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DON'T STAND IN FIRE...and other things true noobs need to know.

STAR WARS: The Old Republic > English > New Player Help
DON'T STAND IN FIRE...and other things true noobs need to know.

zurgprot's Avatar


zurgprot
01.31.2012 , 03:51 PM | #1
I am by no means a hardcore mmo player and have found this game does a poor job explaining things to someone who has never played one before. With that in mind...here are a few tips from one noob to others:

(note this list is group combat oriented)

1. Don't stand in fire. Just don't do it.

2. If a circle appears under you during a fight...pretend it's fire and see No. 1.

3. If a bad guy is floating, looks asleep,has electricity on him, or has any other 'cc' (crowd control) ability on him....do not attack him. Do not use an area attack near him. It will be your fault when your group dies.

4. Read every pink and purple message in the chat window and be responsive. You don't have to be super talkative if you don't want to. But if someone asks you a question...please respond. It is very frustrating when someone in your group is doing something wrong and says nothing even though you're asking, pleading with them to stop. This is probably the most important point I can make. There are a lot of very knowledgeable players out there that will gladly help you.

5. Do not assume you can do whatever you want in a group and you will always win. Sometimes this is the case. But usually you have to work together to beat the bad guys. If you don't want to take suggestions from someone on how to play, that's fine, but don't join groups. If you do wan't to play in groups but are just new and don't really know what you should be doing. Tell that to your group...then see point No. 4.

6. If a bad guy pulls you towards him. You should back away from him. There's a good chance he will hurt you much more up close than far away.

7. If a bad guy pushes you away. Get back to your regular distance. This is only really bad if there's a ledge nearby. Once you know that a bad guy has a push attack, make sure you aren't standing near any ledges.

8. Know your role in a group. There are only three: tank, healer, and dps (damage per second). Tanks take damage so everybody else doesn't have to. Healer's make sure nobody dies. And dps does damage to the bad guys. All classes can dps. Most classes can either dps or heal/tank. If you can heal/tank, you will generally be expected to in a group.

9. Buff your group. A buff is a skill that increases your stats. Every class has one...it's the skill that lasts 60 minutes and adds something like 5% to one of your stats. When your group starts, use your buff. Also if you die, you need to reuse your buff. If it runs out, use your buff. It's quick and easy, you just have to remember to do it.

Shadow_Spec's Avatar


Shadow_Spec
01.31.2012 , 03:58 PM | #2
lol you listed common sense. If you don't know this stuff then you really need to stop playing this game and go to school.

And this game does a good job. Most of this stuff you should be able to figure out when playing. Like really, who opens the instruction manual for a game? I know I don't, I usually just pick it up and go.
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Jellison's Avatar


Jellison
01.31.2012 , 03:58 PM | #3
I'm not a new guy, but this is pretty helpful for players like:

A: My little brother, a little Sith Inquisitor that RPs as the emperor(Thankfully on a diff server, with a diff legacy name)

B: My sister of equal age who just started getting into gaming yet has more sense than half the people who've played WoW for years,

Thanks from them in advance, I'll pass along some of these tips while they're playing.
Flagging and getting flagged, all day every day.

Sasheria's Avatar


Sasheria
01.31.2012 , 04:05 PM | #4
Quote: Originally Posted by Shadow_Spec View Post
lol you listed common sense. If you don't know this stuff then you really need to stop playing this game and go to school.

And this game does a good job. Most of this stuff you should be able to figure out when playing. Like really, who opens the instruction manual for a game? I know I don't, I usually just pick it up and go.
While it is true for players who play any other MMO, it is still good advice for totally new player who never play MMO before.

On the CC: Please take the time to learn what each CC looks like. Sorcerer and mercenary CC can be reapply (I don't know about marauder since I don't have one yet) EVERY 1 minute (1 minute cool down and it is 1 minute CC) but Ops can only apply initially (so I am told with this one group I am with) so once it is broke, it can't be reapply.

more stuff about combat for new players
- If you join a FP (Flashpoint) that is within your level, the adds from various bosses can be handle by DPS. DPS should always clean up the adds so it doesn't wander toward the healer (which can get ugly especially with LOTS of adds)

as a general rule - NEED apply on to what YOU can use and NOT your companion. You should always greed for your companion. the only exception if the group says ok when you ask them. but it is better to greed only and should never NEED for COMPANION (I encounter this a couple of time)

zurgprot's Avatar


zurgprot
01.31.2012 , 04:09 PM | #5
Shadow...some of it common sense, and some of it isn't. And in my few weeks playing the game, I have seen people do all the bad things on the list.

Aerithel's Avatar


Aerithel
01.31.2012 , 04:16 PM | #6
Quote: Originally Posted by Sasheria View Post
as a general rule - NEED apply on to what YOU can use and NOT your companion. You should always greed for your companion. the only exception if the group says ok when you ask them. but it is better to greed only and should never NEED for COMPANION (I encounter this a couple of time)
Also, don't roll on gear you can't actually use. Need only when you can equip the item (i.e. as a Jedi Consular, you have no business rolling Need on Smuggler gear). Too many times have I seen gear lost because some jerk in the group decides to roll Need on everything that drops, or because the player just wasn't paying attention when they clicked on Need (my favorite was a claim that he wasn't wearing his glasses when he clicked his mouse). Even if it's a mistake, you'll be chewed out horrendously, no matter how apologetic you are.

If you're a DPS or a healer, you have no business leading pulls for groups. That's for the tank to do. Nothing is more annoying than an overanxious DPS who wants to set a record time for a Flashpoint, only to them blame the tank and healer if he dies, or at the very least overstressing the healer to keep him alive. If the healer lets you die for your stupidity, don't expect apologies.

As a DPS, if you pull a mob off the tank and die because of it, the fault does not lie with either the tank or the healer - it's your fault, plain and simple.
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Sasheria's Avatar


Sasheria
01.31.2012 , 04:33 PM | #7
Quote: Originally Posted by Aerithel View Post
Also, don't roll on gear you can't actually use. Need only when you can equip the item (i.e. as a Jedi Consular, you have no business rolling Need on Smuggler gear). Too many times have I seen gear lost because some jerk in the group decides to roll Need on everything that drops, or because the player just wasn't paying attention when they clicked on Need (my favorite was a claim that he wasn't wearing his glasses when he clicked his mouse). Even if it's a mistake, you'll be chewed out horrendously, no matter how apologetic you are.

If you're a DPS or a healer, you have no business leading pulls for groups. That's for the tank to do. Nothing is more annoying than an overanxious DPS who wants to set a record time for a Flashpoint, only to them blame the tank and healer if he dies, or at the very least overstressing the healer to keep him alive. If the healer lets you die for your stupidity, don't expect apologies.

As a DPS, if you pull a mob off the tank and die because of it, the fault does not lie with either the tank or the healer - it's your fault, plain and simple.
Also keep in mind that decide early in the Flashpoint/instance/heroic whatever on CC symbol and who does what.

If the leader assign you a symbol (say lightning) when he/she marks it and say go (or decide that you will CC first THEN tank pull aggro that is fine.

Aggro mechanics
Most tanks have some taunts that can draw aggro, but generally as they attack, they generate threat. A DPS who outdamage a tank AND threat WILL pull aggro (it can be done. I don't know the math) so be careful.

Watch the AoE. When I play my Sorc or Merc, and I was told to CC first, I usually pick a place I can CC and run back TOWARD the tank. Most boss/mobs will follow ME and the tank will use AoE or an attack to draw aggo. DPS PLEASE make sure you map a key or use Target's target to concentrate attack on what the tank is killing (unless assign otherwise)

It is pretty easy when you have 2-3 champion attacking the tank and you are concentrating your fire on the WRONG kill order and pull aggro. It happens.

If a tank does his/her initial AoE taunt, then you are safe you attack the primary target the tank is attacking and won't pull aggro. The only person who may pull it is the healer (with all the aoe heals and such) but that is the tanks' job to keep reapplying aoe attack that will generate threat.

AoE: play around with your AoE and see how much distance it will hit. Death field is pretty big (says 8m but it seems I can get bigger area) when using your aoe skills, sometimes the actual area is BIGGER than the symbol on the ground (same for bosses)

most important thing (IMO) PLEASE PLEASE PLEASE discuss your interrupt rotation. some boss will use special-super-oh-my-god-it-hurts attack that CAN be interrupted. Please use your skill that will take it out for 4 seconds (8 second cooldown) so maybe two DPS can rotate who use it. Some bosses use missile barrage that does massive AoE damage that can kill the whole team or orbital strike which can EASILY be interrupted by someone. I know the tanks can do it too, but sometimes people get into the "groove" and forget to use interrupts.

zurgprot's Avatar


zurgprot
01.31.2012 , 06:01 PM | #8
Aggro is a very important thing for any new player to understand, but not mentioned anywhere in the game help/manual (if you can even call it that). And this is another thing I find extremely lacking with respect to noobs (myself included). So something should probably be said about what exactly aggro is...

Aggro (I've also heard it called threat) is the measure of how much a particular bad guy dislikes you as compared to the rest of your group.

If you have ever seen baddies switch from attacking you to your companion, that's aggro at work.

Unfortunately, there is no way to see this in the game. You just have to get a feel for it.

Area of effect (aoe) skills build a lot of aggro.

There are also some skills that reduce aggro (threat generation by a percentage).

Lower level players, as compared to the rest of the party...and/or the bad guy you're fighting, also build more aggro. I'm not entirely sure how this works, but have seen it happen.

And that's pretty much all I know about it.

KennethHoover's Avatar


KennethHoover
01.31.2012 , 06:56 PM | #9
Most important thing a new player needs to know: Have Fun!
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Fercil's Avatar


Fercil
02.01.2012 , 03:00 AM | #10
Quote: Originally Posted by zurgprot View Post
Area of effect (aoe) skills build a lot of aggro.
Only indirectly. Threat/aggro is based on damage done to mob (and some tank moves generating extra threat) and the reason aoe feels like generating lots of it is that you're dealing the damage to many mobs while tank is likely unable to do the same so some of the mobs are likely to put their eye on you.

Quote: Originally Posted by zurgprot View Post
Lower level players, as compared to the rest of the party...and/or the bad guy you're fighting, also build more aggro. I'm not entirely sure how this works, but have seen it happen.
Not more, just on wider area. A high level player can walk by a mob without it reacting while lower level player doing the same gets attacked. Whether or not mob notices you is based on the level difference between you and it and the range you're from it. This is why high level characters can walk past almost anything in low level areas without ever getting to combat while low level character on high level area gets attacked by monsters far away.

Also, some monsters in flashpoints / operations don't work at all or partially based to regular aggro rules but may sometimes / all the time attack random players. This is especially on the case of mob completely disregarding aggro very easy to notice, with random attacks bit trickier.