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The Old Republic for Dummies


mimartin

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I have another bonehead question… Doing a companion quest last night and the map showed me going through imperial territory (base) to get to the location. These are level 50 NPC. I can’t drive through it. I can’t fight my way through without getting flagged PvP. I ended up walking through it cloaked and then just running when I was finally spotted as I had dismissed my Wookiee out of fear of him fighting or being spotted. This worked, but there has to be a easier way.

 

Another question does being flagged PvP mean anything besides imperial players can challenge you to a fight?

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I encountered a heroic on Nar Shaddaa's bonus series that had me going through a Republic base as an Imperial to reach an elevator that took you to the level the heroic was on.... :\ had to die in front of the elevator to get on it.

 

As for being flagged, if you're flagged for PvP, it means that players of the opposite faction who are also flagged can engage in battle with you.

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I encountered a heroic on Nar Shaddaa's bonus series that had me going through a Republic base as an Imperial to reach an elevator that took you to the level the heroic was on.... :\ had to die in front of the elevator to get on it.
I remember that, but I'm not sure if that Republic Base was actually Republic Territory, if it was, you'd be notified by that. Just like if you go far enough on Alderaan as an Imperial you end up at House Organa and you get flagged for PvP within 10 seconds. Whether that mean you can automatically get attacked by any Republic player I don't know. What I have seen, however, was when I was on a quest on Tatooine in Sand People territory, a Republic player passed me and it seemed as if I could attack him, he had a yellow health bar. And I myself wasn't flagged for PvP.
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Not a question, but more like a word of warning or a just in case.

 

Last night wasn't a good night for TOR with me. It started off great, got some upgrades (thanks to Mav), then fought some bad guys and did a little collecting. Once my rested xp was gone went to the ship to do some space missions. In the middle of the battle I was kicked off the server. Got right back on, but my toon was stuck in conversation mode. Hit ESC, Hit Spacebar, tried the move button, Logged off and on, Logged off turned off PC and then back on... Googled for answered...Prayed...NOTHING WORKED. The staff answer on the TOR site said go to PVP mode and use the Fleet Pass. Nope did not work. Contacted support (no reply as of this morning). Read on TOR forum where someone said sending companions on crew mission got him out of conversation mode when they returned. Sent three companions out to do the shortest missions possible. Understand by this time I'm ready to quit TOR for good. If I lose a level 43 character over this I'm not playing the game anymore. I’m not playing a MMO ever again. I’m not playing a game that only allows one save ever again. First companion comes back, my toon is still stuck. Log off before the next get back and then log back on. Next two companions are back and I am out of conversation mode. Run around ship in circles for the joy of it and then log off as far away as possible from the galaxy map.

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Before I get swarmed again.. yes, "Ceezee" is me :lol:

Though it was a nice welcome whilst I was getting lost boarding the Fleet.. hehehe

 

Thanks for the warm invite to the gang that swarmed my chatbox :D

 

Gotta say, after getting thoroughly stomped attempting Heroics with my smuggler.. coming back to Ord after upgrading to Gunslinger made a world of difference. They never stood a chance :devsmoke:

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@mim: You are such a drama queen! :xp:
You should see my post on the TOR site. :xp:

 

jk I haven't posted on that site

 

 

I just don't understand why stuff like this keep happening to my toon.

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picture.php?albumid=686&pictureid=8790

 

Edit: heard back from support today. Nice person. I guess that really isn't that bad considering it has to be a time I'm on TOR.

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If you are a healer you should have some sort of combat stance that generates less threat, just as tank companions should have a stance that generates more.

I know how to set a companions stance, but our main characters have it too? Where can I find this?

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Depends on your class. Knights/Warriors have lightsaber forms and Troopers/Bounty Hunters have ammo/gas types. Not sure about Consulars/Inquisitors and Smugglers/Agents. Presumably they must have some sort of equivalent passive abilities.

I'm a smuggler/gunslinger and I don't see any "toggle" type skills (except sprint) so I'm guessing we only have pewpew mode.

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Again, not sure about Operative/Scoundrel.
As a Gunslinger I have a threat drop called "Surrender", I'll have to look in-game if it falls under a Smuggler skill or a Gunslinger skill, I think it is safe to assume it is a generic Smuggler skill though.
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As a Gunslinger I have a threat drop called "Surrender", I'll have to look in-game if it falls under a Smuggler skill or a Gunslinger skill, I think it is safe to assume it is a generic Smuggler skill though.

That is correct, I'm just trying to get my head around what a "combat stance" is and I am assuming my ignorance comes from smugglers not having it.

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Smugglers don't have a toggled skill to reduce threat. We have a passive that comes from the tree. Seems all well and good except that it's pretty well useless in PVP. I got better stuff to spend the 3 points to reduce threat. Plus scoundrels have the in combat stealth. That's pretty handy in situations you find yourself outnumbered.

 

We also have the in combat revive. It's pretty dangerous to use though, because it locks out revives for 5 minutes. If you're in a group, and one of your group members dies, Get rid of any DOT's you have on you, stealth to get out of combat, revive the guy, heal him up BEFORE he attacks. If not in a group, in combat rez your companion, and heal them up if you can.

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Cover does not increase your threat? It seems if I stand out in the open, no one attacks, but if I get cover or if I crouch down the boggie man attacks.

 

Playing last night with my Wookiee and a Jedi tank. Really pissed when the big creature from the Jedi class quest attacked me instead of the Jedi and Wookiee. Used surrender to get it to attack something else. Of course it still didn't go after the Jedi or the Wookiee, but the Jedi's companion healer. :)

 

BTW: got to fight instead of heal most of Sunday goofing with Lynk and then in random group last night. Game is really fun when getting to actually fight without worrying about dying every 5 seconds.

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Healing generates a LOT of threat. Also, when you are in cover or crouched, you have much more damage dealt. So you throw out big heals, big damage, and you are target A#1. As a rule, you should fire off a couple of the heal over times(the one that gives you a chance at the proc) but letting your companion just do all the damage. Bowdaar is good at pulling threat. just make sure he's in the tank mode, and make sure he has the flare gun going to pull aggro. Give him a few seconds of attacking before you heal. otherwise they like squishing the healer. Also if you find he's not getting the one attacking you, have him attack that one. MAKE him attack that one.

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In my experience, companion tanks have a much easier time holding aggro than player tanks. It is especially a problem for melee tank classes, like my Juggernaut, when paired with ranged companions/players, as mobs are constantly getting pulled off you and running 30m away. In the limited instances where I have used companion tanks (primarily my neophyte Sorcerer), as Tommycat suggests I give them a few seconds to generate enough threat before attacking myself or healing.

 

I'm just trying to get my head around what a "combat stance" is
My references to this is specifically for toggleable abilities, like the lightsaber forms for Jedi Knights/Sith Warriors and ammo/gas types for Troopers/Bounty Hunters I mentioned above. To expound, here are the abilities for the two classes I have chars for (SW and BH). Not entirely sure that the tooltip descriptions are up to date, but you get the idea.

 

Sith Warrior/Jedi Knight lightsaber forms:

 

Shii-Cho Form - Enter a balanced lightsaber form, increasing all damage dealt and reducing all damage received by 3%.

This is the base stance all Sith Warriors/Jedi Knights start with.

 

Ataru Form - Enters an acrobatic lightsaber form. Saber attacks will trigger an extra attack against a second enemy in melee range for 1 damage every 1.5 seconds. Also increases movement speed by 15%, and reduces the cooldown of Force Charge by 5 seconds. Benefits from dual wield.

This is the base Marauder/Sentinel AC DPS stance.

 

Juyo Form - Enters an aggressive lightsaber form, causing your melee attacks to increase all damage dealt by 2% for 15 seconds. Stacks up to 5 times. This effect cannot occur more than once every 1.5 seconds.

This is an additional Marauder/Sentinel AC DPS stance.

 

Soresu Form - Enters a defensive lightsaber form, reducing all damage taken by 6%, increasing armor rating by 60% and increasing threat generation by 50%. Soresu Form also increases shield chance by 20%. While active, taking damage builds 1 rage, but all Assault abilities generate 1 less rage. This effect cannot occur more than once every 6 seconds.

This is the Juggernaut/Guardian AC tanking stance.

 

Shien Form - Enters an aggressive lightsaber form, increasing all damage dealt by 6%. All attacks that cost rage will refund 1 rage when used. In addition, you generate 1 rage when attacked, but this effect cannot occur more than once every 6 seconds.

This is a Juggernaut/Guardian AC DPS stance that has to be spec'd into via the appropriate DPS tree.

 

Bounty Hunter/Trooper gas/ammo types:

 

Combustible Gas Cylinder/Plasma Cell - Loads your blaster with combustible gas, giving all of your blaster attacks a 10% chance to deal [?] additional elemental damage over 6 seconds.

The base DOT DPS stance for BHs/Troopers. The bonus damage improves with increased levels of the talent.

 

High Velocity Gas Cylinder/Armor Piercing Cell - Loads your blaster with a high velocity gas cylinder. While active, armor penetration is increased by 35%.

The burst DPS stance for BHs/Troopers.

 

Ion Gas Cylinder/Ion Cell - Loads your blaster with ion-charged gas, giving ranged attacks a chance to deal [?] additional energy damage. While this cylinder is active threat generated is increased by 50%. Increases armor by 60%, decreases all damage taken by 5% and increases shield chance by 20%.

This is the tanking stance for Powertech/Vanguard ACs.

 

High Energy Gas Cylinder/High Energy Cell - Loads your blaster with a high-energy gas cylinder. While active, all internal and elemental damage dealt is increased by 5%.

This is the DPS stance for Powertech/Vanguard ACs.

 

Combat Support Cylinder/Combat Support Cell - While active, Rapid Shots charges your powercell with each use. Charges increase all damage and healing dealt, up to a maximum of 3% at 30 charges. In addition, targeting an ally with Rapid Shots will heal the target for 100% of your tech bonus healing.

This is the healing stance for the Mercenary/Commando ACs.

 

It seems I was wrong in my original statement about there being a healing stance that lowers threat. Maybe I was confusing them with the tanking stances that increase threat. There definitely are passive abilities that you can spec into via your healing talent tree to reduce threat though, as mentioned in previous posts. Sorry about the confusion.

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It seems I was wrong in my original statement about there being a healing stance that lowers threat. Maybe I was confusing them with the tanking stances that increase threat. There definitely are passive abilities that you can spec into via your healing talent tree to reduce threat though, as mentioned in previous posts. Sorry about the confusion.

Nothing to be sorry about whatsoever :) I was just making sure there wasn't a mechanic I was totally missing :thmbup1:

 

Also, when you are in cover or crouched, you have much more damage dealt. So you throw out big heals, big damage, and you are target A#1.

Cover affects a SawBone's heals?

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No, but it does increase your damage. You're already pumping out big heals, add in good damage, and you are the big target.

 

Ah ok, my SawBones is only lvl 13 (I spend 99.9% of my time on my lvl 50 gunslinger) so I don't have a lot of exp under my belt, but so far I prefer to play him standing and healing, throwing a dot in here & there. I wasn't sure if that was lowering my heal rate and I needed to rethink my style.

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Part of my problem with getting the aggro at the start of a fight is my playing style.

 

Using stealth and sneak I get behind the enemy, if a mob, I tranquilize the strongest enemy, then sneak up behind a lower level one. Use shoot first or back blast, followed by dirty kick, then sucker punch and if necessary blaster whip. Takes out even a strong enemy. If not, depending on the health left, I just use flurry of bolts or thermal detonator. I then use the flash grenade to get the hell out of Dodge and start healing. Come to think of it I really don't have a reason to moan about the baddies chasing me.

 

I'd be upset too if someone kicked me in the... :xp:

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Nope, plan on doing another smuggler as a DPS. Just do that part my way because playing solo as a healer it would take forever if all I did was heal. Love the wookiee, but he is a Tank, not a DPS. He takes forever to kill anything. When fighting an a elite or champion, I do it more like a traditional healer. Although I still have to get a dirty kick in there somewhere even if it is at the very end.

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