Groncho Posted June 19, 2012 Share Posted June 19, 2012 5x Sentinel 3x Scoundrel (healing) gg get destroyed in a flashbang Link to comment Share on other sites More sharing options...
jjconnor Posted June 19, 2012 Share Posted June 19, 2012 Too bad you cant have a healer with Healing Trance/Innervate (the skill that makes them a viable healer) and Blind bubbles at the same time. Not enough points. With a Sorc you can. I know cause I'm living it. Link to comment Share on other sites More sharing options...
Lymain Posted June 19, 2012 Share Posted June 19, 2012 Tank Assassin Immortal/Veng Juggernaut Heal Operative Corruption/Lightning Sorc Concealment Operative Marauder (would be tempted to try Carnage but prolly Annihilation) Sniper (prolly Lethality) Pyrotech Powertech Projecting that tanks/healers will be a bit more important in 1.3. Link to comment Share on other sites More sharing options...
Pekish Posted June 19, 2012 Share Posted June 19, 2012 I would make a team based on 2-3-3 scouldrel(H)+shadow (team S) Commando(H)+Vanguard+Gunslinger (team A) Sage(H)+Mara+Guardian (team F) I like to divide them by force user and army and have a mixed team of invisible then you will work team S+A or F+A depending from situation Link to comment Share on other sites More sharing options...
UGLYMRJ Posted June 19, 2012 Share Posted June 19, 2012 -Tanks Tanksin and pyro/tank BH hybrid -Healers Op and Sorc -DPS Annihilation marauder, pyrotech, sorc and rage jug. Link to comment Share on other sites More sharing options...
Drudenfusz Posted June 19, 2012 Share Posted June 19, 2012 (edited) 1x Commando - Healer 1x Guardian - Tank 1x Sage - Healer 1x Scoundrel - Stealth DPS 1x Scoundrel - Stealth Healer 1x Sentinal - DPS 2x Shadow - Stealth Tank 3 Healers, 3 Tanks, 4 Stealth The Sentinal could also be a DPS Sage. Edited June 19, 2012 by Drudenfusz Link to comment Share on other sites More sharing options...
The_Bucket Posted June 19, 2012 Share Posted June 19, 2012 2 Operative healers 6 PT Powertechs. 3 healers, and 5 PT's and you got a winner. lol Link to comment Share on other sites More sharing options...
Seravis Posted June 19, 2012 Share Posted June 19, 2012 For Huttball 1 Juggernaut Tank 3 Sorc Healers 1 Carnage Marauder 3 Pyrotechs (Sorc pull + juggernaut friendly charge is broken for scoring. Pyrotech Pull>Stun>Stun into a fire hazard is the ONLY way to kill a competent teams Ball Carrier. They also ignore tank stats so they are the only real class that might threaten a Tank otherwise. Carnage marauder simply for the +80% predation at the start) For anything else 4 Tanksins 3 Op healers 1 Marauder (Everyone is either a "Tank" or is guarded with taunts flying around everywhere. Mara is there simply to provide healing debuff and predation. Enough damage to focus down targets and Maximum survivability and escape options for everyone. Impossible to kite/interupt any of them vs 4 pulls and all Instant cast abilities.) If they put Huttball and other WZs in the same group then my group would ideally be a combination of those two teams. Link to comment Share on other sites More sharing options...
Seravis Posted June 19, 2012 Share Posted June 19, 2012 get destroyed in a flashbang "lol lets take 5 pure melee so anytime the enemy uses an aoe Knockback+root or aoe mez we have over half our team CCd. Oh and no need for any guard or taunts either! Brilliant! who cares if noone on our team can kill tanks either!" Marauders are ****** currently as far as "kill the squishy", but I will laugh at anyone that takes more than 2 of them because they don't do ANYTHING else. Link to comment Share on other sites More sharing options...
Seravis Posted June 19, 2012 Share Posted June 19, 2012 3 healers, and 5 PT's and you got a winner. lol I don't how well the team will do at top-level PVP for various reasons. But this combo will definitely stomp 90% of teams with 0 skill required no doubt. Too simple to mindlessly zerg targets with nigh unhealable Armor Ignoring Burst. Rated WZs and public outcry at how easy it is to win with this combo will get PT nerfed into the ground... I can already see it lol. Link to comment Share on other sites More sharing options...
Hethroin Posted June 19, 2012 Share Posted June 19, 2012 Heals: Sage + Scoundrel Tanks: Guardian (middle tree, tank stance), Shadow (23/1/17 with instant lift) DPS: Assault VG, Sentinel, Dirty Slinger, Scrapper. 2 Pulls, and 2 runners for HB. 3-man stealth team with tank, dps and heals for stealth-zerging nodes. 3 XS - Freighters for area control. This feels like a very balanced group. Link to comment Share on other sites More sharing options...
Ahhmyface Posted June 19, 2012 Share Posted June 19, 2012 Not if I can avoid it. Sawbones are far stronger and Seers bring far more utility. I'll definitely be going for Seer + Sawbones for the healers. I'd also take Shadows over Scoundrel DPS every time. There is nothing a Scoundrel can do that a Shadow can't do better except offhealing - and even then taunts are just as valuable. So.... Healers: Sawbones. Seer. Tanks: Shadow, Vigilance-Soresu Guardian. DPS: Gunslinger, Sentinel, Assault Vanguard Last slot is more flexible and can be either: another Shadow/Sentinel/Gunslinger or a Hybrd Healer (probably Sawbones-Scrapper, as 3 stealth in a team is nice.) No offense man, but based on ur no combat-medic and the fact u think shadows can do everything scoundrels can, but ur reality needs a checking Link to comment Share on other sites More sharing options...
Hethroin Posted June 19, 2012 Share Posted June 19, 2012 For anything else 4 Tanksins 3 Op healers 1 Marauder (Everyone is either a "Tank" or is guarded with taunts flying around everywhere. Mara is there simply to provide healing debuff and predation. Enough damage to focus down targets and Maximum survivability and escape options for everyone. Impossible to kite/interupt any of them vs 4 pulls and all Instant cast abilities.) Seems to me like this is a very difficult group to take down, but at the same time is very slow to kill its own targets. It would be extremely frustrating to play against this group, almost as frustrating as playing in it. Link to comment Share on other sites More sharing options...
Lymain Posted June 19, 2012 Share Posted June 19, 2012 Heals: Sage + Scoundrel Tanks: Guardian (middle tree, tank stance), Shadow (23/1/17 with instant lift) DPS: Assault VG, Sentinel, Dirty Slinger, Scrapper. 2 Pulls, and 2 runners for HB. 3-man stealth team with tank, dps and heals for stealth-zerging nodes. 3 XS - Freighters for area control. This feels like a very balanced group. That type of group seems to be coming up a lot. Almost exactly the same as mine, and the only difference from the OP's setup is a Commando/Shadow swap. Link to comment Share on other sites More sharing options...
DarkDruidSS Posted June 19, 2012 Share Posted June 19, 2012 2 Tankassins 2 annihilation marauders 2 pyrotechs 2 combat medic ops Just toying with the idea. The thing is I don't think there will be a BEST team, because there will be a team that can counter whatever BEST team you can come up with. It's going to come down to organization more often than not. Link to comment Share on other sites More sharing options...
ATango Posted June 19, 2012 Author Share Posted June 19, 2012 2 Tankassins 2 annihilation marauders 2 pyrotechs 2 combat medic ops Just toying with the idea. The thing is I don't think there will be a BEST team, because there will be a team that can counter whatever BEST team you can come up with. It's going to come down to organization more often than not. I'm not saying there is a best team. Hence I mentioned what is your DREAM team. I am well aware that other external factors will come into play like player abilities and the ability to efficiently FF a target while controlling incoming damage and cc'ing other healers. The team that can ff and control other players the best will have the upper advantage in CW and Novare Coast. Voidstar is too small now to dent any decent team. Huttball will be decided on key use of class abilities. Link to comment Share on other sites More sharing options...
Rogozhi Posted June 19, 2012 Share Posted June 19, 2012 Whoa whoa whoa..... why do I keep seeing Merc healer show up on these lists? Are you trying to say we're useful!! O.O Link to comment Share on other sites More sharing options...
Sir-Coffee Posted June 19, 2012 Share Posted June 19, 2012 I'm not going to talk about strats. Will leave that to all you leaders out there to use your own. But I do think it's safe to talk about what composition you would use. So let me get it started. 3 healers, 1 tank and 4 dps 1 Sage 1 Scoundrel Healer (to move with the other stealth player if necessary) 1 combat medic 1 guardian (ball runner) 1 sentinel 1 sniper 1 AS VG 1 Scoundrel Dps (For scouting and ninja'ing); I'm in 2 minds on this one for a Shadow Still a work in progress. Obviously there are some classes I would prefer to have for different game modes but I think this is a common fit. 4 Marauders 1 Operative healer 1 Sorc Healer 2 PT Tanks for guard Link to comment Share on other sites More sharing options...
vertigo_ Posted June 19, 2012 Share Posted June 19, 2012 Whoa whoa whoa..... why do I keep seeing Merc healer show up on these lists? Are you trying to say we're useful!! O.O Not your merc healer, if you have to ask this question. Link to comment Share on other sites More sharing options...
KonstantinT Posted June 19, 2012 Share Posted June 19, 2012 (edited) I'd say: 3 healers 3 dps 2 tanks Any can be of any class composition really. With a few rules: Only 1 healer can be operative/scoundrel. (More reduces probe effectiveness sorc/merc healers even 2 of each is ok) Must have 1 mara/sent . 2 more whatever pure dps spec is good (minus gimp specs and no hybrids) No powertech tanks out of those 2 they are horrible all around in tank spec. One of the tanks can have dps gear. I laughed when somebody said powertech tank pyro. Such thing does not exist, either tank or pyro can't do both sorry. Edit: a lot of people seem to try to maximize for hutt ball having max pullers/throwers. Not a good strat overall since hutt ball is only 1 out of 4, and in other 3 pulls/throws are only marginally useful at best. Above all though, mostly War Hero gear is a must at this point. Mouse clickers do not belong in rated. Edited June 19, 2012 by KonstantinT Link to comment Share on other sites More sharing options...
DweezillKagemand Posted June 19, 2012 Share Posted June 19, 2012 lol this team will drop so fast against a skilled team it will be ridiculous Guessing you don't play this game, because none of the classes actually involve skill. Also, your team will be dead in 3 seconds, so its rather irrelevant. Link to comment Share on other sites More sharing options...
Blasphemerr Posted June 19, 2012 Share Posted June 19, 2012 High survivability combined with high burst dps. I would consider switching the marauder out for a sniper, but the roots & +80% run speed buff are too valuable to be without. Sorcerer healers are ideal as if the enemy dps output is too manageable they can turn into AoE spammers. Juggernaut: TankAssassin: TankSorcerer: HealsSorcerer : HealsOperative: HealsPowertech: PyrotechPowertech: PyrotechMarauder: Carnage Link to comment Share on other sites More sharing options...
Stavroz Posted June 19, 2012 Share Posted June 19, 2012 (edited) I think when all the dust settles the best teams on all servers will look something like this 1 Scoundral/op Healer Str- Vanish and Soft cast heals (no cast time) makes them extremly difficult to kill b/c they can not be interrupted as easy as other healers as well as oh **** button get out of jail free. 2 Commado/Merc Healer Str- Heavy armour and Reactive shield, Very hard to kill while gaurded and cross healed 3 Sent/Mara Str - Sustained DPS due to Recourse mechanic,(they never run out of steam while most other classes run out of resources in sustained fights) 4 Sent/Mara Str Sustained DPS due to Recourse mechanic, (they never run out of steam while most other classes run out of resources in sustained fights) 5 Smash-sweep Gaurdian/Jug Str Sustained DPS due to Recourse mechanic,(they never run out of steam while most other classes run out of resources in sustained fights). Also can taunt both single and AE to protect allies without guarding 6 Assualt-Pyro Vanguard/Powertech Str Biggest short range burst class in the game Also can taunt both single and AE to protect allies without guarding 7 Tank Shadow/Sin Str Incredible Utility coupled with decent Dps and Very good Survivabilty 8 Gunslinger/ Sniper or DPS sage/sorc interchangeable Str- Both have incredible ranged DPS. Sage has great utility Sniper has better durability in group setting. Dps mercs are sub par. They bring nothing to the table that a Sniper or Vanguard cant bring Sage Healers are far too squishy and in a group setting they are too easy to kill compared to the other 2 healers thus are a liability (yes their output is exccelent but no point in having great output when your dead) DPS scoundrels have been nerfed far too much in previous patches and while they are good they don't realy bring anything to the table that a Shadow/sin already has and there DPS nor their personal survivability is not quite up to Marauder status. Edited June 19, 2012 by Stavroz gramma Link to comment Share on other sites More sharing options...
GrantyJPS Posted June 20, 2012 Share Posted June 20, 2012 8 Gunnery Troopers/Arsenal Mercs named:- Matrix Dutch Billy Blaine Mac Hicks Vasquez Drake Link to comment Share on other sites More sharing options...
Bbizzle Posted June 20, 2012 Share Posted June 20, 2012 8 of me behind the keyboards of any 8 classes. ^ This. Link to comment Share on other sites More sharing options...
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