Arena Guide for Star Wars: The Old Republic – SWTOR

SWTOR Arena Guide

Star Wars: The Old Republic (SWTOR) released arenas during October 2013 (patch 2.4).   Since then, I’ve played nearly every class in solo/four man ranked with my highest rated character being my Vanguard (currently at 1681 – Deltiz).  As I write this guide, SWTOR will be releasing patch 2.6 with class balancing updates and I figured this would be a great time to share basic information on how to succeed in arenas.  As with all my guides and/or information, it’s meant to evolve and grow with the community.  Please feel free to leave a comment at the end of this guide.

Table of Contents

  • Arena Basic
  • User Interface
  • Prepare
  • Attitude is Everything
  • Focus Targeting
  • Initiate Combat First
  • Early & Often
  • Time on Target and Global Cool Downs (GCD)
  • Classes
  • Maps
  • Summary
  • Resources
  • Terminology
  • Version

 

highest elo 2

Arena Basic

SWTOR’s Player vs. Player (PvP) content is divided into two sections; unranked and ranked (“ground” PvP).  Unranked PvP randomly selects either objective based maps or arenas.   However, all ranked queues are automatically arenas.  You can either queue by yourself or with a four man team.  No queuing with two or three players, only solo and a full four man team.  By default, arenas are the only PvP format with leader boards.

The first part of the guide includes suggestions players can do before even stepping foot into an arena.  I’ve also made a video you can reference below that shows a walk through of this portion.  The second portion are universal hints.

User Interface

I recommend visiting two sites prior to getting arena ready:

Tor Assistant – This is a simple and light program that uses your combat log to make audible sounds when abilities or procs are available for use.  This program is allowed by SWTOR.

Tor Assit

SWTORUI –Great site for finding UI’s that are more user friendly than the default SWTOR UI.

SWTOR UI

The next step is to check your settings by pressing the escape key and selecting preferences.  Here are the preferences I check.

Controls –

Focus Target

  • Check enable focus target (video guide below).
  • Set camera distance to 100% for better viewing.
  • I keep ability action queue at .5 for personal preference.

Arena Guide 1.2014

Combat Logging –

  • Make sure the combat log file is enabled if you plan on using Tor Assistant or something similar.

User Interface –

Ops Frames

  • Detailed item tool tip for additional information on gear.
  • Operations frames as group frames for better viewing.
  • Show cool down text for those who like to see numerically one’s cool down time remaining.
  • Suppress crew member rewards in a warzone to eliminate gathering mission returns during combat.

Nameplates –

  • Always show resolve to see other people’s resolve gauge.
  • Class symbol on because many players use different gear sets.
  • Guild names turned off because I don’t like judging people based on their guild.

Keybinds –

Keybind for Focus target

  • Make sure you have set focus target and acquire focus target enabled.

Prepare

Inventory

Stim – Always use a stim.  I repeat, always use a stim.  At end game, you’re adding roughly 250 additional stats.  This alone could win or lose a match.  If you’re truly dedicated to winning, bring extra stims of every kind.  You’ll encounter many players who aren’t prepared or don’t really take it seriously, so hand them out free of charge to increase your chances of winning.

Grenades – These are a item that provides a area stun (mez) with a 180 seconds cool down.  Only Cybertech can use the resuable version, so naturally I pick this up as my crafting skill.   Plan on having extras non-reusable grenades for hand outs.

Warzone Medpac – A non-reusable item which self-heals for 35% of your max health.  You must have these regardless of your class or role.  You can use all sorts of tricks to get the most out of these.  For instance, Juggernaut’s have an ability called Endure Pain which temporarily increases health by 30%.  Use this combined with a medpac for extra self-heals.

Warzone Adrenal – Another non-reusable item providing 15% damage reduction  (only in PvP).   If I’m jumping into the fray as a melee class, I almost always use these to start a match.  Combine this with one or more defensive cool downs for extra protection.

Alternate Gear Set (If applicable) – If you’re playing a class that can fulfill two roles regardless of your talent tree, make sure to have an extra set of gear.  An example of this is a Juggernaut tank who is fully geared DPS in Shien form, but changes stance and gear to  Soresu for extra protection. I’ve won matches because I threw on a tank set and used a fortitude stim to achieve 40,000 health just to outlast the enemy.

Attitude is Everything

Prior to firing up that queue button, make sure you check your attitude.  You will lose.   Your mistakes will cost the team a victory at some point.  So eliminate the preconceived notion that it’s your inherit right to win and that you are perfect.  I’ve screwed up a lot of games, but I sat right back down and queued up again.  You will get better over time by understanding class balance, gearing, and strategies on specific maps.  Just relax and keep at it.

Also, don’t bash other players before the match gets started.  9 times out of 10, I turn off chat because it’s just offensive nonsense directed at one player or another.  Help each other out even if you can’t stand the other player.  You’re all on the same team so you might as well work together to achieve a goal.

Focus Targeting

Focus targeting is one of the most important aspects of PvP.   Focus targeting allows you to set one player (friendly or enemy) as the focus and click a button to see who they’re targeting.  Offensively you can use this to pressure the same target.  Defensively you can use this to swap guards to different players.

I’ve seen many solo ranked matches where our team comes up with some elaborate plan which immediately crumbles upon the first engagement.  So, I turn chat off, set someone to focus and attack their target.  If this doesn’t come natural, it’s okay because it takes a lot of time, practice, and patience to develop an innate ability to follow someone’s target.

Initiate Combat First

I can’t stress how important getting off the first attack can be.  Typically, I play melee classes that have strong cool downs such as a Vanguard.   Generally I’m the player who intends on attacking first.  My goal is to initiate combat, use as many defensive cool downs as needed to limit players burst DPS, then open up with an offensive flurry after my resolve is full.  Something like this will happen if I’m playing a Vanguard.

  • I move into middle and pull (Harpoon) a target
  • Their team panics because they’re separated and come rushing in
  • I stun the player which was pulled (really panicking now)
  • That player breaks the stun
  • I stun them again (they hate me at this point)
  • Now their team is peeling for that poor guy/gal and it’s my turn to be attacked
  • I use one or more defensive cool downs and a warzone adrenal
    • Example would be Reactive shield 15% damage reduction, adrenal another 15%, if someone else taunts the group an additional 30%, if I’m stunned an additional 30% damage reduction, at this point I’m literally taking 90% less damage and that’s why I want to start combat and get them tunneling me
    • After this initial altercation the first target is dead, it’s 3 v 4 and mostly mop up duty

This is just an example with a near endless amount of possibilities.  Know your class and if you should initiate combat or not.  Two great class choices are the Vanguard (PowerTech) and Sentinel (Marauder).  Both have strong defensive cool downs that really hinder the other teams DPS if they target you.  Keep in mind I’ve lost plenty of matches trying to initiate combat because I didn’t execute properly.  It just takes practice.

Early & Often

Someone once told me “use trinkets early and often.”  I didn’t know what trinkets meant, but it’s a World of Warcraft term essentially meaning use your big cool downs (defensive or offensive) at the start of battle.  I learned this the hard way after I was absolutely demolished in a duel.  After that embarrassment, I learned to not hold anything back as if it were a 12 minute match.

An example of this is taking the example above with my Vanguard and adding some pieces to it.  I haven’t talked about resolve yet because it’s a complex topic with many varying ideas, opinions, and facts.  Essentially it’s a meter that fills up once you’ve been stunned for a period of time giving one cc immunity for a period.  I made a complete guide on this for TORWARS podcast which can be found HERE.

I try to time a full resolve bar (or white bar) with a big offensive rotation.  I go in as the bait and initiate combat saving my big offensive abilities until my bar is full.  Once full, I immediately break my cc and start using my main offensive DPS abilities and rotation.  For a Vanguard it would be the critical hit buff and my AoE damage abilities.  This will increase your chances of getting at least one major burst cycle.

Time on Target and Global Cool Downs (GCD)

SWTOR uses a GCD system which is basically a universal cool down period of 1.5 seconds each time an ability is activated.  This time can vary depending on many factors such as talent tree, alacrity stat, etc.  There are also abilities “off the GCD,” but for the most part it limits you from spamming abilities.  Time on target is just how often you’re attacking or healing a specific target(s).   Sounds simple right?  Well simply staying on a target is a great way to improve ones performance.

Basically what you want to do as a DPS is to always be attacking something (unless it’s mezed).  I show some examples of this in the focus targeting video, but even when you’re moving to a new target, try to hit something on the way.  Anything really as long as you’re not breaking a stun or preparing it for something else.  You don’t have to use a certain rotation just be doing actions over and over.  Keep this up and you’ll see your performance increase.

Classes

Coming soon.

Maps

Coming soon.

Summary

In summary, I’d like to say arenas are hard and challenging.  Sometimes there are things out of your control such as win trading, people leaving matches, being unprepared, or whatever.  You can only control yourself.  Bring you A game, get prepared, practice, and focus with a positive attitude before you enter.  You may not win all of your games, but you will stand a better chance.

I hope you enjoyed this guide, let me know if you have any special tips and tricks.

NOTE: I will be creating a separate guides on classes and arena maps.

Resources

  • Resolve guide on TORWARS http://torwars.com/swtor-pvp-resolve/
  • TOR Assistant Link – http://froyosoft.com/torassistant.php
  • TOR Head for finding items – http://www.torhead.com

Terminology

  •  Area of Effect (Aoe) – An area based damage or healing ability.
  • Buffs –Abilities that apply a bonus for a duration.
  • Cleave – Another way to say AoE.
  • Cooldowns – A ability with a waiting period after use.  These can be used offensively or defensively.
  • Crowd Control (CC) – Something that hinders your movements or stuns you.
  • Damage Per Second (DPS) Class – Class focused solely on damage.
  • Diminishing Returns (DR) – The point at which the stat takes more and more if it to get the same result or the more points you put into a stat, the fewer bonuses you get per point.
  • Expertise – PvP only gear stat that determines your effectiveness in a PvP setting.
  • Full Healer – Generally a healer that has 31 points or more into main healing talent tree.
  • Full speced – 46 talent points or more into one specific talent tree.
  • Global Cool Down (GCD) – A universal cool down of 1.5 seconds before another ability can be triggered.
  • Globaled – Only using one ability per person to wipe out an enemy.
  • Hit Box – The position you have to face in order to hit someone.
  • Hybrid – Class that isn’t fully speced into one tree, e.g. a PowerTech playing 10/30/6.
  • Kite – To limit the opponents damage because you move behind an object or Line of Sight (LOS)
  • Knockback – Temporarily punts or knocks back player a certain distance, instant effect with no stun, generates 400 resolve. Example: Sith Inquisitor ability Overload, which knockbacks enemies with eight meters.
  • Line of Sight (LOS) – Avoiding damage because you use an object as cover.
  • Mez – Completely disables player for certain period, can be broken on stun, and gives 100 resolve per second. Example: Imperial Agent ability Flash Bang, which disables opponents for eight seconds and can be broken on damage.
  • Mid/Max – Finding every possible way to extract the exact stats one wants.
  • Peel – Stopping what  you’re doing and helping a friendly player.
  • Pillar Hump – Simply circling an object to limit players DPS.
  • Proc – a “procedure” – triggered under particular circumstances
  • Pocket Heal – Single target heals provided by DPS not full spec’d.
  • Pull – Interrupts targets current action and pulls them to the caster. Example: Sith Assassin ability Force Pull, pulls target towards the caster.
  • Punt – Same as knockback
  • Rambo/Rambo’ing – A play style that has complete disregard for team goals and objectives.
  • Resolve – Statistic relating to cc immunity
  • Rotation – Series of abilities used in sequential order for maximum effectiveness.
  • Spam – Pressing a botton rapidly.
  • Stack – Put as many points as possible into one stat.
  • Stun – Completely disables player for certain period, cannot be broken on stun, and gives 200 resolve per second of stun. Example: Sith Inquisitor ability Jolt, this disables opponent for four seconds.
  • Tank – Class that use form that allows for guard.
  • Tunneling – Only attack one target even if it’s not wise.

Version

1.0 – Complete initial guide – on January 29, 2014

15 Comments

  1. […] After a brief reminder of what’s coming in Game Update 2.6, our PvP specialist Jacob Hausman provides an in-depth analysis of the upcoming class changes. He then walks us through his new Arena Guide for Star Wars: The Old Republic. […]

  2. […] general strategies in arenas, check out my previous guide HERE.  The hardest part about arenas is knowing your teams strengths and weakness and the enemies.  As […]

  3. red prom dress on February 10, 2014 at 6:30 pm

    I really liked your article. Really Great.

    • Deltia on February 10, 2014 at 11:52 pm

      Hey I appreciate the feedback. Any suggestions?

  4. Bertrand on March 3, 2014 at 11:57 am

    Hey,

    A global comment on your blog, it’s really nicely done and although it’s and the starting stage I can see it grow and get alot of exposure. Keep up the hard work !

    I first came for the Juggernaut guide and more precisely the tanking part. I am a returning player and it has really been hard to find any decent recent PvP guides for Juggernaut tanks with a serious breakdown and comments and stats/gear/tactics/theory craft.

    Yours gave me a lot of insights on stats confirming the endurance priority was always valid which was hard to find on the forums, I mean a recent post confirming that endurance is still the way to go. I had doubts since BW has been redesigning the mechanics of some stats since I left the game.

    Back then there was still debates between the fact that defense stat was totaly useless in PvP and those advocating that at the end of the day, it still comes in handy.

    I think the stance on endurance as main stat still remains, but the arrival of ranked arenas opens new ways of playing as I feel tank role (and also specs, maybe stats priority) can slightly differ playing in a full WZ and an Arena.

    I have alot of question left unanswered. For example, guard stance reduces incoming damage by 50% which is transferred to you. Now, how does this damage transferred gets mitigated ? Is it a pure numerical value as if the guarded player gets hit by 3000 and simply get 1500 hp removed (and there endurance is the must) or it comes it as a certain type of damage which gets mitigated some way or another.

    Sonic barrier : now one thing I have noticed is when sonic barrier is up i get alot of “absorbed” procs. How does sonic barrier damage reduction work ? is it independent of the nature of the damage ? Do we have any idea on how much damage exactly it can absorb before disappearing, same questions applies to threatening scream enhanced with the additional barrier.

    Back then I used to play a hybrid Immortal/Vengeance build (getting deafening defense and impale and sonic barrier and non-channeled chock in immortal) which I believe was at the time the best build also because of the amazing 20% reduction of damage coming with unstoppable and the cc immunity.

    However hybrid has been nerfed since then and immortal upper tree made better. Yet I still believe hybrid is better for WZ because the added 4% damage reduction of DD is a better trade off than all the def points in immortal and does not require buffing to be maintained, not mentioning and a few added benefits and synergy.

    However for Arena that won’t be the case since your synergy in the team is paramount and a tank will not be only about survival but support capacity, and feel immortal has more cc or cool down on cc, protection bonus etc. So immortal would be the way to go.

    What is your full opinion on Hybrid and full Immortal spec ? Are you aware any theorycrafting guide/thread for juggernaut pvp tank ?

    • Deltia on March 3, 2014 at 2:38 pm

      Bertrand,

      Appreciate the comments and feedback. I’ll try to answer all of your questions.

      Q: Now, how does this damage transferred gets mitigated?
      A: Damage is mitigated from guard by shield rating and shield absorb only. Thus making the defense stat less desirable. Also making attacking a guarded target very ineffective against a full tank.

      Q: How does sonic barrier damage reduction work ?
      A: The mechanics are a little strange. When we tested it, it absorbed roughly 5,000 damage on the primary target. The way I see it, it just adds a small bubble of mitigated damage to your character, not overly important. Threatening scream damage mitigation was nearly the same amount being absorbed.

      Q: What is your full opinion on Hybrid and full Immortal spec ?
      A: Most of the top “tanks” on our server play into the middle tree to get the 4% damage reduction and root on ravage like you were saying. Since the top tear talent is AoE, and more of a threat builder, it’s not that important to PvP. I like my 23/23/0 build but would modify it a bit to suit a competitive environment.

      Q: Are you aware any theorycrafting guide/thread for juggernaut pvp tank?
      A: As far as theory crafting guides, I know the official forums has a lot, though they are PvE specific. MMO Mechanics had some good write ups but I think there inactive at the moment.

      Once again thanks for the nice comments and I hope this helps.

      Deltia

  5. Bertrand on March 9, 2014 at 11:28 am

    Thanks a lot for the answers, it’s great to have a source that actually has proven and verified facts to input.

    If that’s okay, I’ll ask on a few more questions.

    1. Can you confirm top tanks of your server use the hybrid spec in ranked arenas ? I also believe it’s better, but what would be their rationale behind the choice rather than choosing the full Immortal build ? Please develop.

    2. In normal WZ I use the hybrid build you linked with two points in Thrown Gauntlet. But for ranked WZ I am thinking of switching the 2 points from TG to Sonic Wall for extra protection for my team. What do you think ? What would you tweak in the Hybrid build for ranked WZ.

    3. There are two things that I see more desirable in the upper tree of Immortal. The first is Dark Blood, but I’m confused. It says “increases internal and elemental damage reduction”. Is that an absolute reduction, or is it solely linked to Endure Pain ? For the later, it would then be as desirable as Deafening Defense, no ? Finally isn’t Intimidating Presence with the Disruption reset a must-have for tanks in Arena’s, if you are set to focus the healer ?

    4. In your hybrid build, why go for Revenge ? Parrying, deflecting shielding or resisting an attack does not seem to occur so much in PvP, even less in ranked WZ where you are rarely focused (although you do mitigate Guard damage by shield), lastly, you get smash for no rage quest in the Vengeance tree. Why not switch for Ravager and the extra dps in synergy with Overwhelm.

    5. Have you tried any further odd mixes say go for a Vengeance tree spec (maybe with 10 points in Immortal or Rage) with tank gear ? I tried one WZ in Vengeance with Shien form and full Tank and pulled it out pretty well with a good mix of resistance and dps. More over had a lot of fun. Actually if I switched to Soresu form my tank stats where more then decent (30%:30% shield/absorb, 46-49% damage reduction, 39k health), so can keep Guard up, although I can see the rage generation issue from here. Haven’t tried it in WZ though. Want to try that with Rage although I see it less interesting. So have you tried anything like this ? Or say go Immortal or Hybrid in dps gear ? Or even stack fortitude augment, then aim for 31%:31% shield and replace all defense mods/enhancement by critical rating/power ?

    6. In your Vengeance tree why put so many points in Enraged Sunder/ Improved Sundering Assault. Doesn’t Sundering Throw fits the role to apply to debuff, which cooldown is pretty long. And for the rage generation, seems to me Shien has plenty of rage generation you can need.

    7. Do you feel Deadly Reprisal to be so important to put a point in it ? Why ?

    8. What do you think of this build (most damage output in PvP focused) : http://www.torhead.com/skill-calc#101MZfzrRMMsRrfczZf0b.3

    I think that’s about all the question I had. I hope you don’t see it a me trying to get all the information I can out of you ! But right now I must say you are my only trusted source for my class I have found in PvP.

    I think BTW that organising a Q and A session or a sort of FAQ per class would be a great addition to your blog and could increase it’s exposure.

    I am a french player on Battle Meditation and am actually thinking of translating your guides (officially of course) on the french forums and publishing it on our guild website. What that interest you ?

    Thanks and keep up the awesome work. Thinking of doing a Specialist BH and will definitely look at your new guide !

    Bertrand

    • Deltia on March 9, 2014 at 3:43 pm

      Thanks a lot for the answers, it’s great to have a source that actually has proven and verified facts to input.

      If that’s okay, I’ll ask on a few more questions.

      Q: Can you confirm top tanks of your server use the hybrid spec in ranked arenas ?
      A: Yes I can confirm this. Most use a 23/23/0 build or something similar to be listed as DPS, while playing a tank role with high endurance gear. That’s the rationale, because if you’re in a game with four dps and four dps, one being a tank with 40k health may just win you the game. Considering that game will be who survives the longest rather than a normal game.

      Q: In normal WZ I use the hybrid build you linked with two points in Thrown Gauntlet. But for ranked WZ I am thinking of switching the 2 points from TG to Sonic Wall for extra protection for my team. What do you think ?
      A: I think those are equally good choices. Sonic Wall I think protects up to 5k damage when tested previously. I personally like the reduced push cool down to separate players and use Awe in order to stun them and take them out of the game. But extra protection can be equally valuable.

      Q: It says [Dark Blood] “increases internal and elemental damage reduction”. Is that an absolute reduction, or is it solely linked to Endure Pain?
      A: I’m not 100% certain, but I’m pretty sure that’s all damage. Usually internal can’t be mitigated so this would be a huge benefit.
      Q: it would then be as desirable as Deafening Defense, no?
      A: Deafening Defense provides a base damage reduction, plus a damage reduction on enraged defense which it makes it more desirable. And additionally a reduced time on our main mez ability Awe.
      Q: Finally isn’t Intimidating Presence with the Disruption reset a must-have for tanks in Arena’s, if you are set to focus the healer?
      A: That is true, but remember I’m playing the 23/23/0 build so I can be listed as a dps not as a tank. So in a full tanking situation, that’d be worth getting.

      Q: In your hybrid build, why go for Revenge?
      A: Taking Ravager over Revenge can be a good choice, though I prefer reduced force.

      Q: Have you tried any further odd mixes say go for a Vengeance tree spec (maybe with 10 points in Immortal or Rage) with tank gear?
      A: Oh yea I’ve tried what seems to be everything. Most of what I posted is what’s worked for me. Though other people make a million different builds work for them.

      Q: So have you tried anything like this ? Or say go Immortal or Hybrid in dps gear?
      A: I’ve tried with Rage Spec in tank gear and DPS gear. It isn’t that affective because the utility is in the middle tree the damage is in the right. You can smash for a decent an amount, but doesn’t seem worth it.
      Q: Or even stack fortitude augment, then aim for 31%:31% shield and replace all defense mods/enhancement by critical rating/power?
      A: I’d just use defense once you hit that cap because more power won’t equal a lot more damage. To me, just be a tank. Many Juggs try to do the hybrid thing that Assassins can pull off, but it doesn’t work that great. Juggs are still the best tank, but play around see what works for you.

      Q: In your Vengeance tree why put so many points in Enraged Sunder/ Improved Sundering Assault. Doesn’t Sundering Throw fits the role to apply to debuff, which cooldown is pretty long. And for the rage generation, seems to me Shien has plenty of rage generation you can need.
      A: In PvP you switch targets often, so I want to be able to apply this debuff frequently, though not that important. It makes more sense to use this rather than increase accuracy, thought I can see you changing that.

      Q’s: Do you feel Deadly Reprisal to be so important to put a point in it ? Why ?
      A: Unlike most players, I use Retaliation on cool down to increase my DPS, thus I’m usually rage starved. I also use Force Scream more often because targets are usually running away from me and not in the 4m range. So range can be an insanely important part to getting DPS off. Even our throw has a long cool down so using Force Scream while closing the distant can keep our time on target up.

      Q: What do you think of this build (most damage output in PvP focused) : http://www.torhead.com/skill-calc#101MZfzrRMMsRrfczZf0b.3
      A: I think that’s a solid build besides the Malice or Force critical. Most of our attacks or white or weapons based, and our main force attack, Force Scream, is a guaranteed critical hit, thus wasting DPS in my opinion. Pooled hatred can also give you some strong hits as you will be constantly stunned in PvP

      Q: I am a French player on Battle Meditation and am actually thinking of translating your guides (officially of course) on the French forums and publishing it on our guild website. What that interest you?
      A: I think that would be great and would really appreciate it. I just ask that you link my site and feel free to copy and paste it. Spread it around to whoever needs it.

      I really appreciate your feedback regarding my post and you have some great ideas. I think a FAQ for each class guide is a great idea and I’m going to work on adding those. Keep the questions coming!
      Deltia

  6. Bertrand on March 13, 2014 at 11:40 am

    Awesome, thanks for the replies it’s really helpful.

    For the translation, I was thinking of making a translation and copy/paste it on the french forums with :
    – a link to your website and mentioning first and clearly your credit and the source of the translation – inviting English people to visit for a full illustrated guide
    – a copy/paste of the french translation in their forums (like you did in the english ones)
    – a link an invitation to see a more illustrated guide in french on our website for those that can’t speak english.

    What do you think ?

    I had another question for you. Have you found a satisfying way to target an enemy or an ally in a fast and reliable manner. I believe I have tested most options.

    “Next Ennemy/Ally” is just too hazardous : sometime it will be the best option on a fight and then you will be just cycling to death before getting the right target or having to resort to mouse clicking.

    “Nearest Ennemy/Ally” is the better option I have found this far although still not satisfying. Sometime you just get stock with the same target having to “shift” your LOS to get it to switch.

    What is your advice on fast, precise targeting without having to use mouse-click. I’m particularly interested on how you deal with it in Ranked Arena as a Tank (having to target allies and enemies).

    Also, you said Hybrid tanks is good to get listed in Ranked Arenas. But what if you have a fully functional team with one heal 2 dps and you as tank. Would you go full Immortal or still go Hybrid ?.

    Finally, I’m setting up a line-up for Arenas with a bunch of long-time guild mates. We know each other very well and share the same spirit. I daresay they are very good player, although we are not as good as would want to be as a team since we haven’t tested ranked Arena yet (just resubed recently).

    1 is a hybrid assassin tank/madness in dps gear
    1 is a madness sorcer dot oriented, might also hybrid lightning/madness
    1 is heal sorcerer
    1 is me, juggernaut tank immortal or hybrid

    Our overall vision here is to have our Hybrid Assassin always pull the healer out of the fight with his grapple and put pressure on him. While the healer is out for 10-15 secondes, we want our dot sorcerer to dot the other team members and get them to 75-50% so when the healer is back, always with a dps assassin with plenty of cc on his back, he has huge pressure to get up everyone. I as a tank, aside from protecting my team and taunting will actually focus on neutralizing and cc’ing the opposing tank, and not the dpsers. This is pure thoery but is our overall vision of our team composition strategy.

    We are a bit concerned about the viability of our sorcerer heal in ranked arena. And thinking of asking him to roll for a merc or operative. What do you think ?

    • Deltia on March 13, 2014 at 2:34 pm

      Regarding the posting on a website, I think that’s a great idea to translate it and link my site. That’s all I ask so go right ahead.

      Q: Have you found a satisfying way to target an enemy or an ally in a fast and reliable manner.
      A: Yes though its unconventional. I use space bar as target nearest enemy and tab as target nearest friendly. This seems to work the best because I’ve gotten good at angling my camera a certain way to target the enemy I want. I use shift space bar to jump which is somewhat weird.

      “Next Ennemy/Ally” is just too hazardous : sometime it will be the best option on a fight and then you will be just cycling to death before getting the right target or having to resort to mouse clicking.

      Q: Also, you said Hybrid tanks is good to get listed in Ranked Arenas. But what if you have a fully functional team with one heal 2 dps and you as tank. Would you go full Immortal or still go Hybrid ?
      A: Great question. I still wouldn’t go for immortal because the root on ravage and some other things is just too powerful in the middle tree. I’d run something like this: http://www.torhead.com/skill-calc#101hrRbddrkZfrrM0MR0b.3

      1 is a hybrid assassin tank/madness in dps gear
      1 is a madness sorcer dot oriented, might also hybrid lightning/madness
      1 is heal sorcerer
      1 is me, juggernaut tank immortal or hybrid

      And thinking of asking him to roll for a merc or operative. What do you think ?

      Well regarding your team I’ve got a lot of comments.
      Its a good start, but your probably not going to have enough on demand burst to take down a single target against a good team. If the Sin was playing full deception or a hybrid, maybe. Sorcs are fantastic if played right, I’d only recommend bringing in a Sorc DPS if there’s another ranged DPS in the group. Otherwise they will be focused and melee can chew them up. As far as Sorc healing goes, its the worst in my opinion. They rely heavy on casting and their top tier talent has people sit in a circle which isn’t good for pvp. A Merc healer is a great idea considering they will be a great healer in 2.7.
      Our teams comp for awhile was:
      1 Deception Sin
      1 AP PT
      1 Ion Stance AP PT
      1 Ops healer

      We did very well early on though the Sin got focused a lot against the better teams. What the best teams have been doing is bring either one of two types of setups:
      Range Heavy
      2 Range DPS (Sorcs)
      1 Jugg/PT Tank
      1 Ops healer

      Melee Heavy
      1 Cleve (Area damage) class \ smasher or AP PT
      1 Single target class \ carnage mara, decp sin
      1 full tank jugg
      1 Ops healer.

      I hope that helps. You’re welcome to in my mumble in chat if you want!

  7. Bertrand on March 20, 2014 at 12:27 pm

    Would love too come chat one day ! What is your mumble ? Thanks

    • Deltia on March 20, 2014 at 1:29 pm

      I’m going to email it to you so not anyone can access it.

  8. Lightsong on April 16, 2014 at 6:57 am

    Hey Jacob, love your blog and all your guides. Just had a question about movement. I’ve always keyboard turned cause I really only played PvE and some lowbie PvP, but I’m trying to actually step up my game for this next season. I transferred to the Bastion, but people can pretty much kite circles around my Guardian. So I’ve been trying to learn how to turn only using the mouse. I bound my strafe keys to A and D, and was still mostly running forward with W. But it feels kinda awkward. Especially hitting the 1, 2, and 3 keys. I’m guessing I’ll get used to it, but I was wondering if you did it a different/better way before I learn it all by muscle memory. Any tips or ideas?

    • Deltia on April 16, 2014 at 11:07 am

      I’m glad you recognize this maybe a problem. First off, it’s going to be hard to change but stick with it.

      For keybind, I use the typical awsd movement keys and strafe with D only. I setup my main rotation as R F T G so that way I can strafe and still hit those buttons. I have all my defensive cool downs below as z x c v so if something happens and I don’t have time to think, I just smash those keys.

      I’d also recommend buying a high dollar mouse with many keys (mine has like 18).

      Last quick idea, if you play many characters, keep the keybinds similar. So if I play a tank, I know Q is my taunt button, and my middle mouse is my AoE attack. I know V is my cc break and so on. These things alone can help!

      Glad you liked the blog and appreciate your comment.

  9. hogan scarpe on May 7, 2014 at 2:00 am

    Arena Guide for Star Wars: The Old Republic – SWTOR | Deltia’s Gaming Blog

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