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Hutt Ball Strategies - Printable Version

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Hutt Ball Strategies - Hanak - 01-26-2012

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.