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[Warzone Guide] Shinarika Warzonia

STAR WARS: The Old Republic > English > Classes > Shadow / Assassin
[Warzone Guide] Shinarika Warzonia
 

Xinika's Avatar


Xinika
06.28.2012 , 04:57 PM | #1
http://www.youtube.com/watch?v=4leduiOY9K8
Watchmen's Warzone Guide.

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

00:37-01:01 : Rules and Assisting.
01:02-02:03 : Huttball Guide.
02:03-03:15 : Civil War Guide.
03:16-05:00 : Voidstar Guide.
05:01-06:08 : Novare Coast Guide.
06:09-07:13 : Resolve and General Tips.
07:44-09:32 : Shadow/Assassin Specifics.

Edited and Directed by Shinarika.
Presented by Watchmen.
Produced by PSI.

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

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

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

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


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

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


Tips
- Outnumbered? Just delay them and call for help. Don't try to be a hero and solo two people. Just juke and bait them till backup arrives.
- Try not to play uniform. You need to constantly be swapping your priorities and strategies. The greatest advantage anyone can have in PvP is being unpredictable. This isn't just for gaming, but goes for life in general in any competitive sport.





Warzones


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

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

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

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



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

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

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



Voidstar
Dritzfury
"Alright, try not to kill them fast...Kill them slowly. Just slow them down." - After the first door cap.
- What Dritzfury said is the perfect example of generally how it goes in warzones. Voidstar especially. When you gain the offensive cap on the first door, it's very easy to get ahead and stay ahead.

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

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

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



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

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

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





Shadow/Assassin Specifics

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

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

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

Be Creative

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

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

Objectives
- Never lose what you're truly after. That's to win. Keep your eyes on those nodes, doors or balls at all times. Who cares if it costs you a death? Once you win.
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Hope this guide has helped and gives you a general idea for getting across a win in your warzones. Too many players focus on their own goals over helping a team effort. You're playing a team based game, your role can make or break a team.

Feeling to start dropping in to some real PvP chat? Hit up the Watchmen forums today!
Assassin Representative
Aeonneta | Shinarika | Semjase
Guides - Videos - Action
WATCHMEN

DresG's Avatar


DresG
06.28.2012 , 05:25 PM | #2
There is so much truth on that post that I could quote everything, but probably the highlight of your post is when you mention class roles on huttball and the shadow section, knowing how to use your class to help your team win applies to virtually every wz.

Great post.
Drès - Guardian
Vegân - Juggernaut
Umbrâ - Shadow

GrayGunner's Avatar


GrayGunner
06.28.2012 , 06:45 PM | #3
Great video and some amazing advice. I wish every player would learn these things.

MiaRB's Avatar


MiaRB
06.28.2012 , 06:58 PM | #4
probably your best guide overall. nice job.
can't wait for this game to come out!

Xinika's Avatar


Xinika
06.28.2012 , 07:08 PM | #5
Quote: Originally Posted by MiaRB View Post
probably your best guide overall. nice job.
Feel free to add your own advice/thoughts etc.
That goes to the community in general.
Assassin Representative
Aeonneta | Shinarika | Semjase
Guides - Videos - Action
WATCHMEN

Bobaba's Avatar


Bobaba
06.28.2012 , 07:43 PM | #6
Hey Shinarika. Love your posts! Just had a question for ya. why are you augmenting willpower instead of power or crit???

Xinika's Avatar


Xinika
06.28.2012 , 07:48 PM | #7
Quote: Originally Posted by Bobaba View Post
Hey Shinarika. Love your posts! Just had a question for ya. why are you augmenting willpower instead of power or crit???
Aiming for 1600 WP, after that WP kind of hits a slow DR. Once I got my 1600, I go for Power after that.
Assassin Representative
Aeonneta | Shinarika | Semjase
Guides - Videos - Action
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obi_don's Avatar


obi_don
06.29.2012 , 02:06 AM | #8
Quote: Originally Posted by Xinika View Post
Aiming for 1600 WP, after that WP kind of hits a slow DR. Once I got my 1600, I go for Power after that.
Before everyone starts re-augmenting to Power I'd add the below caveat. WP only has DR in respect of the crit component and as long as your below 30% base crit you should still see a gain. Regardless for augments the difference is minimal. Take Xinikas gear for example:

Current (with part power augments)

Max weapon damage 1252.6
Bonus damage 668.6
Force bonus damage 951.2
melee crit 22.78
Fore crit 21.61

switching to all WP augments

Max weapon damage 1250.4
Bonus damage 666.4
Force bonus damage 948.9
melee crit 23.37
Fore crit 22.19

The difference really is minimal.
Formerly Fadé - 50 Assassin - Sceptor of Ragnos
Currently Fadè - 50 Assassin - Tomb of Freedom Nadd

Doson's Avatar


Doson
06.29.2012 , 10:49 AM | #9
/bow

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

... and thanks for Song1 can't stop listening to it .....
Jadefox <Wolfpack>EZ Izo (i)

Order-Sixty-Six's Avatar


Order-Sixty-Six
06.29.2012 , 11:28 AM | #10
I think there are a lot of tips that could have been thrown in there, here are some shadow specific ones. Some are more obvious than others.

Huttball
>Always be the first to get the ball. Whatever spec you are, even balance, get the ball in your teams hands and have your pass ready. Do this by running straight up the ramps, jumping over the obstacle, and then force speeding across the acid pool ready to click the ball.
>To reset the ball never throw it randomly while your force cloak is up, use force cloak to reset the ball and get potential enemies off you. This prevents random interceptions. That said, keep your medpac hotkey AWAY from your force cloak hotkey, trust me.
>If the enemy team has players who can pull (bounty hunters/inquisitors) when entering their endzone from the sides try to go diagonally towards the fences to line of sight them.
>Activate resilience when crossing firepits with enemies such as bounty hunters/agents on your tail.
>After you score the first point, your team can gather mid and hot potato the ball to each other for the remaining 14 minutes. This works amazing for matches dependent on ball control for victory and will build everyone's attack medals up.
>When carrying the ball don't just run it, CC everyone in your way. Start by using your force stun, then by using spinning kick/low slash, and you should be far enough to force wave them off the side of ledges/rafters. Try to force wave whoever you can into firepits as well.
>Don't fill up a ballcarrier's resolve with stuns, low slashes, or spinning kicks. Only use pulls and knockbacks. TELL THIS TO YOUR PUG. Most PUGs really don't seem to get this, and I'm sick of trying to force pull just as an idiot teammate stuns the guy in the endzone.


Civil War
>Shadows do best heading to the east turret at the start of a match, after you get off the speeder force speed instantly while activating your stealth so the enemy team doesn't see you heading east and send more people to intercept you. After you get to the wall that blocks their view, unstealth for speed boost and follow the grey path straight and activate your sprint as soon as you can (recommended to have 20s cooldown), stop their capture and do whatever you can to keep them from capturing so your team can have time to get a lead. Keep in mind that running the diagonal route to their node rather than following the path can put you in range of intercepts, so try to keep a distance from people who will cc you and you should still make it in time.
>Your team should give priority to east & west captures over west & mid, as the speeders make those two easier to guard.
>Pulling enemies up to your respawn will sometimes instantly kill them. If you get a group of cocky imps slaughtering your pugs at the respawn dropoff, keep this in mind. To do this force pull as you are jumping off the ledge.
>For controlling mid, find their healers, and spam interrupts. It's not as important that you kill them as it is that you make sure they're a dead weight because they're not healing their teammates. If they're team isn't getting healed your teammates should be able to DPS their players down and work their way to the healers.
>When guarding MIND SNAP DON'T ATTACK. This gives time for people to arrive for your calls, and could make them blow their cc breakers early.


Voidstar
>When defending, 2 people on a door. Always.
>First thing you should do out of the respawn is use the medpac when defending so attackers can't heal. Yes, a team mate may need it, but you don't want them at your door any longer than they have to be.
>Never let yourself die while force cloak is up, stealth out and return when someone is planting.
>If your PUG sucks, play a failsafe instead of helping them in combat. Stay hidden in stealth as long as possible while using mass mind control, only coming out to stop plants that no one else can (only if Mind Snap won't work).
>When guarding MIND SNAP DON'T ATTACK. This gives time for people to arrive for your calls, and could make them blow their cc breakers early.
>Never stray from the area when defending, if they try to attack you from a distance to attempt to pull you off the door, line of sight them using the side pillars.
>When attacking, force pull their guards (give priority to ranged) from the door so others can try to ninja the bomb, even if there are 2 people, that's one less person at the door and the other may come to assist their teammate. CC them to keep them as far away from the door as possible.
> Sorcerers like to stay on the outskirts at the second door, usually within range of a force pull to the bridge, follow this with a knockback off the side of the bridge to quickly get rid of them.
>Whirling Blow is your best friend. SPAM THIS TO STOP DEFUSES BETWEEN FORCE WAVE/SLOW TIME COOLDOWNS.

Novare Coast
>Give priority to NW and South. NE is a burden to hold.
>Never let yourself die while force cloak is up, stealth out and return when someone is capping.
>The trick to holding NE is by rotating guards at NW on death. As you're going to die call it, and the person guarding NW should know to transition over in your place while you run to theirs.
>When guarding MIND SNAP DON'T ATTACK. This gives time for people to arrive for your calls, and could make them blow their cc breakers early. Resolve means almost nothing on this map so feel free to do it again if they break it.
>For controlling south, find their healers, and spam interrupts. It's not as important that you kill them as it is that you make sure they're a dead weight because they're not healing their teammates. If they're team isn't getting healed your teammates should be able to DPS their players down and work their way to the healers.
>Whirling Blow is your best friend. USE THIS FOR MULTIPLE PEOPLE CAPPING BETWEEN FORCE WAVE COOLDOWNS.