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Crowd Controll during Flashpoint

STAR WARS: The Old Republic > English > New Player Help
Crowd Controll during Flashpoint

AlrikFassbauer's Avatar


AlrikFassbauer
11.14.2013 , 07:45 AM | #11
Personally, I see SWTOR's "crowd control" rather as an "person control", thus it should be rather abbreviated as "PC" to reflect that correctly, but nobody does it.
Because SWTOR's CC is rather person-orientied; there are not that many crowd-oriented "control-effects" in SWTOR; as far as I know.

Plus, these CC effects are divided into "mezz", "stun", "root" etc. .
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Kurzaa's Avatar


Kurzaa
11.14.2013 , 08:05 AM | #12
Quote: Originally Posted by slafko View Post
One of my most epic jumps was at the start of Kademimu flashpoint. Guildie was tanking with her guardian and pushed the first droid off the ledge just as I used Leap. Subsequent freefall resulted in a death but it was terrifyingly awesome as it happened unexpectedly. XD
Did that on Maelstrom (?) Station...long run back.

tanktest's Avatar


tanktest
11.14.2013 , 09:35 AM | #13
Quote: Originally Posted by AlrikFassbauer View Post
Personally, I see SWTOR's "crowd control" rather as an "person control", thus it should be rather abbreviated as "PC" to reflect that correctly, but nobody does it.
Because SWTOR's CC is rather person-orientied; there are not that many crowd-oriented "control-effects" in SWTOR; as far as I know.

Plus, these CC effects are divided into "mezz", "stun", "root" etc. .

My use is very limited I use most of the time solo , which it is great then .. if i get to many etc .. in ops if its needed the group may have major issue later on in the ops on the harder stuff etc . I'm glad its there . but most don't use it but like you said or how i do .. ..

tanktest's Avatar


tanktest
11.14.2013 , 09:52 AM | #14
Quote: Originally Posted by slafko View Post
Jumping in battle is cool.

I make my shadow tank jump and launch Project at a mob as opener. Jump and - bam! Mob gets a rock in the face. Or a droid, teehee. Force Pull is another great opportunity to jump because it has both you and the pulled mob in the air at the same time. But the thing I love most about shadow tank is the Spinnig Kick. I can run in, jump and roundhouse kick a mob in mid-air. Timing Spinning kick with Force Pull will make people drool in jealousy.

JK's Force Leap is just awesome when activated from a jump and really shines when you're jumping from a higher position. First boss in S&V gives you the opportunity to jump right back onto him from mid-air. Can't beat aerial acrobatics. We need more jumping.

One of my most epic jumps was at the start of Kademimu flashpoint. Guildie was tanking with her guardian and pushed the first droid off the ledge just as I used Leap. Subsequent freefall resulted in a death but it was terrifyingly awesome as it happened unexpectedly. XD

what i have run with is most of the pulls in the raider HM, i love it when the tanks pull non stop when i heal it no one ever die .. i love that one pull just before the first boss, i tell the tank go in you wont die he doesn't when I heal it .. and that boss is so much fun to heal , i love it when both dogs attack me .. no stress makes me a better more alert healer .. ..

NOTACTICS's Avatar


NOTACTICS
11.14.2013 , 11:42 AM | #15
Quote: Originally Posted by KingDazza View Post
Lol, great post. I think this fully echoes my thoughts on depth!

I'm really glad I aired this with you all, its given me plenty of food for thought. I think one of the things I'll need to also try and adopt is a cool collected mindset, which for me will be easier said than done in some hectic battle scenarios!!! I'll be trying my best at times not to just lose sight of the overall strategy. Of course much of that too will be aided or hindered by how the other group members engage.

Very interesting and adding to my perception of things. Thanks!

EDIT: I remember last night at one point I started to lose the plot and ended up hitting space bar a couple of times by mistake. My group must have just been thinking, ***, why is this guy jumping up and down in the middle of battle lol. Still it made me laugh a hell of a lot and still tickles me now. And at the end of the day, for a game to be giving me that, has got to be a good thing!
If you have a long CC that works on both Organics and Driods it makes you more flexible and with carfeful planning makes it a bit easier to attempt heroic 2'S on your own. Unfortuatly my agent only has a long Droid CC which makes it hard to do most heroic's 2's. Also when using CC's you need to be wary not to wake them up with a AOE attack also bear in mind any aware any area of attack abilities your companion has will also trigger CC's mobs to wake early if in range, so turn these off aswell. What is useful sometimes is to do a pushback ability if you have it on a CC'd foe to get them out of the way, knockbacks do not break CC. Note if you CC another mob while one is already CC'd the first one will wake only one long one at a time.

Kurzaa's Avatar


Kurzaa
11.14.2013 , 12:03 PM | #16
My favorite is Athis and now Red Reaper with my assassin and operative...stealth in and sleep mobs to run right by them, though not something my sage or trooper can do (triggers combat).

Can't wait til I have a character who can run CCWG and shove all the mobs off the cliffs.

Skodan's Avatar


Skodan
11.14.2013 , 12:29 PM | #17
Quote: Originally Posted by KingDazza View Post
Oh, so how do you set markers on them? Never seen that done yet. Is this marker something that shows on the map or actually on the target?
To quickslot them, go to Preferences > Key bindings > Targeting > (the last 8 options are the target markers).

Personally I use:
Purple Gear: shift + z
Cyan Lightning: shift + x
Yellow Reticle: shift + c
Red Flame: shift + v
Gold Star: shift + b
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KingDazza's Avatar


KingDazza
11.14.2013 , 12:39 PM | #18
Quote: Originally Posted by NOTACTICS View Post
If you have a long CC that works on both Organics and Driods it makes you more flexible and with carfeful planning makes it a bit easier to attempt heroic 2'S on your own. Unfortuatly my agent only has a long Droid CC which makes it hard to do most heroic's 2's. Also when using CC's you need to be wary not to wake them up with a AOE attack also bear in mind any aware any area of attack abilities your companion has will also trigger CC's mobs to wake early if in range, so turn these off aswell. What is useful sometimes is to do a pushback ability if you have it on a CC'd foe to get them out of the way, knockbacks do not break CC. Note if you CC another mob while one is already CC'd the first one will wake only one long one at a time.
Great bits of info there. Appreciated! I may well try the next HEROIC 2+ on my own. Either way will be practicing a bit of cc on tonight's bounty hunting mission.

EDIT: cheers Skodan too, good to know.

cxten's Avatar


cxten
11.14.2013 , 01:47 PM | #19
One more comment regarding cc:

Be careful not to attack an enemy that one of your group members has cc'd (the sort that prevents the mob from doing anything for 60 seconds unless someone attacks it), and be careful not to use area abilities too close to enemies that
are cc'd or you may break them out of the cc.

Ideally your group member would say in chat that they're going to cc such-and-such enemy, and maybe even put a mark on it (as discussed earlier in the thread). But you can learn to recognize mobs that are cc'd by others in case you have more taciturn group members:

If a mob (any) is floating in the air spinning helplessly, it has been cc'd by a sage
If a mob (any) is sleeping, head tilted downwards and rocking, it's been cc'd by a commando (like you!)
If a droid looks electrified and unable to act, it's been cc'd by a gunslinger, scoundrel, or sentinel
If an organic looks like it has a headache and is unable to act, it's been cc'd by a shadow or a scoundrel

In every case, the mob will be at full heath. If someone stuns (short duration, usually 4 seconds, doesn't break on damage) something, you can of course keep attacking it.

Anyway, you don't need to know who did it, the short answer is that if an enemy is at full health and unable to act, leave it alone.

theStirge's Avatar


theStirge
11.14.2013 , 02:56 PM | #20
Quote: Originally Posted by NOTACTICS View Post
What is useful sometimes is to do a pushback ability if you have it on a CC'd foe to get them out of the way, knockbacks do not break CC.
Uh, what? Knockbacks absolutely break CC. 100% of the time. I have never seen a knockback ability not break CC. Unless there is some specific knockback I'm unaware of that doesn't, but Force Wave does, Concussion Charge does, Pulse Detonator does, Force Push does...what knockback are you thinking of that doesn't?
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