Showing posts with label Guide. Show all posts
Showing posts with label Guide. Show all posts
Thursday, January 5, 2012
They Would Be Crazy to Follow Us, Wouldn't They? Kiting in SWTOR
Nazbur (my close friend and longtime MMO buddy), Dunquinn (Phyona's super-cool mom), and I were cruising through our first Flashpoint, the Esseles, when we hit a bit of a snag. It was that bonus droid boss. You know, the one that you have to activate by hitting those two levers at the same time? Anyways, Droid Boss executed some nasty AOE-lightning thing (?) and Nazbur, his little droid companion, and Dunquinn all perished in a matter of seconds. (More to come on these two; they're excellent players.)
I had been throwing out some spot heals and occasional damage from cover, so now I was left alone with a lightning-infused droid meanie.
In a true stroke of martial genius inspired by Monty Python and O.J. Simpson, I ran away.
And that's when I noticed an interesting side-effect of SWTOR's lack of an auto-attack.
I could still do significant damage. Reflexes had kicked in and I was kiting the boss in a looping figure-eight around the room. Through years of hunter-pvp-induced muscle memory (and that alone, I'm no pro), I was jump-turn-firing every 1.5 seconds and managing to keep up a steady stream of damage. After a prolonged chase, the boss collapsed into a pile of scrap metal.
For those who don't know or aren't sure, kiting consists of attaching fabric to a firm frame and allowing wind to "fly" said kite while it is tethered to you via a long piece of string.
In MMO terms, kiting consists of dealing damage while keeping an opponent at a safe, comfortable distance. Generally, the kiter will periodically snare or slow an opponent while maintaining dps on the run. One of the best methods for achieving this is jump-turning. As long as you are using the mouse to move rather than your W key, you can
1. Run away.
2. Jump.
3. Use your mouse to turn 180 degrees in the air.
4. Now that you are facing your target, fire off an ability using a hotkey.
5. Turn back 180 degrees before you hit the ground.
6. Continue to run away.
This definitely takes some practice, but once you get used to it, it will become second nature. And you'll feel like a total bad-ass.
As a smuggler in particular, you are gifted with so many instant casts that can keep up decent damage even if you are melee/scrapper specced or a cover-reliant Gunslinger. Keeping a vital shot up, flinging grenades, and filling in with blaster fire will keep their HP dropping, while abilities like Dirty Kick and Tendon Blast give you the separation you need. An important part of kiting is keeping yourself from getting slowed, so be sure to use Escape if you need to.
In WoW, classes are dependent on either auto-attacks and their auxiliary effects or hard casts. For instance, as much as ~60% of a Rogue's damage came from auto-swings and poisons and an Arcane Mage needed to stand still for 2+ seconds to cast an Arcane Blast, their main attack.
In SWTOR, a class with ranged capabilities can decimate an opponent or mob or whatever while kiting. Keep that in mind when you're out and about, Smugglegoods! May the Force be with you, I guess...
Wednesday, January 4, 2012
Who's Scrappy Looking? A Rough Guide to the Scrapper Tree
If you were blindsided by the Smuggler advanced class choice presented to you at level 10, you may have struggled to adjust to your new abilities and playstyle. Let's say you chose to be a Scoundrel, maybe to try healing at some point. You were running around Ord Mantell for 10 levels, dodging behind cover and flinging Sabotage Charges all over the place and now you have stealth, too. But you can't use stealth and cover at the same time. You'll never Back Blast from cover and you can't fire a Charged Shot from stealth. Bioware is tearing you in two!
While the end goal might be to heal as a Sawbones for endgame, who wants to level as a healer? I know I would rather endure the consequences of beating a wookiee at dejarik! (Yes, I'm trying to make this as nerdy as I possibly can.) You have two DPS skill trees to choose from: Scrapper and Dirty Fighting. While Dirty Fighting, with its bleed bolstering and energy regen, has a lot of appeal for the long boss fights of endgame pve, it can't compare to the pure awesomeness that is an ability named "Sucker Punch." More seriously, this early in the life of the game, the Scrapper skill tree seems to be one of the more developed, cohesive combat systems. The scrapper has incredible burst potential, a dash of survivability sprinkled throughout the tree, and a sort of cherry on top in the form of Flechette Round. Like a smuggler sundae.
So, if you've come this far and decided to be a Scrapper, you need to understand one thing: you are now a melee class. Say goodbye to little green kneeling men, say goodbye to Sabotage Charge, say goodbye to hiding behind things while Corso harpoon shots all of the wrong mobs. Your new job is to sneak up behind baddies while your companion distracts them, shoot them in the back, kick them in the spacejunk, and finish them off with a powerful right hook.
Let's take a look at the skill tree, filled with the points I recommend for a leveling/pvp build (since it's nice to take a break from missions with a game of Huttball). Follow along here.
Tier One:
Element of Surprise: Critting on your opener (Back Blast early, Shoot First when you get it) is a huge part of your burst ability. Hopefully you'll be getting off more than a few Back Blasts as well, considering your stuns/incapacitates in PvP or your companion tanking while leveling.
Browbeater: More burst post-opener via Flechette Round and a bit of a kick to Vital Shot if the fight drags out. Helps with Strong/Elite mobs and Flashpoint bosses while leveling.
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