Scum and Villany Progress!

On Friday night our Joint Raiding program with The Snark Side ventured for the first time into the seedy underbelly of the new operations. In story mode we got through Thrasher before time expired on our raid.

sandvthrashersmOur raid consisted of Andosha, Biscotti, Boccior, Jounville, Njessi ,Noreek, Shattner, and Skiggity. We picked up on the mechanics very quickly. I will say though the Pirate Stimfiends are kinda crazy. Personally I’m loving the story for the operation and look forward to seeing how it ends.

Golden Fury Story Mode Down

Golden Fury is downed. First Night Second Attempt.

Golden Fury is downed. First Night Second Attempt.

Last night the Church of Alvis and our raiding partners The Snark Side on Jedi Covenant went to take a look at Golden Fury in Toborro’s Courtyard for the first time. First attempt we learned, second attempt we killed. Afterwards we worked through Operator IX in TFB SM as we are still gauging our strength after leveling to 55 and regearing.

Friday and Saturday our campaigns will continue!

Good work by Andosha, Biscotti, Boccior, Jounville, Noreek, Shattner, Skiggity and Starel!

 

The Church Has a Picnic

Last week 1.5 hit and with it the exciting HK-51 Assassination droid. The Church of Alvis on Saturday  assembled to cooperatively help everyone get significant parts of the quest line done. We officially started with the Outlaws Den portion. We “RP” walked from the entrance of the Outlaw’s den all the way down to the Jawa selling part of the HK Droid. While it wasn’t the most efficient mode of travel, it did get a remark from Gabrielx on Jedi Covenant who thought we looked cool walking that way. Two Sith were killed and another ran away seeing our posse’s swagger. Gabrielx came by and unfortunately one of our smugglers shot first taking his admiration of Han a bit too far. Apologies to Gabrielx were made as well as a gift to help him on his HK journey.

Following that we went to Taris, then Hoth, and then Coruscant fanning out to use our survey team to quickly identify the parts and allowing everyone to get what they needed. We followed up Coruscant with a dip on the Sith side <Pod Six>.

 Same story in regards to surveying, but with much complaining about Dromund Kaas lacking a unified speeder network. Here I thought despotic authoritarian regimes were supposed to make the speeders run on time.

We rounded out Saturday by breaking into groups for the Flashpoint portions.

 A quick jaunt through False Emperor for my group was a lot of fun. As you can see I ran with up and coming twitter celebrity @FynnCobb as a tank heal team. It was a lot of fun with wisecracking all around.

The next day a few of us finished up with a run of Hard Mode Maelstrom Prison. A quick Heroic 2+ on Belsavis later and now C2-N2 has a bully to worry about on my ship.

 It was a lot of fun and something that gave the Church a great bonding experience outside a raiding context.

If you are interested in joining the Church, or participating in our activities please visit our forums and say hi. We love meeting new people and making new friends.

 

Alvis Defeats Warlord Kephess

Summer vacations were not kind to the Alvis raiding program. However with fall coming we got back in the groove and downed Warlord Kephess in Explosive Conflict.

 

Tanking was down by Jounville and Shattner. Healing by Starel and Kam’ryn. DPS by Leeth’al, Skiggity, Maizan, and Josselin. A few tweaks between tries and we downed him getting many Alvians their first Kephess kill. Great work!

The Church Takes Down Another Operation Encounter

July 16th after settling into our new server Canderous Ordo we set our sights on resuming the push into Explosive Conflict. We pulled together and managed to drop Firebrand and Stormcaller making piles of scrap metal. If you are interested in this quality scrap please contact Furiel.

Next up we are going to learn how to defuse landmines.

The Church Is Moving from Juyo to Canderous Ordo

The Church is moving off Juyo and to Canderous Ordo with the Bioware megaserver push. This will be a chaotic time for sure, but we can always be found on our forums.

We look forward to getting everyone situated and secure, and bringing our message of drunken vengeance to a whole new server.

 

A Thank You to the SWTOR Launch Devs

Yesterday the SWTOR community was upset with the layoffs of various Devs. I’ve been thinking a lot about those who were let go, and trying to make sense of it in terms of them as people, them as creators of the game we play, and the future of SWTOR as a whole. There will be plenty of time to dissect yesterday’s news, but I wanted to take a moment to extend the appreciate of our guild to everyone who has made this game possible. Your hours of hard work keep us entertained and energized. For those who’ve been let go by Bioware, know you are in our thoughts and we hope you have many bright days ahead.

Thank you.

A Word of Appreciation to Small Touches

One 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

Firgrin D'an and the Modal Nodes jam at the Mos Eisley Cantina

or the lovable Max Rebo Band at Jabba’s Palace

Image originally drawn by Dave Perillo

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

Recently 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.

How Threat Works: A Primer

The old mmo joke is “Aggro means the healer is dead.” But understanding aggro is a key part of fulfilling your part in a flashpoint or operations group.  I want to start off by giving proper credit to the folks over at Sithwarrior.com who did the testing to come to these conclusions. They are doing really good work on developing a theorycraft community which will no doubt help SWTOR players for a while to come.

 

What Is Threat or Aggro?

Imagine every enemy in the game had a little datapad where they tallied who had hit them and for how much. And as people hit them they adjusted the numbers and in general went for the person at the top of that list. That is known has having “threat” or “aggro”. Or in other words, congrats you are that guy/droid/beast/sith lord’s most hated person at the moment and their dying wish is to wail on you.

There are three ways to “get aggro”.

First is proximity aggro, which just means you got too close to an unengaged red enemy. If anyone else had touched that guy you could stand right behind it for a long time and it would never give you a second thought.

Second is doing damage. The more damage you do, or the more damage the enemy thinks you are doing, the higher your threat on the enemy will be and the more likely you are #1 on that threat list.

Finally there is healing aggro. Your enemies are not terribly fond of you helping the people that they are trying to kill. Think of how annoyed you get when an enemy heals themselves or someone else you are working on killing, well it goes both ways. The difference is that most enemies aren’t smart enough to kill the healer first.

How Do We Measure Threat?

The base unit for measuring threat is 1 point of unmodified damage.  So think of a DPS character with no buffs that adjust threat or special abilities that modify threat in play doing their base attack. If that lands for 500 points of damage they now have 500 points of threat.

Healing is measured at 0.5 points of damage. So a smuggler who heals a tank for 500 points only gets 250 points of threat.

Buffs Matter

Tanks are not designed to be DPS machines, but they have abilities that allow them to seem more deadly than they actually are. Look at Ion Cell for example. Vanguards have the ability to modify their threat score by having that active. All tanking classes have some form of this buff. So a Vanguard with Ion Cell active who hits an enemy for 500 points of damage would get 750 points of threat.

Similarly there are buffs and talents which reduce threat generation like Guard and the Sage Talent Foresight. So that DPS who hits for 500 points, if she has Guard on and is staying within 15 meters of the tank would only generate 375 points of threat for example.

It is important to understand how these abilities and talents work so you can maximize the effectiveness of where you are on the threat table for each enemy.

Distance Matters

It is possible to have more threat against an enemy and not pull it off the tank, but it is tricky. There are thresholds for how far you have to be above the current threat holder before the enemy will start attacking you. This threshold is directly related to the distance between you and that enemy. For players closer than 15 meters the threshold is 110%, or in other words if the tank has 100 threat points built up and you are at 109 it will not switch to you, but if you are at 110 or more it will leave the tank and start hitting you.

For players more than 15 meters that threshold is 130%. So a tank at 100 will not lose threat to a ranged DPS or healer at 129, but will lose it to a ranged player at 130 points.

Aggro Dumps

Most DPS classes or specs have abilities which allow them to force themselves down the threat list. For Commandos it is Diversion, but many classes have similar abilities. It is important for DPS to realize they have these abilities and use them early and use them often. Tanks have a lot of things to manage in a fight, and unlike DPS they often have to use other abilities which may not even be related to the enemy you are fighting. This can include taunting another enemy in the area, using an interrupt, or popping a survival ability. The tank sets what the maximum threat on a target can be, but it is the responsibility of the DPS not to cross over that line.

“I fart in your general direction.”

Your mother was a hamster and your father smelt of elderberries. – Monthy Python and the Holy Grail

Taunts are another tool tanks can use to get to the top of the threat list. If they are already on top it will do no good, but if a DPS or Healer gets aggro, a taunt is the method the tank can take the enemy back. Typically these abilities have a medium length cooldown (about 15-45 seconds). It is important to remember just because the tank taunted that lumbering baddie off of you, it doesn’t mean you can go hog wild again. The enemy will attack the tank for usually 6 seconds guaranteed, but after that if the DPS exceeds threat again you are back in the mess you were in but the tank’s taunt is on cooldown.

And Then It Goes Crazy

Another thing to realize is that some enemies have very specific behaviors which do not follow the traditional rules of threats. Sometimes they will be munching on the tank’s face and then do an aggro dump, or in other words reset aggro to zero for everyone. Other times they will direct most of the attacks against the tank, but occasionally do a special attack on someone else. That could be whoever is number two on threat for just the special attack, or whoever is furthest, or random. And then switch back to the tank like they had been doing most of the fight. It is important to learn which encounters or enemies work like this so you can be prepared for extra healing or position, or cooldowns.

“I Will Kill You Last”

Kill order matters when you are tackling groups. Remember that a tank can only generate so much threat on any given enemy. If DPS is split among targets it is really hard for the tank to keep up with all the mini-fights occurring.  Also you are prolonging the amount of time the various enemies are up making your healers work harder.

Let’s illustrate this with some easy math. Let’s say that we have 4 enemies. Each one does let’s say 100 points of damage per second to players while they are alive. At the start of the fight that means each one is attacking and the healer is having to heal 400 points of damage per second  to keep everyone alive. If you eliminate one that reduces the amount of healing needed down to 300 per second, kill another and you are down to 200 and so on.

But you also gain a lot of efficiency by all attacking the same target. If you can kill one of these bad guys in 20 seconds, having two people working on it reduces that time in half, throw on some tank damage and you are down to 6-8 seconds perhaps? Following a kill order allows you to minimize the amount of time the first target is up, and then moving onto the second target. It also increases the chances that the tank can keep threat on all the bad guys which reduces the total damage taken since the tank has more armor and shielding than most players.

So help your tanks and healers out by picking a kill order and sticking to it.

The Takeaway Lessons

The end result here is that the general rules of thumb for managing threat are as follows:

1. Follow the kill order
2. DPS should use aggro dumps early and often
3. Only Melee should be within 15 meters in most circumstances
4. Melee DPS is the priority for guard
5. Give your tank a chance to build a few seconds of threat before ramping up DPS
6. Follow the kill order