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  Finally deleted my entire SOE account
Posted by: Cillian Harth - 01-31-2012, 02:37 PM - Forum: Star Wars Galaxies - No Replies

Best decision I ever made by far

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  Saberwing Imperial Alts.
Posted by: Starfire - 01-28-2012, 10:59 PM - Forum: Star Wars: The Old Republic - Replies (25)

All,

There has been a lot of talk lately about playing Imperial characters. I thought I should address this.

As many of you know, I am strongly against the idea of Saberwing ever becoming Imperial affiliated, and that stance has not changed. However, this game is designed to showcase eight different character story arcs, and it seems unfair to limit everyone based on my wishes.

So I propose a compromise. Since most of you are already playing Imperial characters on other servers and the legacy system is set up to reward playing as many characters as possible, I suggest we create a guild on Rubat Crystal for our Imperial alts to congregate. I ask that we do not recruit in this guild unless the person knows we are Republic based and always will be. This guild will simply exist for the purpose of allowing our members to experience all the game has to offer while not having to leave the community we have created.

That said, we have come up with four different names for this potential guild and I ask that you please vote on one. Conversely, if you completely disagree with this choice then post as much. I want everyone's thoughts on this matter, and I will consider inaction as consent. The poll will remain open for a week.

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  Exclusive World OF Darkness MMO Interview
Posted by: Cillian Harth - 01-28-2012, 07:58 PM - Forum: General Saber Wing Forum - Replies (1)

Mussstt...resssist....god I love VtM- world of darkness

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  Hutt Ball Strategies
Posted by: Hanak - 01-26-2012, 04:59 PM - Forum: Star Wars: The Old Republic - No Replies

Courtesy of Highcommander on the TOR forums:

Here are some Bread and Butter Gadget plays that all teams should familiarize themselves with. They WILL be used at some point in a match and the prepared team will know how to take advantage of them for a score or stop:

The Pit-Leap - The first rule of HuttBall is never go in the pit right? Well this concept can create an easy score for your team. First get the ball, then get the attention of the other team. Head right into the pit below their goal, then kill one of the enemy team. If you time this right someone should spawn shortly and come from above the enemy goal line. Using Force Leap, you can jump up and out of the pit to the targeted player leaving the enemy down in the pit for an easy score. Some classes have the ability to leap out of the pit to a team-mate instead, although this requires a team-mate to goto and stay at the goalline which is a dangerous place to hang out.

The Rescue-Pull - A little known Jedi Consular Sage ability allows you to bring a teammate right to your location. This tactic is best used like the Pit-Leap, where the ball handler takes the ball into the pit. While the enemy has focus on the ball handler, the JC goes to the goal area. Then the JC will use Rescue to pull the ball handler out of the pit to the goal area for an easy win.

The Scaffolding Gap - The most direct route to the goal from the ball spawn is first up the ramp for the upper scaffolding then a gap transfer (jump down) to the lower scaffolding just as the upper scaffolding makes a right turn. In this way you create a misdirection that will cause the enemy to head for the upper scaffolding ramp. The added advantage is that the fire pit on the lower and upper scaffolding are on different timers. This allows the player to decide to finish on the upper area, or if the fire is up to transfer to the lower ramp and run across the inactive fire pit.

Quick grab - The fastest class to the ball is the Jedi Consular / Sith Inquisitor which can right straight ahead out of the start and then use their burst speed skill to jump clear over the acid for a quick grab. To stop this prepare to use ranged CC on them so your other classes have time to grab.

Kock-back / Hazard death - There is little anything more satisfying than using CC to kill an enemy. There are a number of different CC abilities although the 2 best for this technique are the ones that knock-back or those that hold an enemy in place. Time your hold so that you stop a player just as they try to cross the fire pits or as they leap over acid. If they are CC'd long enough the fire will come on and kill them. You can also knock them back into the fire or acid if they run out. Remember to attack them at range after the cc expires to make sure for a quick kill if they survive the hazard.

Smear-the-carrier - Often you can rack up big objective points by passing the ball to an enemy who you are about to kill. They will take possession of the ball then die making the ball go back to your team. Make sure to only do this when you have someone near them or the ball will reset at center as a Neutral ball.

Pit Recovery - Often you will find yourself on the scaffolding and under attack from multiple sides. If you are getting very low on health and it is clear you cannot pass the ball or score, the best bet is to jump down into the pit. If you die this will delay the enemy as they will have to carry the ball out of your pit and all the way to the other side of the map. If you do not die grab the speed boost in the center and burst run to the pit exit ramp. Then grab the heal boost and run for the ramps for try number 2 with full health and good distance between the other team and you.

Reverse - This play is executed by two players who run on the lower and upper ramps separately. If one takes damage they toss the ball down (or up) to the other member. Because the timers of the fire pits on the ramps are different for upper and lower, one player will be able to advance at all times. Use this advantage to pass the ball up and down until someone has a clear run at the goal.

Tips and Tricks

Here is a small list of various tips to give your player a competitive edge over others in the warzone. Feel free to suggest others using the thread below:

Positioning:
Standing right on the edge of ramp will sometimes cause Sith/Jedi players who force leap to you to fall off the edge rather than land on the ramp next to you.
Non-cover classes can still utilize the cover scattered across the map by standing behind them. This includes the Pillars around the fire pits and boxes on the ramps. Use these to put Line-of-Sight between you and attackers.
Get up high and hold your ground. This warzone can also be nicknamed "King of the Hill." The player that dominates the ramps/scaffolding dominates the game.

Quick Kills:
Utilize the fire and acid, knock enemies into it. CC them as they cross to hold them over it.
Stand at the edge of the acid and pull an enemy to you. If you are positioned correctly they will fall in the acid. Continue to damage them for easy fast kills. (Works really well on the ball carrier).

Quick Heals:
Always use your out of combat heal when it is ready. Even if you only have a little health missing, your out of combat heal will regenerate your force/ammo as well.
Be aware of the power-ups in the corners of the map. These will restore most of your health. If you are at full health and the enemy is near them, it is sometimes best to take them to prevent the enemy from using them.
STIMS! STIMS! STIMS! - after every match (win or loss) you can buy heal stims and damage/heal increase stims from the pvp vendors. Make sure to use these. They are on a separate timer from PVE stims... which brings us to our next point: PVE STIMS make sure you have a few of those to use as well. In a close fight you could have the edge over your opponent by having those 2 extra heals!

Quick Travel:
At the start of each map make sure to activate your movement buffs. All classes get sprint at level 14.
If you find yourself in a tight spot on the ramps, drop down and grab the speed buff. Run the length of the pit and out leaving the enemy in the dust.

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  Crowd Control and Resolve
Posted by: Hanak - 01-26-2012, 04:48 PM - Forum: Star Wars: The Old Republic - No Replies

This was too good of a post to leave only on the TOR forums:

Rome-fu's Resolve Guide

Resolve, Crowd Control (CC) and You

Players first coming to SWTOR often complain that the “resolve” system doesn't work. In my opinion, it represents a unique solution to the problem of chain CC. For those who understand how it works, like my readers at the end of this guide, resolve offers a system in which good players will make good choices and thereby reap the benefits that lesser knowledgeable players will complain don't work.

First, what is crowd control (CC)?
Crowd control, or CC as it's abbreviated, was originally intended in MMO's as an ability used by certain low dps classes to make them worthwhile in a group. The abilities range from a short term stun that allows continued damage of the target, to a long term sleep used out of combat to make a mob no longer take actions until it receives damage. PvPers immediately saw the value in these abilities and adopted them for their own uses often to the scorn of those pvpers that didn't have them.

In SWTOR we have three types of CC:
Snares: an ability that slows the target by a percent up to 100%
Mezz: an ability which causes a target to no longer have the ability to take action for a period of time or until damage is taken (whichever comes first). Sometimes these abilities can only be used against certain types of targets (droid) or when a target is out of combat.
Stun: an ability of a short term duration that prevents a target from taking action regardless of the amount of damage taken

In PvP the three above categories have specific uses to consider. First, one will usually always keep one's target snared so that one can keep on top of them as a melee, or away from them as a ranged. Even in a ranged versus ranged fight, putting a snare on the enemy will help to unbalance his gameplay a bit and reduce the chance he can successfully use LOS (line of sight) to avoid one. Second, Mezz can be useful in a small engagement where AoE will unlikely occur. For example, in Voidstar the disarm bomb ability is much shorter in length than the time a Whirlwind will take a player out of action. Lastly, stuns work best either in a chain with another player to maximize the amount of time an enemy has to endure damage OR when the other player is in a hazardous situation (environmental damage area). Additionally, stuns can be used a cast interrupt against healers OR as an actual stun to kill a player that doesn't know what he's doing or perhaps burned his CC Breaker earlier.

Secondly, what is a CC Breaker?
In SWTOR, every character has a stun ability and a CC breaker. The CC breaker is an ability that BREAKS CC. Different classes have different names for this ability. Not all classes have the same cooldown between uses of this ability. Not much more to say about that other than learn when to use it. Although all characters get a CC breaker, not everyone knows when to use it properly (to be elaborated on).

Thirdly, what is Resolve?
Resolve is SWTOR's method of preventing chain CC. Generally, for those leveling up through the pvp bracket, Resolve seems to do nothing. I myself have played part to numerous occassions in which I've been stunned, broken the stun with my CC breaker, only to get immediately stunned again. While quite frustrating, I eventually came to realize I was not using my CC break at the right moment.

Resolve is a bar that fills up next to one's avatar and the avatar of one's enemy. When the bar fills up, the person gains immunity to further CC. The length of this immunity is almost long enough to run a huttball from the beginning of the ramps to the goal with a bit of luck. The problem is, most players find that the bar doesn't fill up until they're just about dead. Even when the bar does fill up, the immunity doesn't matter until the cc that filled one's bar wears off. This is where an experienced player knows why resolve is kinda cool.

Finally, how do I take advantage of this system?
An experienced player uses his damage mitigation abilities in preperation of an incoming CC. Then, while stunned and taking a beating, he doesn't take as much damage as the enemy is hoping to inflict. Thus the CC wears off and the player resumes his PvP having SAVED his CC breaker. Now, when the player gets CC'd again, he immediately uses his CC breaker (because two stuns will fill the bar) and gains immunity to all further CC for a good length of time. Getting this to work in Huttball while carrying the ball works wonders since most players have no idea their CC won't work when the target has a white bar of resolve.

Its very important to remember that CC does not work on a player who has a white bar of resolve. Its also important to realize that using CC on someone will give them immunity to further uses once the bar fills up HOWEVER, resolve does not affect snares. So when the resolve bar fills up, one can still snare the player even to the point of zero movement. Furthermore, snaring a player does not increase his resolve bar. So use snares as often as needed without any worry. For those warriors with the ability to cause a 100% snare, remember that it will ALWAYS cause this effect. There is no immunity against it.

Another simple strategy to use regarding CC is to test a player's knowledge. Instead of opening up with one's awesome 6 second stun, try using a garbage mezz on the player. If one has an addition stun like many melee classes do, try using that first. A less sophisticated player will automatically use their CC breaker, thus allowing one to immediately follow up with the long 6 second stun whenever it tactically suits one. I use this strategy all the time.

In reverse, its important to know what stuns to break and which to eat. Anytime someone stuns one's character in a manner that throws one on the ground, beware using the CC break. A stun that floors a player will only last between 2 and 3 seconds. Stealthers will often mezz a player before starting a fight, just to see if the player will try to break it. If the situation will allow it, save one's CC break. Additionally, don't use a CC break on a snare unless absolutely necessary since snares usually have VERY short cooldowns and can rapidly reapply.

Examples of CC not to break include, snares that result from getting pushed. Snipers and some Sorcerors have a 100% snare they do when they AoE push people away. Unless one is taking damage or really want to kill the pusher, consider eating this one. If one's character gets slept, don't break it. As mentioned twice above, abilities that cause a lose of control belonging to the "Mezz" class of CC breaks if one takes damage. So when tactically unnecessary for one to take action, just ride it out. There is only one objective in game that can be capped in the 8 seconds and that's the disarm bomb in voidstar.

So in retrospect, resolve may seem like a broken system, but actually has some interesting layers of complexity to it. Those players who know these tricks, will see that resolve not only does work, but can be gamed to work for one.

Rome vs Rome-Fu

(Bounty Hunter / Trooper tester)

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  Congratulations my friends
Posted by: Katana - 01-17-2012, 10:02 PM - Forum: Star Wars Galaxies - Replies (5)

just got my gameinformer...not true...had it for awhile...just got to read it on the plane, had an article "death of galaxies" or something...anyways seems the rebels won the galactic civil war on our server...(i know i'm way late) but congratulations to you...not sure how many of you were around for the end but you played a big role in my time of the game....article made me feel all sad and happy and nostalgic (did i spell that right?) all at the same time....great times in that great game.

sure you guys have moved onto that old republic game....how is it? maybe i'll see you in there at some point. my kids and i can't seem to put the xbox and the kinect down right now though....my son is all about the modern warfare 3, and i can't aim for s**t but i'm a good distraction while my teammates crush you...lol

anyways, congrats again...and i'm sure i'll be seeing you all real soon....




ps - hello SR

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  The Legacy system
Posted by: Starfire - 01-16-2012, 04:59 PM - Forum: Star Wars: The Old Republic - Replies (7)

Sucks. Hard.

I hate it so much I even sent Bioware a complaint about it. At least I finally managed to get a name I like. Still, punishing those that don't power level is retarded.

/End of rant

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  Stupid Question
Posted by: Reillytrooper - 01-15-2012, 09:46 PM - Forum: General Saber Wing Forum - Replies (5)

Hey guys I got the CE of Old republic but no time card so I can't download the client you can imagine how mad I was after spending $150 on it and not be able to play it so just wondering anyone have a timecard I can have?

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  Next Gen Saber is Born
Posted by: DDD - 01-15-2012, 04:28 PM - Forum: General Saber Wing Forum - Replies (9)

Hello Everyone,

Baby Lois was born today: 1/15/2012.

Mommy and baby are doing well.

Name: Lois Elizabeth Care
Weight: 8lbs 9ozs
Time Born: 10:47 AM

Thanks for your love and support

DDD

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  The Bowmaster >>>> all
Posted by: Cillian Harth - 01-04-2012, 04:31 PM - Forum: General Saber Wing Forum - No Replies

ROFL

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