ZAM's Guide to PvP in SWTOR Warzones

Are you a PvP novice hoping to get into SWTOR's Warzone PvP? ZAM Editor-in-Chief Chris "Pwyff" Tom has got you covered!

Tanks in PvP Warzones

Easy Medals: 

  • Get one killing blow.
  • Get 10 kills.
  • 5k damage protected overall.
  • 2.5k damage protected without dying.
  • 10k damage protected without dying.
  • 75k damage dealt overall.

Medium to Difficult Medals:

  • Get one solo kill.
  • Get 25 kills.
  • 50k damage protected overall.
  • 1k defender (objective) points.
  • 3k defender (objective) points.
  • 2.5k damage dealt in one attack.
  • 2.5k healing dealt in one heal (use a non-PvP medpack with enough HP to heal over 2.5k).
  • 300k damage dealt overall.

  • When in tank stance, it is possible to "Guard" a teammate, diverting 50% of their damage taken to you. If you want to get the protection medals quickly, simply find an ally being targeted and throw a Guard onto him. You will almost instantly get the 2.5k / 5k damage protected medals.
  • Every tank class has a single-target taunt and an AoE taunt that can be used regardless of what stance you are in. In PvP, taunting an enemy will make that enemy deal 30% less damage to any target other than you. Even if you are specced for DPS, or you prefer to PvP in a DPS stance, you should be taunting enemies whenever it's up. Keep an eye out for the opposing team's biggest damage-dealing threats (usually Mercenaries / Commandos, Assassins / Shadows, Marauders / Sentinels or Sorcerers / Sages), and constantly keep a single target taunt reserved for them.
  • Playing a tank does not mean you should be in the middle of the fray, hitting everything. Instead, you should rely heavily on your Guard and Taunt to keep your damage-dealers alive while using your utility spells to protect your healers. Tanks are not about standing in front of enemies, poking away at them; they are all about protection, utility and running the ball in Huttball.
  • For Powertechs / Vanguards, your Grappling Hook / Harpoon pulls an enemy into the position right in front of where you were when you used the ability. An easy way to get the Huttball is to jump into the Acid or a Flame Panel (although it is inadvisable with Flame Panels, as they can nearly insta-kill you), Grapple / Harpoon your target, and then immediately jump out of the hazard, even if the skill didn't finish casting. The enemy will be pulled to your old location. This is particularly effective when the enemy has the Huttball in his zone. Simply pull the ball carrier out of the group and onto a Flame Panel. When he dies, the ball will go to the nearest player of the opposite team (you).

DPS in PvP Warzones

Easy Medals: 

  • Get one killing blow.
  • Get one solo kill.
  • Get 10 kills.
  • Get 25 kills.
  • 2.5k damage dealt in one attack.
  • 75k damage dealt overall.

Medium to Difficult Medals:

  • 5k damage dealt in one attack (via stims + powerups).
  • 1k defender (objective) points.
  • 3k defender (objective) points.
  • 2.5k healing dealt in one heal (use a non-PvP medpack with enough HP to heal over 2.5k).
  • 300k damage dealt overall.

  • Jumping into the fray as a Marauder / Sentinel or Assassin / Shadow is almost a guaranteed way to die quickly, unless you have some heavy tank / healer support. Your lightsabers are giant glowing beacons for every player of the opposing team to focus on. Instead, learn to pick off vulnerable, key targets on the edges of the fight: healers, casters and snipers.
  • If you're a Sniper / Gunslinger or Mercenary / Vanguard, learn to deal damage from ledges or other elevated platforms. This way, if opposing players want to focus on you, you can back up and use the platform floor to partially block their line of sight. A Mercenary / Commando spamming Tracer Missile / Grav Round from the upper ledges in Huttball is both devastating and incredibly annoying.

Healers in PvP Warzones

Easy Medals: 

  • Get one killing blow
  • Get 10 kills
  • Get 25 kills
  • 2.5k healing dealt in one heal
  • 75k healing dealt overall

Medium to Difficult Medals:

  • 75k damage dealt overall
  • 2.5k damage dealt in one attack
  • 5k healing dealt in one heal (via stims + powerups)
  • 1k defender (objective) points
  • 3k defender (objective) points
  • 300k healing dealt overall

  • At level 42, Sages / Sorcerers get the ability Rescue / Extrication, respectively. This ability has a 30m range and it pulls a teammate to the caster. In Huttball, a smart player can easily help the ball carrier score by standing beyond a fire hazard or in the enemy zone and then pulling them to safety.
  • Healers require a lot of positional knowledge in order to maximize their effectiveness. Stay on the outside of the fight, but close enough that you can fold into the group if an Assassin / Shadow ambushes you.
  • Always throw out damage spells or abilities in between heals so that you can continue to get kill credit. While some healers may complain of their inability to hit 75k damage as a healer, it is very possible if you are smart about balancing your healing, shields and damage.
  • Never save your AoE knockbacks and stuns purely for defending yourself. Good healers can easily save teammates from being swarmed by running into the fray to knock enemies back. As well, never use your AoE knockback as soon as an enemy ambushes you; pay attention to their buffs so that you don't waste your knockback.
  • When healing, always stay aware of enemy Powertechs / Commandos. Smart ones will always Grapple / Harpoon you away from your group, either into hazards or into enemy groups. Try to stay behind barricades or near pillars.
  • If someone is attacking you, do not panic. "Bait out" an interrupt by channelling a fast heal, then immediately follow it with a longer heal once his/her interrupt is on cooldown. If they stun you to interrupt that, be ready to use your CC-breaker, and then continue healing yourself. If you run, the enemy will simply chase you around, poking you in the back.
Christopher "Pwyff" Tom, Editor-in-Chief.
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Comments

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Mixing up trooper and bounty hunter adv. classes
# Jan 12 2012 at 7:08 AM Rating: Decent
Nice article and many good tips.

You do however keep mixing up Commandoes does not have a pull, vanguard does. And you mention that they get the pull ability at level 41, they get it at 22.

looking forward to more from you.
Shadow/Assassin Tanks Have a Pull
# Jan 05 2012 at 11:10 AM Rating: Decent
One error if the article is that BH/Trooper tanks are the only one with a pull. This is incorrect. Jedi Shadows and Sith Assassins get Force Pull in the 5th tier of their tank skill trees.
Shadow/Assassin Tanks Have a Pull
# Jan 05 2012 at 11:33 AM Rating: Excellent
Good point! I almost never see tank-specced Assassins / Shadows in Warzones, so I completely forgot about that. Nice catch!
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