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What is your dream R-WZ Team Composition?


ATango

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I do not believe in stacking a particular class in my ranked team so we will be running with.

 

1 Operative Healer

1 Merc Healer

1 Powertech

1 Anhilation Marauder

1 Immortal-Veng Hybrid Juggernaut

1 Tankassassin

1 Utility Sorcerer

1 Rage Juggernaut/Marauder

 

The operative healer, utility sorcerer and Hybrid Juggernaut will make one group of three. The Powertech, Rage Jugg/Mara and Merc Healer will make the other group of three. The Anhilation Marauder and Tankassassin will be the primary floaters. Obviously roles of each player are bound to change based on circumstance and on the fly adjustments.

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Optimal team?

 

2x Tank Shadow Hybrids - Stealth, DPS, Guard, Taunt, Defensive cooldowns.

2x Watchman Sentinals - DPS, Defensive Cooldowns

1x Assault Vanguard - DPS, Taunts, can work from both range and melee.

1x Sawbones Smuggler - OP heals, Stealth, CC, strong defensive cooldowns.

1x Hybrid Sage - Healing, Ranged DPS, Bubble, CC, AE Knockback.

1x Gunslinger - Ranged DPS, Defensive cooldowns, CC, AE Knockback

 

Some argument could be made to take another Assault Vanguard over a Gunslinger, but in spite of the superior DPS they do not bring enough utility to the table to stack. Gunslinger could also be replaced by an Assault Commando, which brings more mobile DPS with heals, but the lack of a root or strong group utility makes the Gunslinger just better.

 

All that said, the number one thing I want is players who can communicate, listen, follow instructions, and know their class. I'll take 8 Commandos who know what they're doing and can operate as a group over a scrub optimal group every single time.

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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.

There is the problem, there should no Composition, pvp should be about bring the player not the class, and is the reason I firmly push the idea to balance every class/spac as close as you can to 1v1 so group pvp will be about personal player skills working together in a group.

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For the lulz I'd go with a team of stealthers:

2 operative healers

1 assassin tank in tank gear

1 assassin tank in dps gear

2 operative dps

2 assassins dps in dps gear

 

How epic it would be in any non-hutball WZ when everything looks clear but 6 stealthers suddenly appear :D

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I ran into the most frustrating setup yesterday, we literally got zero kills in voidstar because of how they were stacked. 4 tank shadows, 2 sent, 2 scoundrel healers. I have never wanted to rage quit so badly on my operative. I could literally do nothing against them. You couldn't even focus a single one if you wanted to because of their stupid cooldowns, so I'd say it's safe to say that is a good comp to roll with.
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2 op healers

2 marauders

2 assassins

1 PT

1 Sorc healer

 

This is the Voidstar team.

 

This is a HORRIBLE VS team. Horrible defensive cool downs, no guards, just asking to be zerged down and capped in under 2 min.

Edited by Humankeg
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  • 2 weeks later...

1. Smuggler (Sawbones)

2. Sage (Seer)

3. Sent. (Combat)

4. Guardian. (Focus)

5. Vanguard. (Assault)

6. Gunslinger. (Eng.)

7. Shadow. (Kinetic)

8. Sage (Balance)

 

 

Most important role(s) are Shadow and Guardian as ball carrier and baby sitting the healers.

 

X2 friendly pulls.

X2 offensive pulls.

X2 leapers.

x2 ball carriers.

Edited by jcjames
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2x Pyrotech Powertech

2x Hybrid Juggs

2x Marksmen Snipers

2x Healers (any class works, though preferably operative/bounty hunter)

 

2x pulls

2x ball carriers with good dps

2x defenders (snipers are the best defense in hutball and wherever tbh)

plenty of heals with great dps

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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.

 

After playing ~35 games, I'd rather have something like...

 

Tank Assassin

Pull/Insta-whirlwind Assassin

 

Heal Operative

Heal Sorc

 

Rage Marauder

Rage Juggernaut

Pyrotech Powertech

Concealment Operative

 

-Immortal/Veng Jugg really only shines in Huttball (lower damage than Assassins, fewer ranged options, worse utility)

-Sorc AE heal isn't bad.

-Annihilation sucks for focus switches, Rage is just too good.

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2 heals, 2 tanks, 4 dps.

 

Scoundrel - heals

Commando - heals

Shadow - tank

Guardian - tank

Gunslinger - dps

Sage - dps(possibly hybrid if u feel the extra heals are needed)

Sentinel - dps

Vanguard - dps

 

So that gives you 3 characters that can give guard if need be. 2 potential ball carrier, 2 stealth, 2 grapples, 1 rescue, a nice mix of direct damage burst, plus great aoe when needed.

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