Posts by Blackferne
A Word of Appreciation to Small Touches
0One of the most compelling draws to the Star Wars Saga, and by extension the many novels and games made because of it, is the way the Universe has so many small touches. For pretty much any character you’ve seen in the movies, books, comics, or video games, their life has been flushed out and documented at Wookieepedia. One of the challenges that the Bioware team has had since announcing the title, has been finding ways to breath life into their extension of the Star Wars Galaxy by using a similar sense of depth in their game worlds. This post is a tip of my hat to probably an oft overlooked aspect of that process, the music and social scenery.
The Bands We Love
Performers have a special place in the original Star Wars trilogy whether it be Figrin D’an and the Modal Nodes
or the lovable Max Rebo Band at Jabba’s Palace
Artwork originally appeared here. Honestly of all Fan Arts I wish this was a real product.
The thing these two bands did besides provide us with amazing ear candy, was help establish that there were many stories beyond Luke, Leia and Han going on in the galaxy we all love. It provided a cool Jazz like vibe to the contemporary arts of the universe. That in and of it self in a subtle way built a depth to the universe. Everyone had their own gigs to worry about and Luke’s problems weren’t necessarily Max Rebo’s.
Bioware is Trying to Tap Into that Same Vibe
Whatever planet you go to, there is a cantina. Some are big and fancy like my favorite The Dealer’s Den on Coruscant, or small and intimate like the on on Ilum. But in many of them you see live performers.
But the visual isn’t the only trick they are using. They also have put a lot of effort to make those jukeboxes littered through out the galaxy play songs that evoke the sounds from the Original Trilogy. For example the sound of “Run Kessel Run” from SWTOR is an awful lot like the original Cantina Song we see in a New Hope.
And “Do The Holos Show Up on the Bill” reminds me a lot of Jedi Rocks performed by Max Rebo’s Band.
So next time you are strolling through a Cantina take a stop and listen to the sounds around you and appreciate the hard work that goes into making the world be more than pixels and DPS formulas.
And if Bioware is looking for additional social items for players, let my smuggler pick up a Kloo Horn, Slitherhorn, or a Fanfar to jam out with at the Cantina. Every smuggler needs a back up plan for retirement after all.
Trooper Fashion Show for Custom Craftable Sets
0Recently I completed my collection of Trooper wearable custom armor sets. It can be a bit daunting to figure out what style you want your trooper to take when shopping for gear with augment slots, so hopefully this visual guide will help. I didn’t do a straight on front and back point of view to help show how big the various backpacks were. For the Bounty Hunters out there you can wear some of these pieces but they will look different.
Electrum Onslaught
The Electrum Onslaught Set can be worn by Troopers, Jedi Knights, Bounty Hunters, Sith Warriors, and companions allowed to wear heavy armor and is restricted to level 50 characters.
Diatium Onslaught
The Diatium Onslaught Set can be worn by Troopers, Jedi Knights, Bounty Hunters, SithWarriors, and companions allowed to wear heavy armor and is restricted to level 47 characters and above.
Commando Elite
The Commando Elite Set can be worn by Troopers and Jedi Knights allowed to wear heavy armor and is restricted to level 43 characters and above.
Lacqerous Mesh
The Lacqerous Mesh Set can be worn by Troopers, Jedi Knights, Bounty Hunters, Sith Warriors, and companions allowed to wear heavy armor and is restricted to level 39 characters and above.
Phobium Onslaught
The Phobium Onslaught Set can be worn by Troopers, Jedi Knights, Bounty Hunters, Sith Warriors, and companions allowed to wear heavy armor and is restricted to level 35 characters and above.
Chanlon Onslaught
The Chanlon Onslaught Set can be worn by Troopers, Jedi Knights, Bounty Hunters, Sith Warriors, and companions allowed to wear heavy armor and is restricted to level 31 characters and above.
Outcast
The Outcast Set can be worn by Troopers and Jedi Knights allowed to wear heavy armor and is restricted to level 27 characters and above.
Tempered Lamanoid
The Tempered Laminoid Set can be worn by Troopers, Jedi Knights, Bounty Hunters, Sith Warriors, and companions allowed to wear heavy armor and is restricted to level 23 characters and above.
Commando
The Commando Set can be worn by Troopers and Jedi Knights allowed to wear heavy armor and is restricted to level 19 characters and above.
Republic Trooper
The Republic Trooper Set can be worn by Troopers and Jedi Knights allowed to wear heavy armor and is restricted to level 15 characters and above. This set does not have a helmet.
Hardened Plastifold
The Hardened Plastifold Set can be worn by Troopers and Jedi Knights allowed to wear heavy armor and is restricted to level 11 characters and above. This set does not have a helmet.
Some Notes
First I know that the Republic Trooper and Hardened Plastifold Sets look the same, but that is how they appear in the preview window.
Second and perhaps much more important is to mention that with unify colors on the character sheet you can mix and match helmets with chestguards and greaves to get the look you want with little worry about the colors clashing.
When I finish the collection of Smuggler Custom Sets I will do a similar post showcasing those.
Return of the Alvian Picnic
0One of the cultural touchstones of the Church of Alvis back in Star Wars Galaxies was our Church Picnics. These were large romps where 20-40 people grouped up and did a scorched march across Yavin or Dathomir. The game allowed for that by the nature of being a “sandbox” game. One of the challenges of SWTOR for the Church has been to find activities that people of all levels could participate in like the picnics of old.
Luckily for us there are the Datacron hunts. There are too many to do in one night, so targeting a planet or two in one night allows lots of people to come out and have fun with us. Last Sunday we went to get all the Tatooine and Nar Shaddaa datacrons.
As is our tradition, when we can be in our undies, we go in our undies. We traveled across the Dune Sea in a shirtless biker gang, showing off our hawt bodies for all to see. We had fun time running from datacron to datacron in the buff. We have found that going as a posse makes it easier since we can help each other with things by using trooper harpoon or sage rescue to pull people up to hard to reach ledges.
In addition to collecting datacrons and having a silly time we did take down a world boss partially clothed.
Unfortunately getting people lined up for a screenshot took longer than the despawn time after it was looted. I blame the booze on that, but I swear it happened!
One of the big challenges in a level based MMO like SWTOR is finding a way fro max leveled players and leveling players to do things together. The datacron crawls are a good start and I hope Bioware can make more things like that to allow for interaction between end game players and more casual players.
All in all a very fun night with lots of fun, and apparently some scandalous screenies of my crotch in a gunslinger’s crotch in an attempt to get up on a sand crawler are floating around.
In Which The Price of Corruption is Tallied
1Meet Devo.
The player behind Devo is by all accounts a stand up guy. Devo however is the worst of the worst. Well that may not be accurate. The Emperor in the Revan novel was pretty awful. Regardless Devo is not a person to be messed with.
Last week before our Wednesday raid I noticed he was lounging about in just his undies. The thing that struck me as odd, was the lack of darkside corruption below his neck.
Other bloggers have noted that morality can take it’s toll on you. And it has been noted that the morality questions are often a false choice. But I was always led to believe that being a darkside character would make your whole body weak and taunt. Apparently that isn’t true. It is true for your face, but slap a bag on Devo here and you couldn’t tell me that his body look emaciated by a lack of moral fiber.
The takeaways here are as follows.
- Yes the Alvis Raid team can and will strip without prompting before raids.
- Being committed to evil gives you a six pack in the abs.
- For some reason Devo’s head reminds me of Hunter S. Thompson.
Legacy Unlock: Ship Repair Droid
0With the Legacy system unrolling with 1.2 there are plenty of perks that people can now get. These range from social emotes to unarmed combat attacks to items you can get for your ship. As I’ve been working hard on crafting as of late I decided to get the ship repair droid. The reason wasn’t for the convenience of repairing gear on my ship. But rather because the droid also allows for sensor units to be sold which can make C2-N2 or 2V-R8 more useful in crafting.
Meet Repair Astromech
I kind of wish he had a neater name. But oh well.
In order to get him on your ship (for all characters on your legacy) requires Legacy level 7. And (cue Dr. Evil close up) One Million Credits. He can be purchased directly from the legacy perk screen. I spent 30 minutes running around the fleet and Coruscant before I realized my ignorance.
Why you Want Him
If you aren’t crafting or gathering you probably don’t unless you like to show off that you had the money to buy him at some point. However for the crafting minded.
The cost of each sensor is 100,000 credits. So yes you just paid one million, and now you are forking out more money. C2-N2 better be grateful!
The full list of sensor units is as follows:
Engineering Droid Sensor: +5 Scavenging Efficiency, +5 Cybertech Critical
Exploration Droid Sensor: +5 Archaeology Efficiency, +5 Synthweaving Critical
Hunter Droid Sensor: +10 Investigation Efficiency, +2 Armstech Critical
Medical Droid Sensor: +10 Biochem Efficiency, +2 Diplomacy Critical
Scout Droid Sensor: +10 Artifice Efficiency, +2 Treasure Hunting Critical
Security Droid Sensor: +10 Armormech Efficiency, +2 Underworld Trading Critical
A quick reminder. Efficiency just means they will do those kind of tasks faster, while critical increased the chance of a critical success. Critical success on armor and equipment means an augment slot, while on a gathering mission usually means a higher yield.
When you equip the sensor unit the bonuses will not appear on the crew skill screen.
I assume at this time that is a display bug, but I have tested out the efficiency bonuses by taking the same mission with and without the sensor unit equipped. The efficiency bonus works, so I assume the critical bonuses are there too. The sensor units are bind on Legacy so if you swap out crew skills or want to help jump start an alt’s crew skill grind you can drop it in the mail and save yourself 100k for that specific type of sensor unit.
Now if you don’t have a million credits or Legacy level seven there is an alternate method to get the sensor unit, but not the droid itself. Find someone who has the droid already and get on their ship. You can access the vendor once on board, buy the sensor unit and equip it on your steward droid. You will still have to pay the 100k credits, but it is a much easier financial pill to swallow than the one million.
The Case for Crafted Gear
0The Case for Operation Players
Alvis jokes that I’m either fresh off Ord Mantell, the Pajama Tank or an extra from Logan’s Run because I wear crafted gear that looks much like low level trooper gear. But I do this for two reasons. First it is an individual look you don’t see many 50s sporting. Second and more important in an operations sense, is that I’m getting more out of my gear than people who wear the Tionese, Columi, or Rakata gear as is. Here are the screen shots to prove it.
So as you can see on the chest piece I have all the same stats PLUS I get an augment slot which is adding 18 shield and 12 power to my totals.
So the only thing I’m not getting are the four piece set bonuses. But that won’t be the case starting with gear after the Rakata tier of gear. So for some extra cash to strip the armoring, enhancements, and mods out of your hard earned raid gear, you can upgrade your operations or PvP sets with an augment in four or five places.
Currently I have orange chest, head, legs, and blaster rifle. Each has an augment slot with nets me an extra 72 points on one stat and another 48 on another if you stacked them. My wife has a sentinel which has allowed her to get an augmented mainhand and offhand piece giving her 90 extra points in one stat and 60 extra points in a second stat than she would get off of operations loot otherwise.
Yes it is expensive every time you loot something you are paying a lot to strip the mods, but what you gain is more stats and more of a defined look instead of a potential mismatch of gear sets.
Buyers Guide
So now that I’ve won you over to the power of augmented gear it can be a bit daunting to figure out the best way to get it. First you should really sit down and figure out which set or blend of sets you will be happiest with. I Play Swtor did a summary last month of all the craftable orange sets. Notably missing is the Valor sets they added for 1.2 and it doesn’t list augmented weapons. However the list shows you pretty much every other set in the game at the moment. These sets include Chest, Legs, and for anything higher than level 15 headgear.
Take the time to search for images of what this gear looks like. Seek out armormechs or synthweavers who have these schematics in your guild or on your server and have them link the items so you can see how it would look on your character.
Once you settle on the set look you like now comes the choice. Either you can stalk the GTN waiting for one to show up augmented and pay the price listed (ranges in my experience from 80k-500k depending on the item, server, and crafter) or commission one to be made from a crafter.
If you commission one you need to understand that you are taking the crafters companion’s time and that it takes several attempts of crafting an item before one gets an augment slot. This will eat up a lot of resources, but the good news is that the resources it eats generally are pretty easy to get. There are no Biometric Crystal Alloys or Mandalorian Iron materials in any customized gear I’ve seen so far. The crafter may ask for you to supply materials or they may roll the material costs into the agreed upon price. Either way you can get what you want in a timely manner.
Breaking News: Soa is Still Dead
1ETERNITY VAULT, Belsavis (AP)- Long time Galactic Menace Soa the Infernal One has been killed at the hands of the Church of Alvis. The squad known for precision operations, reckless drinking, and inappropriate behavior at children’s birthday parties has done it again. A mere two days after the Church took down Karagga the Unyielding, the Church struck a blow at blowhards everywhere by taking down Soa.
“I’ll be honest. This feels great. I’m very proud of our boys on this one.” Major Jounville Blackferne said after the raid. “I was worried about having to main tank this bastard, but I managed to drink away the afraids and put on my big boy pants.”

Jounville Blackferne looks at a servant forced to clean up Joun's vomit after drinking speeder coolant on a dare.
The strike team consisted of Jounville, Darrec, Dashl, Devo, Dodd, Furiel, Darklinda, and Bulwark.Major Furiel Plush was also elated saying to the fallen Soa “What now? Huh? Without those bugs you aren’t so powerful are you?!” at which point Soa challenged Alvis to a rematch on hard mode.
That did not go well for Soa. Alvis swapped out Darklinda the smuggler for Dlinda the shadow. Marrkin and guild friend Romily of Snark Side fame stepped in for Dodd and Bulwark who had other commitments. The roster changes didn’t matter as the Church slapped Soa back to the floor.
“How do you like me now? Huh?” Furiel shouted at the fallen Soa who lay in a crumpled heap on the floor.
The second team celebrated their victory by trying to avoid the plague at Karrick Station.
News Alert: The Church of Alvis Kills Karagga!
2KARAGGA’S PALACE, Nal Hutta (AP)- Noted crime lord and infamous hat collector Karagga the Unyielding is dead. The killing blow was at the hands of eight drunken members of the Church of Alvis. Under the leadership of Major Jounville Blackferne, seen here stealing a taxi on Nar Shaddaa, the Alvians exacted a precision raid against the fat Hutt.
The operation occurred in Karagga’s palace and there were many civilian deaths. Major Cuspar said, “It was a bad night to be a janitor in this hell hole. My quote won’t be used will it? It just seems kind of insensitive.”
The raid consisted of Jounville, Cuspar, Dodd, Marrkin, Dashl, Bulwark, MarkusTiel, and Naarp. The operation almost wasn’t a success due to a stubborn G4-BC Heavy Fabricator droid who vexed the raid until a focused effort brought him down.
“I hate that droid. I hate all droids.” Bulwark said. “Watching him fall down was the highlight of my week. To be fair it has been a rather boring week at work.”
The future looks bright for the Alvian Crusaders as they hope to polish off longtime foe Soa and his pesky assistant “Gravity” in the near future.
Getting Raid Ready: A Gear Debate
As Alvis approached the first raid I knew that I would be one of the two tanks for the instance. The other was my dear friend Cuspar. Both of us are Vanguard Shield specs with pretty much the same spec. But both of us took different approaches towards gearing. This article is intended to look at the pros and cons of the approaches we took and possibly draw broader conclusions from the experiences.
The conventional wisdom I got from various message boards, the official forums, and blogs I was reading was to take the following approach towards raid gearing: get as many orange pieces as you can, run dailies, mod the crap out of those orange pieces. Crafting was considered inferior to that approach. This might have been the result of either ignorance of real stat equivalencies within the theory crafting community, bias against crafting, or people just making stuff up since it was really difficult to “prove them wrong”.
Cuspar chose to follow the orange gear and mod it approach. I chose to go against the grain (and in the process worried our raid coordinator Furiel) and crafted a good chunk of my raid gear.
Important Maths
In the attempt to provide some measuring sticks by with judge how our approaches worked it is important to paint tanking in broad strokes of evaluation. When you break it down to the gear composition there are two main goals you have as a tank. First is your ability to survive. The second is your ability to generate threat.
The Ability to survive can be measure by two metrics.
The first and easiest metric is effective health. Effective health only looks at two stats from your character sheet: health and armor. Armor reduces the amount of kinetic and energy damage you take. Since most enemies do those types of damage it is pretty useful to know what this is. If you have let’s say 10,000 hit points (hp) and you armor can reduce 25% of that damage it means effectively your health pool is really 12,500. If you armor reduces 45% your health pool is effectively 14,500 and so on. Or in other words a person with 10k hp and 50% damage reduction is the same as someone who has 15k hp and 0% damage reduction. Essentially effective health the bigger the better.
The second survival metric is a lot more complicated. It is called total mitigation. This metric looks at a wider array of defensive stats and essentially looks at how much of an incoming attack you will take on over time. I’m not going to get into the deep math on the formula but it essentially asks these questions in this order: First what is the chance that an attack hits you, and if it hits you, what is the chance your shield will proc? and if it procs how much will be absorbed by your shield? And after all that what is the amount that will be absorbed by your armor? The stats that factor into this equation as I’m sure you get by now is defense chance, shield chance, absorption amount, and armor mitigation. How much health you have isn’t taken into account because this is measuring more about how smooth your incoming damage is.
The second major gearing goal for tanks is threat generation. Threat is measured by damage output. The base unit is 1 point of damage. A point of heal is approximately .5 a unit of threat. There are various things that alter the threat generation such as whether you have a tanking stance on, have a guard on you, and the range you are from the mob. The further you are from the mob the less threat you generate. For our comparisons Cuspar and I would be comparing Aim, accuracy, Crit Chance, surge, bonus damage etc. Threat generation is important for a tank since if you can’t generate threat your DPS will be capped in their output potential, and with tight enrage timers you don’t want to throttle DPS anymore than you have to. However the first priority for tanks is always to get to a point on survival where your healers don’t have a heart attack keeping you alive before you switch to threat generation. This is derived from the “a dead tank is a useless tank” mmo maxim.
Cuspar’s Orange Mod Approach
Cuspar had orange for all armor except belt and bracers. He also had an orange weapon. That is a total of nineeen slots to fill with armor mods, mods, barrels, color crystal, and enhancement. It took him two weeks of fairly regular grinding of dailies on Belsavis and Ilum to get the necessary pieces to start his gear up to where he was happy with it for the purposes of tanking a normal raid. The thing to know about Cuspar is that his time is limited. He cannot spend countless hours on running the dailies to cap on commendations every day. Like all of us he has other obligations including a job and family. So it could be done faster, and I’m certain others in Alvis were able to max out quicker than Cuspar.
Cuspar’s end result was a larger focus placed on the primary stats of Aim and Endurance. His effective health was higher and his aim was higher meaning he should be able to do more damage than me. For all the gearing suggestions we could find going into the first raid his stats pretty much always lined up. Tanks seemed to be judged based on their health and armor alone, and not based on other stats which might make them harder or easier to heal. He was fitting all the conventional wisdom perfectly on what to do to be prepared to tank normal operations.
Jounville Goes Broke Crafting
I’ve bet on the crafting game. I know that at some point the raid gear will exceed what I could possibly craft, but I’m used to a template of raid preparation that says entry into endgame can be accomplished through crafted gear. I took armormech, scavenging, and underworld trading and had all at 400 before 50. I was already in the REing for entry raid gear before I finished Voss. This is not a cheap approach by any means. First gatherign materials is expensive. Materials range in price to gather from 200-500 credits per unit depending on what it is, and if you need to buy materials off the auction house you are looking at that per unit cost doubling at least. Highly rare materials like Mandolorian Iron routinely sell for 10k+ on our server.
The results were different than Cuspar was getting as well on his gear. While Cuspar’s base stats were higher, and as such his health pool and effective health were higher, my stats at avoidance and mitigation jumped out as higher. This created a perception on a casual glance that my gear was not ready. In fact Furiel told me to get a new chest piece since the Mastercraft Veracity Powered Ultramesh Body Armor I made only had 45 aim and 72 Endurance. I had to point out the secondary stats like +27 accuracy +20 absorb +48 defense and +76 shield to create doubt in his initial impression about my gear.
My effective health was lower than Cuspar’s by nearly 4k going into that first raid. But my total mitigation was 2% more. I had nearly 5% more chance to dodge an attack altogether and my chance to shield was 3% higher. These might seem like small differences, but in a key position like tank, every percentage point counts.
So given the conventional wisdom and now general unease of our raid coordinator, why did I continue to push for the crafting gear plan? Well a few reasons. First time was running out. Our first raid was approaching quickly and I didn’t have the time needed to run the necessary dailies to mimic what Cuspar was doing. Second I think that secondary stats were being undervalued, and crafted gear generally has better secondary stats than can reasonably be achieved with orange gear. And finally I felt that I needed to know if where all my money and time reverse engineering was a waste. Bioware in a sense had to prove to me that they cared about crafting, and if I could tank in an operation in mostly crafted gear, then I knew they had planned stuff well.
The Big Day
The first Alvian Operation came on February 25th, 2012. Cuspar and I were both ready and I was nervous if my bet would pay off. As a raid we had two tanks with different gearing strategies. Also we had two tanks with different tanking in an mmo histories. Cuspar hasn’t really played an mmo since SWG and that was nothing like the group dynamic SWTOR has adopted. I on the other hand tanked many raids in WoW and had experience in improvising in raid settings.
The toughest pull in Eternity Vault for us was the turrets. And I seemed just as durable as Cuspar. Neither healer complained I was a paper tank, or that Csupar was simply a giant health pool with no real mitigation. Through the operation I did take a back seat to Cuspar’s tanking on the one tank fights, acting more like an tutor on how to tank in case he needed guidance, but gearwise I was never at a disadvantage it seemed.
Conclusions
In the end I think crafting or modding is a viable method to get ready for normal operations. The real puzzle at this point is figuring out what the real comparative value of stats are. Without combat logs and the math models that come out of them, it is really hard to say 1 point of endurance is worth 3 points of shield is worth 6 points of defense, or whatever the stat equivalencies are. I think in general people tend to undervalue their secondary stats. A lot of Aim, or Endurance, or Cunning is great, but being able to get crit, power, alacrity, shield chance, surge etc is what can take you from doing well to doing great.
Flashpoint Group Play: A Primer
In recent conversation with a guildmate who hasn’t played an MMO in earnest since Galaxies, he confessed he was afraid that his lack of Warcraft experience would hinder him as he went higher in level. This prompted me to want to write a primer for how group play in MMOs like SWTOR generally work. This is intended to help close the knowledge gap between the WoW vets and the people who skipped that. Some of the information may seem obvious or elementary, but it is all building to more complicated concepts later.
Basic Group Theory: Division of Labor
In group play there are three main roles that people play. Either you are designed to take damage, heal damage, or deal damage. We commonly refer to these roles as Tanks, Healers, and DPS respectively. Unlike in single player games, where at some point you become a god, MMOs divide up the jobs over different classes so people specialize in something and have only moderate abilities if any in the other areas. Tanks for example have talents and equipment designed to reduce that 1,000 point hit down to 750 or even 500 points. They tend to focus on having more health than other roles as well. But the cost to those abilities is they can’t heal themselves and their damage is mediocre compared to a character designed for DPS. Let’s take a look at what the roles do.
Tanking in a Nutshell
If MMO combat was a dance, the Tank would be the one leading. They often plan how the enemies will be pulled, they designate which ones will be crowd controlled, and they decide the kill order. But a tank’s main goals are two fold really:
- Stay Alive
- Keep enemies hitting them and no one else
The staying alive is partly up to the healer who we will cover later, but also up to the tank. Tanking in general is a very equipment focused role. Your gear directly influences your health pool, armor rating, and your ability to dodge, parry, deflect, or absorb attacks.
In addition to the gear, they also have talents designed to increase their survivability. It may be a talent that adds a debuff limiting the damage output of an opponent. Or it may be a talent that massively reduces incoming damage. Some will be passive requiring now work at all, while others will be something you want to use in special circumstances.
The final part of the staying alive job is knowing when to use your cooldowns. Cooldowns refer to special abilities that cannot be used more than once a minute. These tend to have big effects and should be used judiciously. Warding Call for a Jedi Guardian is an example. It reduces incoming damage by 40%, but can only be used once every three minutes. You would want to save this for when you need it and not just use it every time you can.
Keeping enemies hitting you is the second job a tank must master. Think of enemies (or mobs as they are often called) as having little lists of who they hate most. They will generally always attack the one they perceive as being the biggest threat. If the enemies were rational they would realize that the healer should die first, then the DPS and save the tank for last. But mobs are not terribly rational and we have tools to make them think the low damage guy in heavy armor is way more of a threat to them than the sneaky smuggler who just two shot his friend. Having the mobs attacking you is often referred to as having threat or aggro. One of the key skills a tank must master is when to use his taunt. A taunt forces the mob to switch who it is attacking towards the tank. This is really useful when an enemy is pummeling your healer and you want to redirect it to yourself.
Healing in a Nutshell
Healing is key to any advanced encounter. A good healer can keep bad tanks standing and dumb DPS alive through some rough patches, but a bad healer can let the tank die from simple neglect, wiping the group. The key to healing is knowing your priorities. A healer’s first job is to stay alive. A dead healer does no healing. A common ‘ailment’ of healers is tunnel vision. They get so focused on keeping everyone else alive and watching health bars they neglect to notice they are standing in the fire. The second job is to keep the tank up. Remember tanks are so much better at taking hits than anyone else that in many fights a good tank and healer can finish a fight long after the DPS has died. It may be close, but barring a fight mechanic like an enrage timer or the healer running our of resources (force power, ammo, energy etc), the tank and the healer can often finish the fight. That said keeping your DPS alive really does help.
The key to being a good healer is knowing how much to heal and when. Some fights are just a steady trickle of damage which can be responded with a regular heal. Other fights have large spikes of damage, but they are less frequent. Those might require a large powerful heal to respond, after which the healer goes easy in order to restore the resource pool for healing. Each healing class has strengths and weaknesses. Some are good at AoE heals (an area of effect heal that can heal multiple targets at the same time), others specialize in heals over time (HoTs) which are good for keeping people topped off. Some have really good single target heals but might not be as strong in other areas. It is important to learn the playstyle for your healing class and knowing which heal is the right way to respond to a given situation.
DPS in a Nutshell
DPS gets the reputation of being the easy job. People will rag on you as being a dime a dozen and easily replaceable. And while there are a lot of DPS players out there, the difference between a good DPS player and a bad DPS player is huge. A good DPS player will stand out for the small things they do that help a group out. The fundamentals of being a good DPS player are as follows:
- Minimize unnecessary the damage you take
- Crowd Control wisely
- Focus Fire on the right target
The first thing to know about being DPS is minimizing your incoming damage. If you are the Jedi Knight who insists on standing in the lava for some reason, you are going to irritate your healer who will have to choose between throwing heals at the tank or you. In that case you will lose and you just made the rest of the group’s job harder. Now you can’t always avoid damage. There are plenty of reasons you might take damage. Grenades have splash damage, things fall form cave roofs, and you might have to off-tank something for a second until the tank can pick it off you. Put the important thing is to try and keep it to a minimum.
The second fundamental is mastering your crowd control abilities. The tank may think they are indestructible, but I guarantee you that if enough enemies are hitting him, they will die. Crowd control makes this easier. Before a pull the tank might mark up mobs and tell you to crowd control (force lift, cryo grenade or something else) a particular mob. That essentially reduces your number of enemies everyone is fighting for some period of time. The tank is happy because they have one less thing to worry about, the healer is happy because that is one less source of damage. Keep your target crowd controlled as best you can until the tank turns the groups attention to it. Which leads us to…
Focus fire on the right target. The thing about mobs is they do the same damage output usually whether they are at 100% health or 1% health. The most efficient way to get rid of them is crowd control up some of them and then focus fire one mob at a time until it is dead. Sometimes with many weak mobs it might make more sense to just use area of effect abilities, but when dealing with strong, elite, or champion level mobs, focus firing is the best way to go. Make sure you stay on the right target, and don’t break someone else’s crowd control.
If you do those three things you will get a reputation as being a good DPS player and people won’t think of you as easily replaceable.
Final Note on Kill Order
It seems like Bioware likes to mix the difficult of mobs in flashpoints and heroic quest zones. A strong mob might be surrounded by a few regular mobs. An elite or champion may have a few strong mobs surrounding it. It has been my experience that the best approach towards killing them is to work from weakest to strongest. Crowd control elite mobs and strong mobs if you can and focus on the regulars first wiping them out quickly. As soon as you cannot crowd control the strongest mobs in the pull, have the tank focus on that. A DPS can easily offtank regular mobs since it is just a few seconds of incoming damage before they drop. Stong and elite mobs however generally need a proper tank to absorb the damage.
I hope this helps lay a foundation for group play for players who are new to mmorpgs and want to make an impact in group play in SWTOR.

























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