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Situational Awareness: improve your Unranked WZ experience


KillaDeuce

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For those looking to become better PvP players.

A few suggestions.

Veteran PvP players feel free to add. Remember to think generally. Nothing to detailed or technical.

 

 

 

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General Cap and Defend Warzones

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Be aware of the number of enemies you are fighting

  • 6 teammates fighting 1-2 enemies on an objective. Leaves 5-6 enemies heading to your other objective.
  • Don't wait for an incoming call for help. (All to often in unranked WZ, there is no call or it is made to late).
  • Take a look and locate the other 5-6 enemies yourself.

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Be aware of the number of your teammates

  • If someone does call incoming help (unranked WZ, unlikely but it does happen).
  • see how many are attacking.
  • see how many teammates respond.
  • respond accordingly.
  • 4-5 defenders for 2 attackers. Leaves your other objective to fight a 2v5 or worse.

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Capping Objectives

  • Friendly CC is good for capping.
  • Damage breaks CC.
  • Breaking an 8-second mez is letting your team down.

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Defending Objectives, part 1

  • Stay "near / aware" of the objective
  • Attackers are attacking the objective(not you). There is no need to move far away from it.
  • Attackers HAVE to go to the objective. Fight them on it instead.

 

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Defending Objectives, part 2

  • Do not make or let your healer guard an objective
  • They should be healing the main group.

(of course if you have 4+ healers this is not so much an issue.)

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Defending Objectives part, 3

Offense (1 node controlled)

  • Only "one" defender on the objective for 7v6 advantage.

Defense (2 nodes controlled)

  • "Two" defenders on each objective minimum
  • Team should be focused on defending the 2 capped objectives
  • ONE defender (preferably a stealth class) can attack third uncapped node. Preferred situation if they only have one player defending it.

 

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Defending Objectives, part 4 (RE: CW, NC and HG WZs)

  • You do not have to be directly on the objective/node to get defense points. You can be 20-30m from it.
  • Against a "single" stealth attacker, this allows you to wait out their stealth mez and break their capping without using your CC break ability.
  • They CC you and have to walk those 20-30m (using up time CC'd) before they can start capping.

 

If anyone has a better more summarized way to explain this please let me know. I also don't know how phase walk works with this. Keep in mind this is intended for general players in Unranked WZs.

 

 

 

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Voidstar Warzone

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Watch the respawn door timer.

  • (offense) Killing blow as it resets = Full respawn time.
  • (defense) CDs/stealth to hold out if team is all stuck behind respawn door.

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General objective capping (situational)

  • The first guy to start capping caps the door.
  • Everyone else there focuses on keeping the enemies away from him. CC's

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Capping the "Next" objective

  • A few attackers rush forward. 1-2
  • The rest of the team should be CCing and distracting the defenders in the halls leading to the next room.

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Defending the two objectives

  • Watch your mini map. Don't wait for help calls.
  • If there are no defenders on a door guess what?
  • They are dead so go to the door.

 

 

 

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Huttball Warzone

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Know your roll. (of course there are exceptions)

  • Tanks carry the ball.
  • Healers follow ball carriers.
  • Half of DPS peels off the Tank while the others control mid (situation dependent)
  • Half of DPS control mid.

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Be aware of the ball.

  • Know where the ball is at all times
  • That is where you should be.
  • If either team is about to score, you need to be in mid for the ball re-spawn.

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Know when you have the ball.

  • Every enemy you kill, spawns back in front of your ball carrier.
  • CC and kill them slowly.

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Passing the ball (offense)

  • If no one else is, get in front of the ball carrier for passes.
  • If people are ready for passes, CC/distract enemies on the carrier so they can pass.

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Ballcarriers, know where your teammates are at (offense)

  • Use your minimap to locate them.
  • Check if someone is on the enemies ramp.
  • Check to see which catwalk to travel onto (left/right)
  • Check to see if someone is in the enemy endzone, if so go into the pit.

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When and what CC on the ball carrier (defense)

  • Do Not "mez" the ball carrier. Gives a large chunk of resolve and gives them a free run to the endzone.
  • Roots, slows, pulls and knockbacks are prefered. (Low resolve CCs)
  • IF they are low health or about to pass up from the pit stun/mez may be acceptable.

 

 

 

 

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Ancient Hypergates Warzone

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Are you winning?

  • Check your teams score... if so
  • Defend ONE pylon and hold middle.
  • Minimum TWO defenders on the pylon
  • Do not attack the second pylon and feed the other team points.

 

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Attacking the enemy Pylon

  • No more then one (preferable) or two STEALTH classes
  • No earlier then 45 seconds to portal closing
  • You should not even be on there side of the map before 1 min to portal closing. (Help in mid til then, kill healers)
  • If there are 2 defenders do not waste your time and feed kill points to the enemy.

 

 

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Know your Class

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Tank classes spec'd DPS

  • You can taunt regardless of the stance you are in.
  • So do it and keep it on cool down.

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Marauders / Sentinels

  • Use preditation / transcendence at the start of the battle running in with the team.
  • Speed boost is a great advantage

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DON'T PANIC

- Douglas Adams

 

 

 

 

 

 

For more details and technicalities this is a good guide covering more of the same I have here.

PVP: Fundamentals, by Ragetacular

 

 

 

Will add more over time

Feel free to discuss. Please keep it civil.

 

 

 

Please Leave a comment and rate the thread nicely at the bottom of the page if you support this.

 

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Edited by KillaDeuce
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Sad that stating the obvious is necessary, but alas it is sometimes. Can't tell you how many times I've seen a inc 1-2 call and watch the majority go help, leaving the other 6-7 focusing, um, not where they're heading?? Likewise, if you and 5 team mates are fighting 2 at one door in void star, where do you think the other 6 are (hint: probably with your other 2 team mates that are about to freak out). Edited by KamikazeKommando
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Sad that stating the obvious is necessary, but alas it is sometimes. Can't tell you how many times I've seen a inc 1-2 call and watch the majority go help, leaving the other 6-7 focusing, um, not where they're heading?? Likewise, if you and 5 team mates are fighting 2 at one door in void star, where do you think the other 6 are (hint: probably with your other 2 team mates that are about to freak out).

 

 

indeed... *sigh*

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Sad that stating the obvious is necessary, but alas it is sometimes. Can't tell you how many times I've seen a inc 1-2 call and watch the majority go help, leaving the other 6-7 focusing, um, not where they're heading?? Likewise, if you and 5 team mates are fighting 2 at one door in void star, where do you think the other 6 are (hint: probably with your other 2 team mates that are about to freak out).

 

I agree that part annoys me the most when I call out 2 INC and all of a sudden we have 6 defenders. There is a reason I am calling out #s, so we know how many people have to travel to that node to defend.

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Good ones, I'll add some

 

Know who and where your healers are

 

  • Figure out what class they are
  • Don't leave them solo defending the off-objectives, always make sure they're with the pack or somewhere where they will be HEALING someone on your team
  • Know who is piling on top of your healers, peel for them by killing their attackers, or by throwing taunts, obfuscates, stuns, etc

 

Know when you have the ball

  • Too many DPS make the mistake of going all out when controlling the middle
  • Slow but do not kill on offense because every person you kill is another person in the path of your ball carrier

 

Know the timer on the voidstar respawn door

  • If your team is wiping and the respawn door has 4 ticks (24ish seconds) then find some way to hold out
  • Assassins/Opratives use your combat stealth and stop being DPS n00bs, stealth and sap while your team is locked out
  • Warriors, do not let yourself get goaded/pushed away from the door, pop every Defensive CD you have.

 

Know what needs to be done to cap objectives

  • If you see a sparse number of enemies and you need to cap an objective in Alderaan, don't keep Rambo DPSing, strategically root and CC because someone on your team is going to throw an 8-second mez and you're going to ruin it

 

Ballcarriers use your MINIMAPS!

  • USe your minimaps to see where your team mates are.
  • Check if someone is on the enemies ramp
  • Check to see if someone is in the enemy endzone
  • Check to see which catwalk to travel onto (left/right)

 

Know the classes on your team!

  • Inspect the Ops frame for classes
  • DO NOT make healers guard the off-objective
  • Assasins / Operatives you should be guarding the off-node, NOT DPSing at the main objective, know your role!
  • Juggernaughts, you should be taunting/peeling for your healers, if there is no stealth to guard the off-node its your job!

Edited by Yeochins
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[*]Juggernaughts, you should be taunting/peeling for your healers, if there is no stealth to guard the off-node its your job!

 

Gotta disagree with you there. DPS specced sage/sorcerers are the 3rd best node guard now. They have a 2nd cc break with force barrier, also if lightning specced they can stand on top of the node and pop their bubble to interrupt a cap if a stealther try's to sap cap them. Also madness is one of the strongest 1v1 classes if played right, especially with all of the LoS in civil war. It should take an eternity to kill them if you manage to do so and by then if reinforcements haven't come then you were destined to lose.

 

Tank specced juggs should always be at the main fight. That is where they shine. DPS juggs are best there too. Otherwise I agree!

Edited by daveyggg
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We need different WZs. The 3 defend this, defend that, WZs are simply boring, annoying, absolutely no fun. BW needs to develop less stun, heal, interrupt, based WZS. I understand they try to cater PvP reject in a desperate effort to increase subs but this is rock bottom. PvP should be fun not frustration.
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Gotta disagree with you there. DPS specced sage/sorcerers are the 3rd best node guard now. They have a 2nd cc break with force barrier, also if lightning specced they can stand on top of the node and pop their bubble to interrupt a cap if a stealther try's to sap cap them. Also madness is one of the strongest 1v1 classes if played right, especially with all of the LoS in civil war. It should take an eternity to kill them if you manage to do so and by then if reinforcements haven't come then you were destined to lose.

 

Tank specced juggs should always be at the main fight. That is where they shine. DPS juggs are best there too. Otherwise I agree!

 

You have obviously not fought good assassins if you think a Sorcerer is a good choice.

 

Force barrier is easily countered by doing whatever you wanted to do in the first place (like cap). As for the sap cap, any class can counter the sap-cap by standing 20 meters away from the door. Once they blow through the initial CC foreplay a sorcerer has nothing on an assassin who knows how to use force shroud.

 

Unlike the sniper who has complete immunity with entrench up, a Sorcerer can be interrupted by using CC/pulls even with polarity shift up.

 

You also seem to loose sight of what is important. With a sorcerer defending the off-node there is a greater chance you may have to rotate more people than you would like to. The assassin doesn't have to cap to do damage, they just have to force 2 people from your team to help said sorcerer because sending 1 may leave you in the unfortunate situation where an Assassin can win both 1 versus 1 encounters back to back.

 

 

TL;DR; Assassins with all their CD's available are a hard counter to a sorcerer, forcing an uneven trade when you need to rotate people to the off-node.

Edited by Yeochins
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Good ones, I'll add some

 

Know who and where your healers are

 

  • Figure out what class they are
  • Don't leave them solo defending the off-objectives, always make sure they're with the pack or somewhere where they will be HEALING someone on your team
  • Know who is piling on top of your healers, peel for them by killing their attackers, or by throwing taunts, obfuscates, stuns, etc

 

Know when you have the ball

  • Too many DPS make the mistake of going all out when controlling the middle
  • Slow but do not kill on offense because every person you kill is another person in the path of your ball carrier

 

Know the timer on the voidstar respawn door

  • If your team is wiping and the respawn door has 4 ticks (24ish seconds) then find some way to hold out
  • Assassins/Opratives use your combat stealth and stop being DPS n00bs, stealth and sap while your team is locked out
  • Warriors, do not let yourself get goaded/pushed away from the door, pop every Defensive CD you have.

 

Know what needs to be done to cap objectives

  • If you see a sparse number of enemies and you need to cap an objective in Alderaan, don't keep Rambo DPSing, strategically root and CC because someone on your team is going to throw an 8-second mez and you're going to ruin it

 

Ballcarriers use your MINIMAPS!

  • USe your minimaps to see where your team mates are.
  • Check if someone is on the enemies ramp
  • Check to see if someone is in the enemy endzone
  • Check to see which catwalk to travel onto (left/right)

 

Know the classes on your team!

  • Inspect the Ops frame for classes
  • DO NOT make healers guard the off-objective
  • Assasins / Operatives you should be guarding the off-node, NOT DPSing at the main objective, know your role!
  • Juggernaughts, you should be taunting/peeling for your healers, if there is no stealth to guard the off-node its your job!

 

 

Some good ones. Will edit them in.

 

Thanks for the input

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You have obviously not fought good assassins if you think a Sorcerer is a good choice.

 

Force barrier is easily countered by doing whatever you wanted to do in the first place (like cap). As for the sap cap, any class can counter the sap-cap by standing 20 meters away from the door. Once they blow through the initial CC foreplay a sorcerer has nothing on an assassin who knows how to use force shroud.

 

Unlike the sniper who has complete immunity with entrench up, a Sorcerer can be interrupted by using CC/pulls even with polarity shift up.

 

You also seem to loose sight of what is important. With a sorcerer defending the off-node there is a greater chance you may have to rotate more people than you would like to. The assassin doesn't have to cap to do damage, they just have to force 2 people from your team to help said sorcerer because sending 1 may leave you in the unfortunate situation where an Assassin can win both 1 versus 1 encounters back to back.

 

 

TL;DR; Assassins with all their CD's available are a hard counter to a sorcerer, forcing an uneven trade when you need to rotate people to the off-node.

 

You should always rotate one to the off node to assist. Risking a 1v1 for the game is not worth it. You also don't know if another stealth class is there. The point of popping force barrier is you use it to break the first sap when they start capping and then if they vanish and re-cc you you still have your cc break available, by this time you have full resolve and you LoS and delay all you want for help to come.

 

The primary goal of an off node guard is to delay until help comes and not get sap capped. Sorcerer is the third best at that. Sniper 4th.

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On the issue of sap cap, just start off >30m away from your node (be extra careful on Alderaan due to LoS of the control themselves). There is no way anybody can sap cap you when you're that far away unless they have two people (one sap you while the other cap), and since that implies 2 on 1 you already have bigger problems than just sap cap and need help immediately. There's no point to risk the game on fighting an experienced sap capper even if you know how it works exactly. Simply force him to fight you at a range of 30m and he has no way of pulling that off until you're dead.
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On the issue of sap cap, just start off >30m away from your node (be extra careful on Alderaan due to LoS of the control themselves). There is no way anybody can sap cap you when you're that far away unless they have two people (one sap you while the other cap), and since that implies 2 on 1 you already have bigger problems than just sap cap and need help immediately. There's no point to risk the game on fighting an experienced sap capper even if you know how it works exactly. Simply force him to fight you at a range of 30m and he has no way of pulling that off until you're dead.

 

With phase walk in the game now standing 30m away does not necessarily help. Leave phase walk on opposite side of turret, sap, phase walk and start capping. You force the defender to use cc break. Again why sorc is next best to stealth as they have 2 cc breaks. One of which makes them immune to damage, so gives more than enough time to reinforce.

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With phase walk in the game now standing 30m away does not necessarily help. Leave phase walk on opposite side of turret, sap, phase walk and start capping. You force the defender to use cc break. Again why sorc is next best to stealth as they have 2 cc breaks. One of which makes them immune to damage, so gives more than enough time to reinforce.

 

You can see enemy Phase Walk beacons. It's pretty small but you'll usually be able to see it and that'd give away the stealther's presence, and if you can see an enemy beacon planted directly on your node, you better have 2 people there ASAP because nothing good can happen from that.

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Great thoughts here, Killa. Thanks so much for putting these together.

 

Maybe the concise and quick nature will help more people get this, but unfortunately, there are far too many PVPers who don't know much of any of this stuff.

 

I'd request you add another layer about 3-node warzones.

 

When your team captures 2 of the 3 nodes, all players (perhaps except ONE stealther or hassler) should immediately proceed to both capped nodes in order to defend them.

 

Remaining and attacking the third enemy node while you allow one (or both) of your already-capped nodes to fall is a complete failure in almost every instance.

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Sadly the target audience for these tips probably don't frequent the PVP forums.

 

This is very true. But I was hoping that if someone does actually come here looking for help that there would be something other then QQ nerf threads and such. LOL

 

Some of these have been beyond annoying to me as late. I feel if I change help just one player I may keep my sanity.

Edited by KillaDeuce
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Great thoughts here, Killa. Thanks so much for putting these together.

 

Maybe the concise and quick nature will help more people get this, but unfortunately, there are far too many PVPers who don't know much of any of this stuff.

 

I'd request you add another layer about 3-node warzones.

 

When your team captures 2 of the 3 nodes, all players (perhaps except ONE stealther or hassler) should immediately proceed to both capped nodes in order to defend them.

 

Remaining and attacking the third enemy node while you allow one (or both) of your already-capped nodes to fall is a complete failure in almost every instance.

 

The first 4-5 are but was not sure how to label them as such. It would make the subject lines long. I was trying to make everything as short and simple as possible so that people would actually read it.

 

Will go over everything again tonight and make some changes again.

Edited by KillaDeuce
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Worst part about this is -

 

People say, "the people that should see this, do not use the forums." I find it worse, that the people who does use this forum claim that they know and do all of these things + more.... not true. Not in the slightest.

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Pro Tip: Use Focus Target on your Team mate that is holding or guarding the off node alone. This way you can quickly see what his HP looks like, any spells he is casting. Then use Focus Target's Target if it looks like he is in trouble. Tanks should be doing this on their Healer(s) so they know who to keep away or taunted.

 

-J:cool:

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Worst part about this is -

 

People say, "the people that should see this, do not use the forums." I find it worse, that the people who does use this forum claim that they know and do all of these things + more.... not true. Not in the slightest.

 

 

I don't claim to be some pro PvP player in the slightest. But I follow these pretty good about 80-90% of the time. There are always exceptions / situations where you do otherwise. And I do make mistakes like everyone.

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