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Sentinel help for hutball?


hatchington

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I'm playing a sent now that I've geared up my sith assassin. I'm having trouble figuring out my role in hutball though. As a SA (dps geared darkness) you have a lot of options:

 

- Force pull to yank ball carriers coupled with AOE knockback (from stealth!!!) means you can basically shut out a team by yourself if you're smart and feel like just playing D.

 

- Force speed and tank mitigation makes you a great ball carrier. You can jump a fire pit while speeding.

 

- Guard makes you a great escort for a ball carrier.

 

So whether you want to go offense or defense, if you're there to win and not just get medals you can make a huge impact on the game as an SA.

 

So what about a sent? It looks like we're limited to just being a ball carrier, and then only if our defensive cooldowns are up. Basically, how do you win a solo queue hutball match by yourself as a sent? Something that was easy as an SA.

 

I'm guessing I just have a huge bias from my SA and don't see what the sent's niche is. It doesn't help that there were almost zero marauders on the server where I played my SA so I haven't seen what they can do.

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Basically, how do you win a solo queue hutball match by yourself as a sent? Something that was easy as an SA.

 

trick question. you don't

 

 

 

in all seriousness, sentinel is a very hard class to play in pvp, simply because we lack all the things that make every other class useful. We don't have a force pull, or a useful stun (the only one that comes close immobilizes the target AND ourselves), so really all we can do is peel people off our carrier through sheer damage. The only real special thing we have is Force Leap, which can recover from getting knocked off bridges and stuff, but other classes have that as well so it's not really what makes us "necessary"

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We have 2 options in Huttball:

 

Stay focused on slowing down the ball carriers or shutting down the enemy healers.

 

Wait for your speed buff and stay on the 2nd level for a pass. Pop the speed buff and score, try to charge people that are just spawning. Escort friendly ball carriers with your speed buff as well, sleep oncoming attackers.

Edited by JustinxDuff
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Stay focused on slowing down the ball carriers or shutting down the enemy healers.

 

Good point, we do have a very nice snare. Lasts longer and is stronger than the SA snare, and has no cooldown.

 

Wait for your speed buff and stay on the 2nd level for a pass. Pop the speed buff and score, try to charge people that are just spawning. Escort friendly ball carriers with your speed buff as well, sleep oncoming attackers.

 

Good stuff. By sleep do you mean pacify?

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Force Leap, which can recover from getting knocked off bridges and stuff, but other classes have that as well so it's not really what makes us "necessary"

 

Please list which class, that is not a knight, also has a 30m charge and the skill name.

 

Force Leap is one of the most powerful skills in Huttball. Learn to time its use and not just spam it every time its up.

Edited by RamzaBehoulve
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