your group much stronger.

 

At level 10, once you have arrived at the Republic or Imperial fleet, you will be given a quest to choose an 'Advanced Class'.
Make sure you do this, as it unlocks many powerful new abilities.
Each class has two specialization choices, and each specialization can fulfill either one or two of those roles. Currently you CANNOT change your Advanced Class once it is chosen.

 

Jedi Knight / Sith Warrior:

Jedi Guardian / Sith Juggernaut: Tanking or Damage

Jedi Sentinel / Sith Marauder: Damage

 

Jedi Consular / Sith Inquisitor:

Jedi Sage / Sith Sorcerer: Healing or Damage

Jedi Shadow / Sith Assassin: Tanking or Damage (+Stealth)

 

Smuggler / Imperial Agent:

Scoundrel / Operative: Healing or Damage (+Stealth)

Gunslinger / Sniper: Damage

 

Trooper / Bounty Hunter:

Commando / Mercenary: Healing or Damage

Vanguard / Powertech: Tanking or Damage

 

As you may have noticed, every specialization can deal damage, but only some can tank or heal, and none can both tank AND heal.

 

Each companion can also fulfill one or two of these roles, and it is important to use a companion that will complement your main character. If you are a tank, you want to use a companion that can heal or deal high damage. If you are a damage-dealer, you want a companion that can tank or heal. If you are a healer, you want a companion that can tank or deal damage.

 

NOTE: companions that can fulfill two distinct roles normally have two 'stances' you can select -- to see them, open up their full ability bar by hitting the '+' icon next to their portrait while they are active. Click the stance you want to toggle it on. One stance will be good for one role (usually tanking or healing), and the other wil be good for dealing damage. Be sure to select the correct stance for what you want them to do in combat! Some people have also reported bugs where a companion will 'forget' their stance, so check this if they do not seem to be performing well all of a sudden.

 

EXTRA SPECIAL NOTE: when you visit a trainer to purchase new class abilities, there is a
second tab
at the bottom once you have chosen your advanced class, which has abilities that are specific to that AC. Be sure to buy the abilities on both tabs!

 

 

Skill Trees

 

How to customize your character further with Skills ('talents'/'spec').

 

Once you have reached level 10 and picked an Advanced Class, you will begin to unlock 'Skill Points' that can be spent to customize and improve your character's abilities further. You gain one skill point per level. To view your skill trees and spend the points you have earned, hit 'K' or the skill tree icon in the menu at the top of the screen. If you do not do this, your character will be much weaker.

 

Each Advanced Class has two unique skill trees (the ones on the left). The tree on the right is 'shared' and is the same for all characters with that base class (although it may be tweaked very slightly for each Advanced Class). For ACs that support multiple roles, one of the unique trees will be dedicated to each of those roles, and unlocking the skills in the corresponding tree will make you MUCH better at that role. For ACs that only deal damage, each tree will emphasize a different set of abilities, but they will all help you deal more damage (or live longer in PvP).

 

Many of the skills dramatically improve one or more of your class abilities. The green skills unlock entirely new (and often very powerful) abilities.

 

At first you can only put points into the skills in the bottom row of each tree. Each time you spend five points in a tree, the next 'tier' of skills will unlock. Some skills have arrows connecting them -- in this case, you must purchase all ranks of the preceding skill to unlock the later one.

 

Skill trees allow for a vast amount of customization, but generally speaking it is more effective to go deeply into one of the trees. The 'upper' abilities tend to be much more powerful than the 'lower' ones.

 

If you look in the forum for your specific class/Advanced Class, there should be lots of information about recommended 'specs' or skill tree layouts.

 

Skill points can be reset at special NPCs for a price (free if it's been at least a week since your last reset; goes up each time you reset them.) Bioware has stated that in the future they may add support for a 'dual spec' system that will allow you to switch between multiple skill tree setups without having to undo and redo the whole thing every time.

 

 

Equipment

 

The basics of equipment/gear and how to get and upgrade it. If you're wondering WHICH gear to buy and equip, read the next section.

 

 

 

As in many MMO and RPG games, your character (and their companions) can equip a number of pieces of 'gear' that will further improve their combat abilities, as well as change their outward appearance. If you do not equip appropriate gear, combat will be much, much more difficult.

 

Finding Equipment

 

Equipment can be found in several main ways:

 

  • Random drops from enemies you kill

  • Rewards from quests

  • Lockboxes (contain a random item of the indicated level and quality)

  • Purchased with Credits or Commendations from a vendor

  • Purchased on the Galactic Trade Network from other players

  • Built with a Crafting Skill (not covered here)

 

One of the more brilliant subtle things they did in SW:TOR is that when you complete quests, and the quest offers you a piece of gear as a reward,
it is always a piece of gear that is good for your Advanced Class or specifically designed for one of your Companions.
This means that if you just take gear rewards from quests and equip them, you will almost always be appropriately geared.

 

If your gear is not up to snuff, you will have a very hard time fighting enemies. The good news is that if you do enough quests to stay at the same level as the enemies you are fighting, you should get plenty of green gear upgrades, and enough commendations and money to buy several blue or orange pieces of equipment on each world you visit.

 

My recommended strategy for quest rewards when you are given a choice is:

  • If you are offered a blue equipment module that you can install in an orange item as an upgrade, always take it.

  • Otherwise, if you are offered a green item that is an immediate upgrade for you or your companion, take it and equip it unless you have an orange item in that slot.

  • Otherwise, if equipment you can buy with Commendations is still an upgrade, take the Commendations.

  • Otherwise, take a lockbox if offered.

 

Equipment Types and Slots

 

Your character (and companions) have a number of 'slots' to equip gear -- one item per slot, and the types have to match up. For example, you must wear 'boots' in the 'feet' equipment slot. Note that droid companions use some different equipment types than humanoids! Things like 'parts', 'sensors', and 'motors' are for droids only. Make sure you have an item equipped in every slot! (Note: you will probably not find any items for the 'head', 'ear', 'implant', and 'relic' slots until around level 20-25. Don't worry about it.)

 

Most armor is either classified as 'light', 'medium', or 'heavy' armor. Each Advanced Class has a maximum allowed armor level -- you can always equip lighter armor, but you can't equip heavier armor than your class allows. (The types of armor you and your companion can equip are listed in the 'Skill' panel -- hit 'P' by default to view.) 'Heavier' armor gives more protection against attacks (see 'Stats' below), and looks more, uh, "armored", but is otherwise identical. Normally you should wear the heaviest armor available to your Advanced Class.

 

Some equipment is
modular
and can be upgraded. This is discussed further below.

 

Weapons and Offhand Items

 

All classes will equip a weapon -- either a melee weapon like a lightsaber/vibrosword, or a ranged blaster of some kind. These increase the damage of your direct attacks, and also provide either 'Force Power' or 'Tech Power' that increases the damage or healing of your special abilities. Each Advanced Class and companion can only equip certain types of weapons and offhand items. (These are listed in the 'Skill' panel, hit 'P' by default to view.)

 

Some Advanced Classes can 'dual-wield' two weapons at once to deal more damage. Note that some weapons can be equipped in either hand; others are restricted to either "main-hand" or "offhand" use. Read carefully before buying a new weapon!

 

Classes that use a single weapon will either use a 'Focus'/'Generator' (damage/healing roles) or 'Shield Generator' (tanking role) in their "offhand" slot to get a comparable stat boost. Shields also reduce the amount of damage you take in combat.

 

Item Levels

 

Every piece of equipment (except some quest rewards) has a level requirement -- you must be at least that level to equip the item (your companions always have the same level as you). All else equal, equipment with a higher level requirement is always better. You should strive to have equipment in every slot that is fairly close to your current level, as this will substantially increase your combat performance.

 

Binding

 

Most equipment you get from killing normal enemies is 'bind on equip'. This means that if you do not want to use it, you can give it to another player or sell it on the Galactic Trade Network ('auction house' to WoW players) as long as you have not actually equipped it. Once you equip the item (either on your character or a companion), it becomes 'bound' and no other player can use it. You will be warned before this happens.

 

Most quest rewards and items you purchase with Commendations are 'bind on pickup'. Items dropped by Flashpoint bosses are normally also "BoP". (Note that if you receive or purchase a lockbox, the item inside will still usually be 'bind on equip'.) This means you cannot give/trade it to another player even if you have not equipped the item. You can still sell it to a vendor for credits if you don't want it.

 

Equipment Quality

 

Equipment and equipment modules come in a number of quality ranks:

 

Cheap
(Grey) items are 'trash' and should be sold to a vendor for credits. You can have your active companion do this automatically for you from the Crew Skills menu.

Standard
(White) equipment is normally not worth using and should be sold to a vendor.

Premium
(Green) equipment is what you normally get from single-player quests, mobs, and lockboxes. These will provide minor improvement to your stats and are generally usable if close to your level.

Prototype
(Blue) equipment can be bought with Commendations (and sometimes Credits), and may rarely drop from enemies or be provided as a quest reward. These items provide significant improvement to your stats.

Artifact
(Purple) equipment can sometimes be bought for a large number of Commendations, or by doing multi-player content such as Flashpoints. Crafters can also made purple-quality item mods. These items provide very large increases to your stats for their level.

Custom
(Orange) equipment has its stats and level requirement determined entirely by the equipment modules installed in it. These items are often very powerful when you install good 'mods' in them. You can buy 'orange' equipment (and mods to go in it) with Commendations (and sometimes Credits).

 

Modular Equipment

 

Modular
equipment can be upgraded with special equipment modules. The modules come in seven types:

 

  • Hilt -- upgrades damage rating (and level requirement) of melee weapons like lightsabers and vibroswords

  • Barrel -- upgrades damage rating (and level requirement) of ranged weapons like blasters

  • Armoring -- upgrades armor rating (and level requirement) of all armor. Light/medium/heavy armor uses the same armoring modules

  • Mod -- upgrades various stats of weapons or armor

  • Enhancement -- upgrades various stats of weapons or armor

  • Color Crystal -- changes the color of a lightsaber or blaster, also provides minor stat boosts

  • Augment -- special mods made by Cybertech crafters. Some crafted items have a special slot for these. Upgrades various stats of weapons or armor.

 

Just like pieces of equipment, mods have a level requirement and come in
premium
/
prototype
/
artifact
quality levels. If you install a higher-level mod in a lower-level item, the level requirement for the item will be increased to match that of the mod.

 

Custom ("orange") gear always has three or four slots -- [Hilt/Barrel/Armoring], Mod, Enhancement, Color Crystal (weapons only). Some other modular gear exists -- generally, green gear will have one slot, blue will have two, purple will have three. Some crafted items also have a special 'Augment' slot. Cybertechs can craft Augment mods for these, or you can buy them on the GTN.

 

The really nice thing about Custom gear is that you can upgrade it from level 1 all the way to level 50, keeping a consistent 'look' for your character the whole time. (As of patch 1.1, if you start doing endgame content you may have to equip other gear to get special 'set bonuses' that you cannot get any other way. Bioware has said they are working on fixing this so you can continue to use Custom gear indefinitely.)

 

Upgrading Modular Equipment

 

To remove or install mods in a piece of moddable gear, CTRL+Right-Click it in your inventory or character sheet. This will open up a window showing the installed mods in that item. You can also visit an item modification station, which will nicely list all the moddable items you have, but this is NOT necessary -- you can install/remove mods anywhere.

 

If the item already has mods installed, you can remove them (to install them in another item) by dragging them back to your inventory window. This costs Credits -- the better the mods, the more credits it costs to remove them. (Note that any mods you place in 'Bound' gear also become bound themselves.) If you have no use for the old mods, you can simply install new ones over them. In this case the old mods are lost, but you do not have to pay anything. You will be warned by default before any mod is destroyed.

 

To install new mods, drag them from your inventory to the appropriate slots. (If you hover over the slot on the item, all the usable mods in your inventory for that slot will highlight, which can help you find the one you're looking for.) When you are happy with the setup of the item, hit 'Install' to permanently place the mods in the item.

 

Some users have reported bugs where your character sheet will not update with new stats if you install mods in an item you are currently wearing (though the new mods do take effect). To fix this, remove and re-equip the item, or try logging out and back in.

 

Commendation Gear

 

Each world has two Commendation vendors -- one selling blue and orange pieces of equipment (the orange gear comes with a full set of appropriate blue mods), and one just selling individual mods at a lower cost. The prices are:

 

  • 14 Commendations -- Orange Weapon (comes with four blue mods)

  • 12 Commendations -- Orange Armor (comes with three blue mods)

  • 8 Commendations -- Blue Armor

  • 7 Commendations -- Blue Hilt/Barrel/Armoring module

  • 2 Commendations -- Blue Mod or Enhancement module

 

Sharp-eyed readers will note that the orange weapons/armor pieces cost one Commendation more than buying the 'same' mods by themselves.

 

Many worlds also have armor/weapon/mod vendors selling a selection of items for Credits. Most of this is only green gear, but sometimes you can buy blue or orange gear for Credits this way, so keep an eye out.

 

 

Stats

 

The character statistics in SWTOR, and how to gear your character and companions for maximum performance.

 

 

Equipment actually improves you by improving your character's statistics (or "stats"). These are numerical values that represent how strong your character is in combat.

 

If you open up your character sheet in-game, it will list all your current stats, and towards the bottom are drop-down menus where you can select different detailed views of your character's performance in certain areas (such as defense, melee damage, etc.) If you mouse over any of the numbers, tooltips will describe exactly what each stat does and break down where your bonuses are coming from. You can do this for your companions too!

 

Primary Stats

The primary stats in SW:TOR are:

 

  • Aim -- increases ranged damage and healing, ranged critical rate

  • Cunning -- increases 'tech' damage and healing, tech ability critical rate

  • Strength -- increases melee damage, melee critical rate

  • Willpower -- increases 'force' damage and healing, force critical rate

  • Endurance -- increases hit points (how much damage you can take before dying)

 

Almost all equippable items increase Endurance and one of these primary stats.

 

Each class, conveniently, has a corresponding primary stat that is very good for that class:

 

  • Jedi Knight / Sith Warrior -- Strength

  • Jedi Consular / Sith Inquisitor -- Willpower

  • Smuggler / Imperial Agent -- Cunning

  • Trooper / Bounty Hunter -- Aim

 

Generally speaking, you want to equip items that increase your class' primary stat.
Your primary stat will increase the effectiveness of all your abilities.
Unless you have very specific reasons to do so, you should not need any primary stats other than the main one for your class.

 

Note that all items have some Endurance, so unless you are a tank you shouldn't need to worry about that. Some items and mods have more Endurance and less of the other stats -- tanks may want to use those.

 

Each companion also has a primary stat, which increases
all
their damage and healing. They do
not
need or really benefit from other stats. e.g. Kira Carsen's primary stat is Willpower, and it increases both her force and melee damage and critical rate. You can tell which stat is primary because it will be much higher than all the others, and all of the character's starting gear will have that stat. It is also listed in their Codex entry. (Also, if you mouse over it on their character sheet, it will say it increases all types of damage rather than just one.)

 

Weapons

 

Weapons have a 'damage rating' that determines how much damage you will do when wielding that weapon. All weapons with the same 'damage rating' are identical in performance -- lightsabers and vibroblades/electrostaves with the 'same' rating do the same amount of damage, so pick whatever you prefer. (The only exception is that a few special attacks require a certain type of weapon, such as a sniper rifle or assault cannon.) All abilities that utilize the weapon will also go up or down in damage when this rating changes. Weapons and offhand items also provide a special stat called either 'Force Power' or 'Tech Power' that increases the damage/healing done by force/tech abilities, respectively. (This evens out damage between classes that dual-wield and ones that don't.)

 

Armor

 

Armor has an 'armor rating' that determines how much it protects you. Similar to weapons, all armor with the same 'armor rating' is identical in terms of protection. Those 'heavy' Jedi/Sith robes are just as protective as Trooper/Bounty Hunter armor. Heavy armor of the same level has more armor rating than medium, which in turn has more than light. You should always equip the heaviest armor possible given your Advanced Class. Note that armor only protects against 'kinetic' and 'force' attacks -- many special attacks do 'elemental' or 'internal' damage that bypasses armor.

 

Secondary Stats

 

There are also 'secondary' stats that you will see on some items (and mods) at higher levels:

 

Offensive (also good for healing, except Accuracy):

 

  • Power -- increases all damage and healing

  • Critical -- increases the rate of critical ability hits (damage and healing)

  • Accuracy -- increases chance of hitting. If over 100%, decreases opponent's chance of dodging/parrying

  • Alacrity -- reduces cast times

  • Surge -- increases strength of critical ability hits (damage and healing)

 

Defensive:

 

  • Defence -- increases chance to dodge/parry incoming attacks

  • Shield -- increases chance of shield activation when attacked

  • Absorption -- increases amount of damage blocked when shield activates

 

Other:

 

  • Presence -- enhances all damage/healing of your companion (does nothing for you directly)

  • Expertise -- decreases damage taken, increases damage/healing done
    in PvP only

 

If in doubt on secondary stats, go for Power for damage or healing roles, or Defence for tanking.

 

 

Companions

 

Basic information about Companions and how to use them.

 

The Companion system is one of the more unique aspects of SW:TOR. Many MMORPGs have at least some limited notion of 'pets' or other NPCs that will help you in combat, but the Companions in SW:TOR are much more fleshed out. They have a wide variety of abilities, pretty good AI, and with good gear they can be almost as strong as a player-controlled character. The 'single-player' content in SW:TOR is balanced and designed to be played with a Companion. This means you don't run into problems like in other games where a 'pet class' has to be handicapped in other ways to avoid being overpowered due to the extra damage and utility of having a controllable pet.

 

You will get your first companion before leaving your starting world, as part of your class quest chain. You will unlock more of them as you progress through the game. When you have more than one, you can choose your active companion from the Crew Skills menu ('N' by default, or click the icon in the bottom left next to the companion portrait). You can also right-click the companion portrait to choose a few options, such as dismissing them. Rarely, you will be forced to take a specific companion with you, normally as part of a class quest mission.

 

For the most part, your Companion will follow you around and assist you intelligently in combat. I generally find their AI to be pretty good -- ones with a CC ability will use it to control a mob that attacks them, 'tank' companions will taunt mobs off of you, things like that. It's not perfect, but I rarely need to micromanage them.

 

Companion Choice

 

Companion choice can make things significantly easier or harder. As discussed above, you really want one that complements the role of your main character. If you are a tank, you want a companion that can heal you or dish out a lot of damage. If you are a DPSer, you want a companion that can tank or heal. If you are a healer, you want a companion that can tank or DPS.

 

Companions in Groups

 

If you group up with other players, you may find that your companion disappears! Normal groups are limited to a total of four
players and companions combined
. So if you have a group of three players, only one of you can have an active companion. I believe by default the group leader's companion is chosen, but if they dismiss their companion then someone else can summon theirs. This also means that if a player leaves a 3- or 4-man group, you can replace them with someone's companion and keep going (as long as you can fill their role).

 

Companion Gear

 

As also mentioned above, your Companion wears a complete set of gear just like your main character. Keeping their gear up to date will dramatically improve your combat effectiveness. When gearing a companion, make sure that you only give them gear with their appropriate primary stat, as this will increase the effectiveness of all their abilities. You can give 'bound' gear to Companions (or switch it back to yourself, or between companions), and any gear you equip on a Companion becomes 'bound'. They are basically an extension of your character in this regard.

 

Companion Abilities

 

Under the companion portrait is a small quickslot bar that shows the companion's first four abilities. Most of them actually have many more abilities! To see them all, hit the '+' icon next to their minibar. By default this will put their whole action bar in the bottom quickslot bar in the middle of the screen. (You can customize this in the display preferences). You can toggle it back with the '-' icon on the expanded bar. Note that Companions will automatically gain new abilities as they level, so check back occasionally to see what they've learned.

 

A few tips on companion abilities:

 

  • Most Companion abilities have a little 'checkbox' on them that toggles when you right-click the ability icon. When the 'checkbox' is filled, your Companion will automatically use that ability. When it is empty, they will not cast it themselves (though you can still trigger it manually). If you are using a tank/DPS companion to do DPS, you may want to disable their taunt. If you are using a companion in a Flashpoint or heroic area, you may want to disable area-of-effect abilities to prevent them from breaking crowd control.

  • Most Companions have several 'stances' they can be in, which emphasize some aspect of their combat ability. These have to be toggled manually. For Companions that fulfill multiple roles (like a DPS/Healer), one stance will emphasize one role, and the other will emphasize the other. Be sure that the right one is active based on what you want them to do! Some players have reported bugs where a Companion will 'forget' their active stance, so you should check this occasionally, or if their performance takes a sudden nosedive.

  • The 'Passive' ability (really more of a stance) causes your companion to stop attacking and just stand next to you. This can be used to reposition them in combat -- run to where you want them, toggle them into 'passive' mode, then turn it off when they run up to you. If your companion stops fighting, make sure you didn't turn this on by accident.

  • The 'Attack' ability (the first one in their minibar by default, or CTRL+1 by default) orders them to attack your current target. You can use this to send your companion into a fight first (especially useful if they are a tank), or to force them to switch targets in the middle of a fight.

 

 

Edited by matthiaskotor
Various updates, better formatting.
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Tactical Problems

 

If you are fighting enemies in the right level range, purchasing all your abilities, gearing up yourself and your companion, spending your skill points, and using the right companion for your role, things should be a lot easier. If you are still having trouble, or you are breezing through normal enemies and quests but certain fights seem impossible, you may not be fighting intelligently and using your comabt abilities effectively. This information should help.

 

TL;DR

  • Using hotkeys is much more efficient than trying to click abilities in combat.

  • You can 'queue' an ability by activating it less than 0.5 seconds before the end of an active ability.

  • Abilities get stronger as your stats and weapon improve.

  • You should understand how your class' abilities work, and which ones to use to quickly kill weak/standard enemies.

  • Using a complementary companion (or group composition) will make things much easier. Tank/Healer is normally the easiest solo setup.

  • In combat, the goal should be to get a tank to hold threat while the DPSers focus on one enemy at a time, weakest to strongest.

  • Crowd Control (CC) abilities can make hard pulls much easier, by temporarily disabling the tougher enemies while you kill the weaker ones.

  • Use interrupts and stuns to stop enemies from using powerful special attacks.

  • Kiting and LOS can be useful situationally to group up or separate enemies.

 

Abilities

Basics of abilities, ability list

 

In SW:TOR, all combat is done with the use of
abilities
. (There is no 'autoattack' like in some other MMOs; right-clicking on a mob simply activates your class' default damage ability one time.) When you gain levels, new or upgraded abilities are often unlocked; to obtain them, talk to a class trainer and purchase them with Credits. Normally, each time you get a new ability from your trainer, it is placed in the quickslot bar at the bottom of the screen -- as long as you have an open quickslot there!

 

You can see a list of all your abilities by hitting 'P' (by default) or opening the ability list from the top menu. This will also display any new abilities (or upgraded versions of old abilities) that are currently available from your trainer -- no need to go back to the Fleet to check.

 

Note that both at the trainer and in your ability list, there are multiple tabs: one for your class abilities, and one for those specific to your Advanced Class (including anything you get from skill points). Be sure to buy and use both sets of abilities, or combat will be much more difficult.

 

 

Slots and Hotkeys

Quickslots and hotkeying abilities.

 

Abilities must be placed in a
quickslot
(those little square slots at the edge of the screen) to be used. You can activate a number of extra slots (on the bottom, left, and right sides of the screen) in the Preferences menu. You will probably want at least the extra set of slots at the bottom, since eventually you will have more abilities than will fit in the default bar. I like to keep 'active' combat abilities in the bottom panel, and put less-frequently-used things like stances, buffs, and quick travel over on the right.

 

You can drag abilities from one slot to another to move them around, or drag them off the bars to remove them entirely. You can have the same ability in multiple quickslots, if that makes things easier somehow. If you accidentally get rid of an ability, you can open up your ability list (default key 'P') and drag it back out to an open quickslot. You can also lock the quickslots in the Preferences menu (or with the little lock icon at the bottom middle) to keep from accidentally moving things around.

 

Some items (primarily Medkits and Stims) can be 'used' just like an ability icon. You probably want to put a stack of Medkits in a quickslot and have a hotkey to activate one quickly in combat.

 

To activate an ability, you can either left-click its icon, or press the
hotkey
that is bound to the quickslot the ability is in. (Right-clicking an enemy within range will also activate your default damage ability. I'm not sure this behavior can be changed.) By default the 1-0 keys, '-', and '=' are bound to the 12 ability slots at the bottom of the screen, and CTRL + those same keys are bound to your Companion's 12 ability slots. It is generally
much
faster and more effective to use keybinds rather than trying to click the icons, especially in the heat of combat. You can rearrange the keybinds freely from the Preferences menu.

 

Personally, I use a cheap Saitek programmable gaming keypad (this one:
) that allows me to bind dozens of commands and keep them at my fingertips. People have come up with lots of other ways to bind things on a normal keyboard and mouse. I suggest this thread to start with:
.

 

 

Ability Queuing

 

The ability queue, ability animations.

 

SW:TOR only allows you to have one ability active at a time, and allows you to
queue
a single ability, which will then be activated as soon as the currently-active ability finishes. This makes it much easier to chain abilities together with no delay. To do this, click or hit the key for the new ability up to half a second before the active ability ends. (You can also adjust this time in the Preferences menu, or disable the feature entirely.) One exception: if you activate another ability during the activation or 'channeling' time of an ability, it will immediately stop that ability and start the new one, NOT queue the new ability. This is useful if you are winding up a lengthy attack and suddenly would rather interrupt or stun the enemy, or need to activate a defensive ability. But be careful not to interrupt the end of a channeled attack when you don't mean to!

 

In SW:TOR, the damage (or other effects) from an ability are actually synced to the animation that plays as part of the ability. This is most noticeable with melee attacks where the animation includes a 'windup' or some kind of fancy lightsaber move -- the damage occurs in the animation frames where the saber actually hits the target rather than the instant you trigger the ability. This means that some "instant" attacks do not 'instantly' deal damage (or stun, etc.), and actually 'go off' a fraction of a second after the ability is triggered. It's not a bug, and it's not 'lag' to the server, it's just the way the game works. Get used to it.

 

Due to these effects, it is generally
not
helpful to mash the keyboard like a monkey on crack when you are trying to activate an ability as quickly as possible. Just hit the ability you want, ONCE, within half a second of the end of the previous ability going off.

 

 

The Global Cooldown

 

 

Most abilities, when triggered, start a
global cooldown
(GCD) that prevents you from activating any ability for 1.5 seconds, even if it is an 'instant' ability, or the animation of the ability you activated takes less than 1.5 seconds to play.

 

There are a few special 'free' abilities that can be triggered at any time, even while the GCD is active. These are discussed further below.

 

 

Ability Details

This section provides general information about ability usage. For details on a particular class' abilities, try the forum for that class or Advanced Class, or a site like
.

 

Types of Abilities

 

An overview of the different ability types.

 

 

Universal Abilities

 

 

There are a few abilities that are universal to all classes:

 

  • Recovery -- each class starts with an ability (with a different name) that can be used out of combat to rapidly regenerate health (and other resources, like Force power or Ammo). Put a hotkey on this, since you will be using it a lot.

  • Resolve -- every class will eventually unlock this ability (with a different name), which allows you to instantly break any snare or stun/knockdown effect placed on you (with a cooldown of a few minutes). This is mostly useful in PvP, but also helpful if fighting bosses that stun you. You may see players refer this ability as 'trinket' or 'trinketing' -- this is a term from World of Warcraft, where a special PvP 'trinket' item had to be equipped to gain access to the comparable ability.

  • Sprint -- every class will eventually unlock this ability, which allows you to move 35% faster out of combat. Just toggle it on and you will automatically run faster. Don't forget to turn it back on if you die, as it will default to being off.

  • Speeders -- every class can eventually unlock the ability to use Speeders, which let you move 90-110% faster out of combat when in outdoor areas. (90% boost at level 25, 100% at level 40, 110% at level 50.) There is a large Credit cost to learn these abilities.

  • Quick Travel -- every class starts with this ability, which allows you to instantly teleport to any Quick Travel point you have unlocked on the planet you are currently on. It has a 30-minute cooldown. A few missions block the use of Quick Travel while you are in the mission's instanced area.

  • Emergency Fleet Pass -- every class automatically gets this, I think at level 10. It allows you to instantly teleport to the Republic or Imperial Fleet from any location, but has a very long cooldown (18 hours).

  • Heroic Moment -- every class eventually gets a special 'Heroic Moment' ability, which is on a long cooldown (20 minutes), but gives the character a powerful temporary combat boost (different for each class). You must have an active Companion to use this ability. This should be saved for things like difficult mission bosses or 'Champion' enemies.

 

 

Damage Abilities

 

 

Damage abilities deal damage to one or more enemy targets when activated. Normally you must be targeting an enemy, and the ability will be used on (or centered on) that target.

 

All damage abilities have a maximum range beyond which they will not function, and some ranged abilities have a minimum range as well. Some abilities require other conditions; for instance, they may not be usable on Elite (or tougher) enemies, or they may require that the enemy is stunned or has another negative debuff effect on them. Some damage abilities are
reactive
and can only be used after some other event happens (such as when your character dodges or parries an attack).

 

You will get an error message if you try to activate an ability when it cannot be used. To help you tell what is usable, the icons of usable abilities are highlighted. Unusable ones are dimmed; ones out of range are tinted red.

 

Every class starts with a basic single-target attack. If your class relies on building up some combat resource to trigger other abilities, this ability will help build that resource.

 

Types of damage abilities:

 

  • Direct Damage (DD) -- deals damage one time to one target, either instantly or after a 'cast time' delay during which you cannot take other actions.

  • Damage over Time (DoT) -- deals damage over time (rather than all at once) to one or more targets. Some abilities combine both direct damage and damage over time. Some DoT abilities are 'channeled' -- this means your character cannot move or perform any other action while the damage is being dealt.

  • Area of Effect (AoE) -- deals damage to several targets, typically either in a cone pattern centered on the active target, or in a circular area around the active target.

  • Point-Blank Area of Effect (PBAoE) -- an AoE attack that is centered around your character, damaging all nearby enemies. These can usually be activated with no target selected.

  • These can be combined -- for instance, you might have a channeled AOE ability that deals damage over time to all enemies in an area.

 

 

Healing Abilities

 

 

Healing abilites are used on friendly targets to recover their hit points in combat. These are mostly available only to classes in a healing role, though some classes have limited self-only heals (and all classes can activate a Medkit item to heal themselves to a degree).

 

Like damage abilites, heals can be direct, heal-over-time (HoT), channeled, or area-of-effect (AoE).

 

Some healing roles also have abilities that put a shield on a target that
prevents
future damage, rather than just healing existing damage.

 

 

Combat Rez

 

 

Some classes have the ability to instantly resurrect a defeated player in the middle of combat, bringing them back into the fight. This can really turn the tide if a boss fight or difficult pull has gone awry.

 

These abilities have a long cooldown, and in a group the cooldown applies to all players in the group.

 

 

Defensive Abilities

 

 

Defensive abilities are abilities that do not (directly) damage enemies, but instead reduce the amount of damage your character takes, or provide some other useful defensive effect (such as temporarily increasing your health). Most 'tanking' classes have at least one of these abilities, often on a few minutes' cooldown. These abilities are very useful when fighting tough enemies like Elites -- don't be afraid to use them!

 

Some classes (again, mostly tanking roles) have abilities that increase
another
player's defenses, to protect them from damage.

 

 

Control Abilities

 

 

Control (or 'crowd control'/'CC') abilities do not directly damage enemies, but instead temporarily disable them in some way. (Some abilities both deal damage and apply a controlling effect.)

 

  • 'Snare' abilities slow an enemy down, making it easier to run away from or kite them.

  • 'Root' abilities completely prevent an enemy from moving, again making it easier to run away or kite them.

  • 'Interrupt' abilities can be used while an enemy is in the middle of an ability with an activation time (or a channeled ability). It will cancel the enemy's ability, and prevent them from using that ability again for a short time.

  • 'Sleep' abilities prevent an enemy from acting, but the enemy will 'wake up' if damaged. This can be used to get a breather in combat, or to shut down one enemy while you focus fire on a different one. (In SW:TOR, they normally describe these as a 'stun that breaks on damage', but in MMO parlance this is a 'sleep' ability.)

  • 'Stun' abilities also prevent an enemy from acting, but do not break on damage. These normally last only a few seconds, so make them count!

  • 'Knockdown'/'Knockback' abilities generally work like a stun, but cause the target to be pushed away from the user as well.

  • 'Pull' (yank, grab, etc.) abilities are like a reverse knockback -- the target is pulled close to the user of the ability.

 

'Stun' and 'Knockdown' abilities can be used like interrupts -- the enemy's action is cancelled when they become stunned -- but they can immediately use the ability again once the stun wears off.

 

All Advanced Classes with a healing role have a 'Sleep'-type ability that can be used to disable one mob in a pull, and can be reapplied in combat to lock down that enemy for a long time. (It will also heal the enemy back to full health, so you cannot kill an enemy halfway, sleep it, then finish killing it.) All Advanced Classes with Stealth have a special ability that can be used when out of combat and in stealth to temporarily disable one mob in a pull -- but it cannot be reapplied in the middle of combat.

 

Most classes with a tanking role have a variety of stunning and interrupting abilities, which can (and should) be used to reduce the amount of damage an enemy does while attacking the tank.

 

Note that many extremely tough enemies (such as Flashpoint bosses) are immune to most or all control abilities.

 

 

Stance Abilities

 

 

Many classes can be placed in one or more 'Stances' that change aspects of the class' combat behavior. For instance, any Advanced Class that supports a tanking role will have a special stance that makes the character much more resistant to damage and increases the amount of threat they generate with attacks, but decreases damage dealt compared with the other available stances.

 

You can only be in one stance at a time. Simply activate the corresponding ability and you will be placed in that stance (and gain a special buff that gives you the combat boost). The quickslot icon of your active stance will be illuminated, making it easy to verify which stance you are in. Note that if you die, when you are revived you will not be in
any
stance -- be sure to activate one again if needed!

 

 

Buffs and Debuffs

 

 

'Buffs'
are abilities that can be used on yourself or other friendly targets to temporarily increase their combat performance. Each class has a unique buff that grants a combat benefit for 60 minutes:

 

  • Jedi Knight / Sith Warrior: Increase damage/healing by 5%

  • Jedi Consular / Sith Inquisitor: Increase primary stats (except Endurance) by 5%, reduce elemental damage taken by 10%

  • Smuggler / Imperial Agent: Increase critical rate for damage/healing by 5%

  • Trooper / Bounty Hunter: Increase Endurance by 5%

 

Those abilities can be cast freely on any friendly player, and also effect the player's Companion (if active). If you use your class buff on yourself or a group member while in a group, it will affect everyone in the group automatically.

 

Your class may have other abilities available that temporarily increase your combat abilities; check your ability list for these.

 

'Debuffs'
are abilities that can be used on enemies to temporarily reduce their combat performance. For instance, some attacks temporarily reduce the target's armor, or reduce their chance to hit you. Against tough enemies, it can be very helpful to debuff them to reduce the damage they deal or make them easier to kill.

 

 

Threat Abilities

 

 

Some abilities manipulate threat/aggro.

 

The most common is a 'Taunt', which forces a computer-controlled enemy to temporarily attack the player that used the taunt ability. All tanking roles have at least one taunt ability. This can be used to distract an enemy that is attacking a healing or DPS player, giving the tank time to regain control of it. (In PvP, taunt does not force an opposing player to attack, but for the duration of the ability they deal significantly less damage if they attack any other target.)

 

Most DPS and healing roles also eventually gain abilities that help them reduce their threat/aggro. Some stances reduce the amount of aggro gained from attacks and/or heals. Some abilities either temporarily or permanently reduce your current threat level.

 

The 'Guard' ability of tanking classes reduces all aggro generated by a specific targeted player. If you are a tank, you should always place this on a healing or DPS player (or your Companion) when possible.

 

 

'Free' Abilities

 

 

As mentioned above, most abilities activate a
global cooldown
that prevents you from taking any other action for 1.5 seconds. However, some abilities ignore the global cooldown, allowing you to activate them at almost any time, even while in the middle of another attack.

 

Many
interrupt
abilities are like this, so you can interrupt an enemy attack even if you just launched an attack with a long animation.

 

Medkits
ignore the GCD.
Defensive cooldowns
usually also ignore the GCD. Activating the combat ability of a
Relic
is also a free action.

 

Some classes also get
free attacks
; often these trigger as the result of some other random in-game action (like scoring a critical hit, or dodging/parrying an enemy attack). Attacks like this are made 'free' so that you are not penalized for things like having a high dodge rating or critical rating (which would otherwise force you to burn global cooldowns on a random attack, messing up your ability rotations.)

 

 

 

 

 

Cooldowns and Resources

 

Ability cooldowns, class resource models.

 

Some abilities can be used freely, as long as the global cooldown is not active. For instance, every class' basic attack can be activated with no cost. Most other abilities either have some kind of resource cost, or a cooldown that prevents the ability from being used constantly ("spammed").

 

A
cooldown
is simply a time limit that prevents an ability from being used repeatedly. When the ability is activated, the cooldown timer starts, and it cannot be used again until that time has elapsed. Many powerful attacks and abilities that stun or otherwise disable enemies have cooldowns, typically 30-60 seconds long. Powerful defensive or offensive buff abilities often have 2-3 minute cooldowns, and each class' Heroic Moment ability has a 20-minute cooldown. Some non-combat abilities like Quick Travel and Fleet Pass also have cooldowns. If an ability is on cooldown, you can mouse over its ability icon to see how long it will be until the ability is usable again.

 

Some abilities have sort of a 'reverse cooldown' that gets applied to the target. In this case, the person using the ability can use it again right away (or after just a short cooldown), but it cannot be applied to the same target again until the (long) cooldown on the target has elapsed. This normally applies to powerful healing or defensive abiliites, or things like in-combat resurrection.

 

Each class also has a
resource model
that is used to 'pay' for the activation of some abilities.

 

  • Jedi Knight / Sith Warrior : basic attacks generate Focus/Rage points, which are spent to activate more powerful abilities.

  • Jedi Consular / Sith Inquisitor : character has a pool of 'Force Points' which are spent on more powerful attacks or heals. Force Points regenerate over time.

  • Smuggler / Imperial Agent : character has a pool of 'Energy' that is spent on more powerful attacks or heals. Energy regenerates over time. Some attacks require Cover.

  • Trooper / Bounty Hunter : characters have a pool of 'Ammo' that is spent on abilities, and regenerates over time. (Bounty Hunters use 'Heat', which is like "negative ammo" -- you gain Heat when using abilities, and if you gain too much you cannot use abiltiies.)

 

All classes have some ability on a cooldown that causes them to immediately gain resources in combat. This can be very useful if you need to do a quick burst of damage or healing.

 

Note that some abilities (usually very powerful ones) have both a resource cost and a cooldown.

 

 

Cover

 

The basics of the cover system.

 

Cover
is a special ability that the Smuggler and Imperial Agent classes have, as well as some NPCs. It allows those classes to duck behind objects in the game world, becoming harder to hit. Some of their abilities can only be used in cover, and they also become immune to certain abilities (like the Jump/Charge ability of the Jedi Knight/Sith Warrior.)

 

If there are no handy objects around, those classes can activate a small energy shield to duck behind. This still lets them use attacks that require Cover, and prevents being charged, but provides no other defensive benefit.

 

 

Companion Abilities

Further information about Companion abilities.

 

Companions have abilities just like player classes, although their abilities tend to be more limited. (For instance, healing Companions do not get a long-lasting crowd control effect.) Companions do not have any resource model; all their abilities except for their basic attack simply have a cooldown.

 

By default, their first four abilities are displayed next to their portrait for quick access. They actually have many more abilities; hit the '+' icon near their portrait to expand their whole quickslot bar.

 

Many of their abilities have a small 'checkbox' on the quickslot icon. This is used to control whether the Companion automatically uses that ability. If the checkbox is filled, the Companion's AI will trigger that ability when it sees fit. If the checkbox is empty, the Companion will only use that ability if you explicitly activate it. To toggle the checkbox, right-click the ability's icon.

 

Most Companions have one or more stances they can be placed in, just like a player character. Companions that can fulfill multiple roles will generally have one stance dedicated to each role. Companions that only DPS may have multiple stances that emphasize different damage abilities (e.g. AOE damage versus single-target).

 

Companions have two special abilities, 'Attack' and 'Passive'. The 'Attack' ability (CTRL+1 by default) orders your Companion to attack your current target. This can be used to send them into combat first if they are a tank, or to force them to switch targets in the middle of a fight. The 'Passive' ability (CTRL+2 by default) forces them to stop fighting and just run to your position. Note that 'Passive' is actually implemented as a stance, and you have to activate the ability again to toggle it off. If your companion suddenly stops fighting, make sure you didn't hit the 'Passive' hotkey/icon by mistake.

 

 

Ability Scaling

How abilities improve as your stats and level go up.

 

Most damage and healing abilities
scale
-- that is, the 'same' ability becomes more powerful as your character's stats increase. Sometimes you will also unlock a new 'rank' of an attack or healing ability as you level up; this increases its base damage.

 

Attacks that use your weapon increase in damage with your weapon's Damage Rating.

 

Force/Tech abilities (both damage and healing) increase in damage with your 'Force Power' or 'Tech Power', which is provided by weapons and offhand-slot items.

 

All abilities benefit from 'Power Rating', 'Critical Rating', and 'Surge Rating', which are available on a variety of items. Most abilities will also benefit from whatever your class' primary stat is -- e.g. for a Jedi Knight, gaining more Strength will increase the damage of all the Knight's attacks.

 

The way this works under the hood is that each attack has a 'base' damage value, and a 'multiplier' that is applied to your overall power rating (which is a sum of the weapon or force/tech damage, any 'power rating' stat you have, and any relevant primary stat.) The total damage is then:

 

<base> + (<multiplier> * <power rating>)

 

The way they balance things out is that slower or 'bigger' attacks have a higher multiplier, and faster or 'smaller' attacks have a lower multipler. This way they stay proportional as your character's stats go up.

 

 

 

Abilities and Enemy Types

How abilities interact with different categories of enemies.

 

Many abilities deal extra damage or cause extra control effects when used on Weak or Standard enemies. These abilities are very useful for quickly eliminating weaker enemies in pulls.

 

In addition, some abilities are not usable on Strong (or above) enemies, or Elite (or above) enemies. This is, of course, part of what makes it more difficult to fight these types of enemies!

 

You should carefully examine your abilities and skill descriptions to see which abilities are like this, and use them accordingly.

 

'Champion' and 'Boss' class enemies are often immune to most or all control abilities (stuns, interrupts, etc.) These types of enemies should always be engaged with a tank/healer combination to control the mob, unless you are at a much higher level than the enemy.

 

Edited by matthiaskotor
Various updates, better formatting.
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Combat!

 

Combat Basics

Basics of PvE combat, combat roles, enemy groups/pulls, aggro/threat, crowd control

 

 

The "Trinity"

 

The three combat roles and how they interact.

 

While discussed above in the 'Strategy' section, this concept is so important it needs to be repeated.

 

In SW:TOR, as in most MMORPG games, every class fills one of three combat roles:

 

  • Tanking -- holding an enemy's attention while mitigating incoming damage
  • Damage (DPS) -- dealing maximum damage (or Damage Per Second) to the enemies that are occupied attacking the tank, while taking little or no damage in return
  • Healing -- using healing abilities to negate damage being done to the tank or other players

 

The synergy between these roles allows you to fight MUCH tougher enemies than you can handle alone, or by fighting in an uncoordinated way. While getting several players together and randomly attacking anything that moves will probably work great in 'normal' content, it will fail miserably in appropriate-level Heroic missions or Flashpoints.

 

Each Advanced Class can fulfill either one or two of these roles:

 

Jedi Knight / Sith Warrior:

Jedi Guardian / Sith Juggernaut: Tanking or Damage

Jedi Sentinel / Sith Marauder: Damage

 

Jedi Consular / Sith Inquisitor:

Jedi Sage / Sith Sorcerer: Healing or Damage

Jedi Shadow / Sith Assassin: Tanking or Damage (+Stealth)

 

Smuggler / Imperial Agent:

Scoundrel / Operative: Healing or Damage (+Stealth)

Gunslinger / Sniper: Damage

 

Trooper / Bounty Hunter:

Commando / Mercenary: Healing or Damage

Vanguard / Powertech: Tanking or Damage

 

Which role an Advanced Class specializes in is determined by the placement of their Skill Points. For instance, any Scoundrel can heal, but a Scoundrel that spends their Skill Points in their healing tree will be FAR better at it (though, of course, not as good at DPS). 'Hybrid' builds attempt to be reasonably effective at both roles simultaneously. In general specialization pays off, but sometimes increased tactical flexibility can be worth the tradeoffs.

 

Each Companion also can fulfill either one or two of the roles (either pure DPS, or tank/DPS, or heal/DPS).

 

Even in a 'group' of just you and your Companion, having two complementary roles will make things much, much easier. If your character is built as a tank, you should use a Companion that either provides a DPS or healing role. If your character is built to do DPS, you want a Companion that can tank enemies or heal you. If your character is built to heal, you want a Companion that can tank or deal damage.

 

When soloing (with a companion only), generally the strongest setup is tank/healer. You may find that you kill mobs failrly slowly, but you should have little downtime, and you can wear down Elite mobs easily.

 

Tank/DPS or healer/DPS should also work okay, but you will need to be better geared or more on your game. (It generally works better if you are the tank or healer, since you will have much better mitigation and CC abilities than a tanking/healing Companion.) DPS/DPS will generally kill weak and normal enemies very quickly, but if your gear is poor you may have a very hard time killing elite mobs or multiple strong mobs before you or your Companion dies. Tank/tank and healer/healer setups are not generally very useful.

 

Enemy Groups/Pulls

 

 

There are basically four types of enemy groups you will encounter in the game:

 

  • One mob standing in place
  • One mob (or, rarely, a small group of mobs) that 'patrol' along a set route
  • A 'linked' group of mobs standing in place
  • A fixed, immobile mob (like a sentry turret)

 

(note: 'mob' is an MMO term that dates back to very, very early online computer RPGs, and refers to a single computer-controlled enemy. A group of linked enemies is often referred to as a 'pull', because when you attack or get too close to any of the enemies, they will be 'pulled' to you. The act of engaging a group of enemies is also sometimes referred to as 'pulling' them, even if you do so by running towards the enemies rather than making them come to you.)

 

When you engage a linked group of enemies, getting the attention of any enemy in the group will cause all the enemies in the group to engage in combat -- and they will ALL immediately attack the player that first initiated combat. This is good if your tank starts the fight; less so if a healer or DPS accidentally wanders too close to an enemy.

 

Active enemies can 'chain' to other nearby enemies, causing them to also activate and join the fight. Be careful using knockback abilities if there are other enemies nearby, as knocking a mob you're fighting into the middle of another group of enemies will result in a much bigger fight. You also need to pay attention to 'patrolling' mobs -- they will also join a fight if they walk too close. A particularly nasty 'chain pull' effect can also occur if a patrolling mob is right between the enemies you are fighting and another group. When the patrolling mob activates, the second group may be close enough to the patrol to also activate. Be VERY careful fighting in crowded areas when patrols are present.

 

 

 

Aggro/Threat

 

 

NOTE: Bioware has not released any extremely detailed data about how their internal threat models work, and currently there is no detailed combat log or threat meter available. So this is partly speculation based on my personal experience with SW:TOR and other MMORPG games, but it should be close enough for most purposes.

 

In SW:TOR, enemy mobs attempt to attack ("aggro on") the most 'threatening' target. You become 'threatening' by:

 

  • Dealing damage to an enemy
  • Disabling or debuffing an enemy
  • Healing a player who is harming the enemy (or has harmed it recently)

 

The general idea is that you always want your group's tank to be the most threatening target for as many enemy mobs as possible. Since the tank has heavy armor, lots of hit points, defensive abilities and cooldowns, and (hopefully) a healer standing by to mitigate anything that gets through, they are much better able to withstand enemy attacks.

 

Characters or companions in a tanking stance generally receive a multiplier to all their threat accumulation, making it easier for them to remain the most threatening target. They usually also have several abilities that cause 'bonus' threat (relative to the amount of damage actually done by the ability). Characters/companions in DPS or healing roles usually have abilities or stances that help them reduce their threat accumulation. The 'Guard' ability that tanking classes have also reduces the threat accumulation of a selected group member -- it should either be placed on the healer, or the highest-output DPSer.

 

Taunt abilities temporarily override the normal threat mechanics, forcing the mob to attack the player that used the taunt. I am not sure if taunting a mob has a lasting effect on its threat table, but normally when tanking I am able to continue holding the mob if I hit it a few times while taunted.

 

Ideally how you want to manage threat in a 'normal' pull is:

 

  1. (If using a 'stealth' CC ability, use it.)
  2. Let the tank initiate the pull.
  3. If using non-stealth CC, use it as soon as the tank gets the enemies' attention.
  4. Give the tank time to build some aggro/threat on the mob(s).
  5. The tank should focus his attacks on one mob, while doing enough damage to the others that his healer does not pull aggro. Normally you would start with the weakest mob(s) and work your way up to the stronger ones.
  6. DPS should 'assist' the tank and attack the mob he is targeting until it is dead.
  7. Repeat until all the mobs are dead.

 

It is the responsibility of the DPS characters to not pull aggro from the tank. DPSers should be very careful about using AOE attacks, especially right at the beginning of a fight when the tank may not have much aggro. This is mostly an issue in a group where the DPSers are at a higher level than the tank, and/or are better geared than the tank.

 

It is the responsibility of the tank to prevent the healer from pulling aggro. Healing aggro is spread across all the enemies that are being attacked (or have been recently attacked) by the player being healed. This means the tank must keep maintaining some aggro on all live enemies, or they will eventually aggro on the healer. This can be done either with AOE attacks, or by switching quickly between targets (hit one mob a few times, TAB to another one and hit it a few times, etc. etc.)

 

If non-stealth CC is in use, the player who CCed the mob (typically a healer) is responsible for re-CCing it if the CC wears off. DPS players (and the tank!) must be very careful not to accidentally attack this mob or allow it to be hit by an AOE attack. With stealth CC, the tank must pick up the CCed mob when the CC wears off, since it cannot be reapplied.

 

If a mob aggros on a healer or DPS, the tank should use a taunt ability to pull it back, then land some attacks on it to keep its attention.

 

In some cases, it is easier to have the DPS simply pull off weaker mobs while the tank focuses on holding the attention of the strong/elite enemies. Even a single 'Strong' enemy may not deal enough damage to pose a serious threat to the DPS characters. This way, by the time the DPS attacks the strong/elite enemies, the tank has a huge aggro lead and the DPS do not need to worry about pulling them off the tank.

 

Some enemies (particularly Flashpoint bosses) will summon 'adds' at various points -- new (usually fairly weak) enemies that enter the fight. Depending on the specific fight, the tank may need to get aggro on these, or the DPS may be responsible for 'burning' them quickly. If they are not controlled or killed, they will usually aggro on the healer and kill them.

 

 

Crowd Control

 

 

In Heroic mission areas and Flashpoints, pulls often contain multiple Strong and/or Elite enemies. It is very difficult to fight so many tough enemies at once, so it is highly recommended to use Crowd Control (CC) abilities to temporarily disable some of them. When soloing non-Heroic content, CC can make fights against multiple enemies much simpler and safer.

 

All Advanced Classes that specialize deeply in healing roles will have an in-combat ranged CC ability that lasts for 60 seconds and has a 60-second cooldown. This allows those players to 'lock down' one mob almost indefinitely as long as it is not hit by a stray attack. All Advanced Classes with stealth have an out-of-combat CC ability that can be used while stealthed. This can disable one mob at the start of a pull, though it cannot be reapplied in combat. Other classes may have more limited CC abilities, but they are not as reliable.

 

CC should normally be used on the most dangerous enemy mob that can be controlled. (Note that the most dangerous mob may be a healer!) The exception is if that mob is one that is very fragile, in which case you may want to CC the second-most-dangerous mob and focus fire on the fragile one right away.

 

 

Stuns and Interrupts

 

 

In SW:TOR, armor only protects against 'kinetic' and 'force' attacks, and there are few ways to gain significant resistance against 'elemental' and 'internal' damage. This means that enemies that use elemental attacks (fire, poison, special weapons like missiles/grenades, force lightning, electrical attacks, etc.) can rapidly kill you, even through heavy armor and a tanking stance. When fighting tough enemies, it is critical to interrupt as many high-damage special abilities as possible using interrupts and stuns. Some special attacks (ones that put a targeting circle on the ground) can also be avoided by running far away from the targeted area before the attack goes off.

 

The good news is that all tanking roles are equipped with a variety of interrupting and stunning abilities, which should be used against enemies targeting the tank when they wind up a special attack. DPS and healing roles should assist with this whenever possible.

 

Since your number of stuns and interrupts is limited (these abilities normally all have somewhat lengthy cooldowns), you may not be able to interrupt everything. In some cases, it is better to suffer the brunt of a moderately damaging attack in order to save an interrupt for a highly damaging one later. You'll need to learn (probably painfully) which enemy attacks deal the most damage.

 

Note, again, that many Flashpoint bosses are immune to interrupt and stun mechanics. In this case, you will either have to avoid the attacks (if possible), try to use defensive cooldowns to mitigate the damage, or eat the attack and heal through it.

 

 

Kiting and LOS

 

 

Many classes have abilities that allow you to 'snare', 'root', or 'knockback' enemies, allowing you to gain distance on enemies that use melee attacks. If you can keep these enemies at a distance while damaging them with ranged attacks, you will take little or no damage in return. This technique is known as 'kiting' (because it looks the mob is a kite being pulled along behind you as you run away from it.) Another application in a group is to have a ranged DPSer lead one melee mob off on a chase while the rest of the group fights the other enemies; this can be used as a form of CC when no other options are available.

 

On the flip side, enemies with ranged attacks can sometimes be exploited with 'line of sight' (LOS). If a ranged attacker has aggro on a player, and that player moves to a position where the ranged attacker cannot see/shoot the player, the ranged enemy will stop attacking and run towards the player until they have a clear shot. In some cases this can be used to keep them from attacking for long periods of time, by forcing them to chase a player around in circles. This can also be used to force ranged enemies to run into melee range, where it may be easier to fight them or hold aggro on them.

 

The latter technique is particularly useful for pulling a group of ranged enemies (or a group that has a mix of ranged and melee enemies). By aggroing the enemies and then stepping around a corner, the enemies will be forced to run up close and bunch together. This often makes it easier for the tank to maintain aggro, since they can then use AOE attacks to hit all the enemies at once.

 

 

 

 

Solo Combat

Tactics for playing solo (with a companion only).

 

 

Solo Pulls

Types of enemy groups you will encounter in solo content.

 

 

In content designed to be played solo, you will typically encounter groups with the following compositions:

 

  • 1-5 'weak' and/or 'normal' enemies. Typically there is a mix of ranged and melee enemies, though with wild animals sometimes they are all melee.
  • 1 'Strong' enemy by itself. Patrols are often a single 'Strong' enemy.
  • 1 'Strong' enemy with 1-2 'weak' or 'normal' enemies.
  • 2 'Strong' enemies. This seems rare, and these pulls may actually be buggy.
  • 1 'Elite' enemy by itself.
  • 1 'Elite' enemy with 1-2 'weak' or 'normal' enemies. This is a common setup for a mission boss.
  • 1 'Champion' enemy, possibly with a few other enemies thrown in. You will typically only see this in the final class mission on a planet, and in all of them you will be given some extra help such as friendly NPCs that will assist you in the fight. I've never seen a solo mission that forced you to fight a Champion mob by yourself.

 

There is a pretty wide variety of enemy types you will encounter. If you mouse over the enemy in-game, you will see its type listed along with its level, just like you see the advanced class of player characters. Most enemies are loosely based on a character class, much like Companions. They have lots of different names, but usually between the name and the equipment the mob is holding, you can tell roughly what they're going to do. Here are the most common ones:

 

  • Melee brawler. Usually holding a vibroblade or other melee weapons. Just runs up and beats on you. May have a stun or knockback attack, Sunder Armor, or a bleed/poison DOT. Some (usually elite enemies with a staff-type weapon) do heavy AOE melee damage.
  • Ranged DPS, either a soldier or sniper with a rifle or a gunslinger type with pistols. Stands back and shoots at you. Sniper/Gunslinger types are usually in cover. Typically has some high-damage special attack like 'Aimed Shot', and may have an AOE attack like a grenade.
  • 'Technician'/'Commando' type enemy. Usually has ranged attacks, and debuffs like armor reduction or a tech-based DOT. Can also be melee-based. Elites often have knockback or charge/pull abilities.
  • 'Trooper' type enemy. These typically have anti-armor abilities like Grav Round and a lot of armor and hit points. May also have a knockdown/knockback.
  • 'Force User' enemies like Sith or Jedi. They will either be melee-heavy or more of a caster type. Casters will have a variety of Force-based special attacks like Force Lightning or telekinesis. Melee versions may have stuns/knockbacks. Elites will often have a Choke/Lift/Stasis-type ability to CC your companion!
  • 'Healer' type enemies. These can be VERY dangerous, as they can heal both themselves and other enemies, prolonging a fight. These should usually be your highest-priority target.

 

 

 

Solo Tactics

Tactical advice for fighting enemies in solo content.

 

 

Generally speaking, you can split solo fights into two broad categories: fighting a single enemy (usually a Strong or Elite), or fighting multiple enemies (either a group of normal/weak enemies, or a single Strong/Elite with a few weak/normals).

 

Against a single strong enemy, you cannot use CC, so you must stand and fight. The easiest way to handle this, by far, is to use a tank and healer combination -- either you healing a tanking companion, or you playing a tanking class and having a healing companion assist you. As long as you can outheal the mob's damage, you will eventually win. (A well-geared tank/healer combo can often take down Champion mobs solo, though it can take a long time.) If you combine a DPS and healer/tank, you will win as long as you can kill the mob before it kills the DPS.

 

It also helps a lot to mitigate as much incoming damage as possible. Good ways to do this:

  • Interrupt any charge-up/channeled damage abilities. If the mob has too many abilities to interrupt them all, stop the highest-damage ones. Abilities that bypass armor are especially dangerous.
  • Use defensive cooldown abiliites to reduce incoming damage.
  • Use Medkits to self-heal.
  • Trade threat between yourself and your companion, instead of letting the enemy focus on just one of you. This is easiest when one or both of you have a Taunt.
  • Against melee enemies: 'kite' the enemy by stunning/rooting/snaring it, moving away, and then using ranged attacks while it cannot hit you.

 

Against a group of enemies, you normally want to attack the weaker enemies first and kill them quickly. Most classes have several abilities that deal massive damage to weak/normal mobs, or have extra effects like stun when used on them. Use these early and often to quickly knock out some of the enemies. Against a group of weak/normal enemies, AOE attacks can often quickly weaken or kill the entire group.

 

If you are fighting one strong/elite with several weak/normal enemies, a very effective technique is to CC the strong/elite, then killl the weak/normal enemies before the CC wears off. Then you just have to fight the strong/elite alone. If you are doing this, avoid using AOE attacks near the CCed enemy, as if you damage it the mob will begin attacking again.

 

You should also give some thought to aggro management, even just between you and your companion. If one of you is a tank, you normally want the tank to start the fight (use CTRL+1 to send your companion in first if they are tanking). This way all the enemies will start out attacking the tank. With a tank/healer combo, the tank should just beat down one target at a time, while trying to hold aggro on everything. With a tank/DPS, the DPS can pull one mob at a time off the tank and kill it while the tank continues to hold the strong/elite and the remaining mobs.

 

If one of you is a healer, you normally want the mobs attacking the other potential target. Note that due to threat gain from healing, enemies not being attacked by anyone will eventually begin attacking the healer. If you are healing, you may need to direct your companion to attack or taunt any enemies that aggro on you.

 

 

 

Companion Usage

(COMING SOON!) How best to utilize your companion in solo content.

 

 

 

 

 

 

 

 

Group Combat

 

(COMING SOON!) Tactics and advice for assembling and playing in small groups for Heroic Missions or Flashpoints.

 

 

 

 

Coming soon: advanced tactics for heroics/Flashpoints like focus fire/kill order, marking mobs, and dealing with special attacks and boss mechanics!

Edited by matthiaskotor
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It's a good guide, m8 +1 for effort. Not sure if it was mentioned maybe I missed it, but another source of easy xp is conversations with your companions in cantinas or on your ship. With your very first char this might be still hard because you don't know yet about the affection and gift system related to your companions.

Regardless of level, I've noticed that convos with my companions give around 7-10K per convo, this really adds up if you gave a ton of purple gifts that your companion likes the best. At a time I've gotten around about 50K+ xp through convos with nadia grell(consular) because I gave her several blue and purple rank 5 cultural artifacts.

She went from like 2K to 8K affection. Aside from just talking with each companion, each companion can also give their unique story quests.

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I found the game challenging but not hard.The way any game should be.The fact that they made a great MMO with a storyline both per planet and class is terrific.If one story line is too hard for a player my suggestion is find a class that is better suited to their play abilities.
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Excellent work.

 

You do describe the makeup of most groups of enemies we might encounter, but might slip in that enemies are often "linked" together with each other, and each linked group is made up as you describe.

 

In this game, I wouldn't use the word pull. Engage? Most fighting is done where the enemies stand, rather than trying to move the enemies. The concept of pull is from games where moving the mob was a strategic advantage.

 

There are tricks to get the enemies (or mobs, if you want to explain the history of that term) to move, but I think that's more advanced info, and not often of use from my experience here.

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Excellent post. You've given this much thought. ++

 

May I make a sugestion?

 

Behavior in a group.

 

Remember the types of people you are in a group with. If you are grouped with someone who needs to take cover, give them a second to do that. If you are grouped with a healer, after a big battle, make sure you remember to give them time to rebuild their mana supply before running off to another battle. Too often everyone runs off and forgets that the healer has exhausted half their mana and must "meditate" to get i back or someone will die on the next group battle. (I suppose you can tell I'm a healer)

 

If you are a jedi knight or someone who can just jump into the middle of the group, remember the people who can't, and look to make sure you're not going to draw aggro onto people who aren't supposed to have it.

 

I am not wording this correctly, but sometimes dying all the time in groups is because people are rushing through content without regard for the particular needs of others in the group.

 

Also, when a healer or another with CC abilities stuns or lifts an enemy, leave that one alone! Don't do and aoe right next to it. Because we can't lift it again. There's a very long cooldown on that ability.

 

Work Together. Communicate! Slow down and talk to each other. Tactics and plans.

 

Get to know other classes abilities.

 

Don't aggro one group of mobs and somehow attract a 2nd group in the process or you might have more mobs on your hands than intended. Each small group is isolated and they are all very nearsighted (apparently) so, so long as you don't fling an enemy into a nearby group, you have a manageable fight. But if you somehow attract the next group or whatever... then you might have a wipe instead.

 

Fight smarter not harder. Think and take into account where other mobs are.

 

I've seen these things, but I'm not writing this guide. Just want them to be considered for later adds.

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Great info, and loong.. :-)

 

But my concenr would be don't let it stary too far from the stated pourpose : PvE. When you go off too much into combat strategy it sounds a lot more like PvP and group than PvE oriented.

 

One topic I didn't see much is agro management. For good PvE you need to control what groups you engage, route around them, etc. If people are getting killed a lot this usually happens to me when I wander into trouble. Watch for those "patrols".

 

In the same token : heal up before pressing that button. Lately, I even put up my force field for me and my companion before starting the "talk" sessions. Many of them develop into a fight and better be safe than sorry. :)

 

I very much liked your description of the skills (aim, willpower, etc..) I think direction on these area can help many newer players a LOT. One thing I did : to start, I looked up a skill tree for my class/specialization to follow (Inquisitor/Healer in my case). It may not be the best tree around, but hey, better some plan than no plan at all. ;-)

 

Excellent guide.

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Thanks for all the constructive feedback. Keep it coming! I'll try to incorporate as much of it as I can. I've been out of town over the weekend, but I should be doing some updates soon.

 

I definitely want to rework the combat section. I thought about splitting it on solo/group play, but in SWTOR you are almost always in a "group" with your companion. I may take another look at that, though.

 

I'll also see if I can find any more pleasing colors for the section headers. It has to be something bright to stand out on the dark forum bg, though.

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Companion work when doing solo on PvE probably deserves its own space. Unlike humans, you have to control your companion, turn AoE on and off, signal which target to go for first, etc. I play a healer so my companion of choice is a dps I send in first and help with the attack and switch to heal as needed. I also choose her targets and control CC myself, etc. The same strategies apply, but you have to pay attention to make sure they focus on what you want.

 

Another area that might help PvE players who die a lot if what to carry in your skill bar and where. A review of your skill bar every few levels will assure you use new skills you recently gained, or maybe remove skills you don't really use. I also group skills together when I see I use them together frequently so they are close to each other, easier to 1-2-3-4 in sequences.

 

I moved to the right bar the speeder, bufs and things I apply out of combat or just before combat, and keep on the center bar the stuff I need available int he heat of battle so I focus my view front and center.

 

I tell you, if I see players die a lot is usually not been careful of agro. Easy to get overwhelmed, patrols come up behind you, or you can get forced pushed into another agro bubble and complicate your situation. Patience is a virtue. :)

 

Great job on the guide.

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