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RWZ Team Compositions


Rexvenator

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I know there can be lots of different team comps for ranked wz's and that some work better for certain wz's and not others but what would say are some of the best?

 

The most successful ones that I've seen are -

 

Operative Healer

Sorc Healer

Sorc/Merc DPS (If you take a merc be prepared to make sure they're babysat so you can make full use of their big hits and electro net)

Sniper DPS (Preferably MM for burst, leth is good for pressure as well)

PT in AP (a really really good AP PT is actually very good at pressuring and staying alive while doing it, particularly with a good sniper after the buffs)

Marauder- Smash/Carnage for CW start/Huttball

Sin tank for Off Node Guarding

Jugg or PT tank for mid fight. PT tanks are better at keeping melee trains away and taunting backline ranged, jugg tanks are better at staying alive and peeling for a healer.

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The most successful ones that I've seen are -

 

Operative Healer

Sorc Healer

Sorc/Merc DPS (If you take a merc be prepared to make sure they're babysat so you can make full use of their big hits and electro net)

Sniper DPS (Preferably MM for burst, leth is good for pressure as well)

PT in AP (a really really good AP PT is actually very good at pressuring and staying alive while doing it, particularly with a good sniper after the buffs)

Marauder- Smash/Carnage for CW start/Huttball

Sin tank for Off Node Guarding

Jugg or PT tank for mid fight. PT tanks are better at keeping melee trains away and taunting backline ranged, jugg tanks are better at staying alive and peeling for a healer.

 

Everything except the AP PT.

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I know there can be lots of different team comps for ranked wz's and that some work better for certain wz's and not others but what would say are some of the best?

 

Depends what the other guilds comp is.

 

For example, If you are on offense in void star your comp should be,

 

1 tank

 

3 smash

 

2 snipers

 

2 healers

 

or you could take out a smash and have a PT dps, or a Sorc dps, or have a op dps.

 

Now if you are defending you want 3 healers and 2 tanks, for better defense.

 

Ok in huttball you want,

 

1 jug tank

 

2-3 healers,

 

2 range,

 

1 mar for predation

 

( you can mix up the dps as you like)

 

Rest of the warzones for a node guard you can use a assassin tank or a ops healer, my team uses a ops healer since op has a roll and can move faster than a assassin, not to mention alot harder to take down since its a healer.

 

Good luck, hope this helps you!

 

ps. Remember range is king in most of these warzones, so make sure to think about aoe and snare/root, that way you're team can hard focus targets from range that way melee can pour out damage on the target marked from range.

 

Just a little pro tip! ;)

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For example, If you are on offense in void star your comp should be,

 

1 tank

3 smash

2 snipers

2 healers

 

What are your snipers going to do during the defending phase? Wait in spawn? No sage dps/mando dps to respec healer in def round. No sins (unless tank is sin, which is meh).

 

And 3 Smash can't really deliver reliable burst (CC galore)

 

And snipers... one, never two. (dots -> not enough burst, marksman -> only white hit attacks)

Edited by Owynyo
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What are your snipers going to do during the defending phase? Wait in spawn? No sage dps/mando dps to respec healer in def round. No sins (unless tank is sin, which is meh).

 

And 3 Smash can't really deliver reliable burst (CC galore)

 

And snipers... one, never two. (dots -> not enough burst, marksman -> only white hit attacks)

 

Tank sin is great in voidstar. And 2 snipers is good now. Lethality has good burst, and marksman's previous weakness of being white-damage based is not much of a big deal anymore.

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Hybrid Leth/Eng Sniper is the one to be now, with the huge amount of DoT and AoE Damage, you just chip away at their entire team.

 

Fragmentation grenade crits for 4.2k at times, that on 5 people is hilarious!

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You will see the light one day. AP PTs are the key to star wars.

 

Flamethrower anyone ?

 

You definetely need a concealment operative they roll everywhere and it is sooooooo fast.

Edited by Jorojus
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IMO, in the larger perspective, the team would be divided into a "core element" and "varaible element"

 

Core Element

The "core element" of PvP has a long history and tradition, and often quoted as the more important part of the so-called "trinity" of PvP classes - Tank/Heal/Damage. Removing all the "facade" of PvP and just gazing at the bare, naked core, of it all, in the end, PvP is a complex game of math - an endless fight of subtractions where the side that has subtracted to below zero dies/loses. In this aspect, the Tank and the Healer becomes the most important part of this math, because not only can they subtract, but also (1) reduce or negate the amount the enemy has "subtracted" from you, and (2) even add to the calculation. Hence, they become an essential core of any team.

 

1. Healers

- A combination of [1 sage/sorc + 1 op/scoundrel] would be ideal

- Perfect mix of AoE and single-target heals

- The sage/sorc would offer a variety of utilitarian skills, while the op/scoundrel would have a wider range of survivabilty

- The sage/sorc would be tied with the main tank, while the op/scoundrel healer would be more or less acting freely

 

2. Main tank

- There is no contest in this aspect. It is to be defense/immortal guardians/juggs.

- Defense/immortal guardians/juggs are the absolute pinnacle of battlefield control

 

 

Variable Element

While not as absolute as "Core Element", the classes in the Variable Element also play a very important role, because this is the part where a team gains its own unique strengths - a face, if you will. If you compare the "Core Element" as the bones and internal organs, the "Variable Element" would be the muscles and skin. No living creature would be functioning without the core, but without the Variable Element, every creature would be the exact same, featureless clones. Literally, the Variable Element has no exact composition, unlike the Core Element, and can feature a mix of different classes with different traits.

 

3. 2 pure DPS

- Any combination is viable, as long as the team is familiar in how to handle it. There could be two pure ranged/burst classes (sniper/gunslinger), There could be two pure melee classes (mara/sent), or a mix of both so it has one pure ranged burst or one pure melee burst. This really depends on preference.

 

4. 3 Support

- Likewise, the 3 support classes are also widely chosen according to preference, and it is this area where each team gets its most unique "face". The classes may vary, such as;

 

* Sub-tanker: usually van/PTs or hybrid guardian/juggs, sometimes may guard the more survivable op/scoundrel healer, and assist the main tank with battlefield control and enemy healer harassment. Alternatively, offensive spec guardian/juggs or van/PTs, which puts itself somewhere in between the pure DPS and pure tanks.

* sub-DPS: offensive specd sorc/sages or op/scoundrels, the former offering a mix of sustained damage attacks and even more utility powers, while the latter offers a big boost to single-target burst as well as tactical ambushes or covert ops... .offensive commando/mercs...

* sub-healers: usually healing/offense hybrid builds, or commandos/mercs...

 

etc etc..

 

 

....

 

TL;DR version:

 

Core Element

* 2 pure healers + 1 main tank

 

Variable Element

* 2 pure DPS + 3 support

 

Core is literally core and remains fundamental, Variable is literally variable, so the team may add any type as they prefer.

Edited by kweassa
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IMO, in the larger perspective, the team would be divided into a "core element" and "varaible element"

 

Core Element

The "core element" of PvP has a long history and tradition, and often quoted as the more important part of the so-called "trinity" of PvP classes - Tank/Heal/Damage. Removing all the "facade" of PvP and just gazing at the bare, naked core, of it all, in the end, PvP is a complex game of math - an endless fight of subtractions where the side that has subtracted to below zero dies/loses. In this aspect, the Tank and the Healer becomes the most important part of this math, because not only can they subtract, but also (1) reduce or negate the amount the enemy has "subtracted" from you, and (2) even add to the calculation. Hence, they become an essential core of any team.

 

1. Healers

- A combination of [1 sage/sorc + 1 op/scoundrel] would be ideal

- Perfect mix of AoE and single-target heals

- The sage/sorc would offer a variety of utilitarian skills, while the op/scoundrel would have a wider range of survivabilty

- The sage/sorc would be tied with the main tank, while the op/scoundrel healer would be more or less acting freely

 

2. Main tank

- There is no contest in this aspect. It is to be defense/immortal guardians/juggs.

- Defense/immortal guardians/juggs are the absolute pinnacle of battlefield control

 

 

Variable Element

While not as absolute as "Core Element", the classes in the Variable Element also play a very important role, because this is the part where a team gains its own unique strengths - a face, if you will. If you compare the "Core Element" as the bones and internal organs, the "Variable Element" would be the muscles and skin. No living creature would be functioning without the core, but without the Variable Element, every creature would be the exact same, featureless clones. Literally, the Variable Element has no exact composition, unlike the Core Element, and can feature a mix of different classes with different traits.

 

3. 2 pure DPS

- Any combination is viable, as long as the team is familiar in how to handle it. There could be two pure ranged/burst classes (sniper/gunslinger), There could be two pure melee classes (mara/sent), or a mix of both so it has one pure ranged burst or one pure melee burst. This really depends on preference.

 

4. 3 Support

- Likewise, the 3 support classes are also widely chosen according to preference, and it is this area where each team gets its most unique "face". The classes may vary, such as;

 

* Sub-tanker: usually van/PTs or hybrid guardian/juggs, sometimes may guard the more survivable op/scoundrel healer, and assist the main tank with battlefield control and enemy healer harassment. Alternatively, offensive spec guardian/juggs or van/PTs, which puts itself somewhere in between the pure DPS and pure tanks.

* sub-DPS: offensive specd sorc/sages or op/scoundrels, the former offering a mix of sustained damage attacks and even more utility powers, while the latter offers a big boost to single-target burst as well as tactical ambushes or covert ops... .offensive commando/mercs...

* sub-healers: usually healing/offense hybrid builds, or commandos/mercs...

 

etc etc..

 

 

....

 

TL;DR version:

 

Core Element

* 2 pure healers + 1 main tank

 

Variable Element

* 2 pure DPS + 3 support

 

Core is literally core and remains fundamental, Variable is literally variable, so the team may add any type as they prefer.

 

This is actually a nice breakdown and it seems to make sense. I haven't done any ranked though so if Ranked Veterans could add to this, I'd be much obliged.

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1.) Reroll to the Bastion. (Best Rated PvP ATM)

 

2.) Do ranked.

 

3.) Get Facerolled.

 

4.) Rinse and repeat.

 

That is the only way to figure out the best comp, because comps change depending on other team's strength and weaknesses.

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Guess you've never played marksman then?

 

white damage adds up. In my own (admittedly unranked) experiences, MM snipers grossly underestimate accuracy in their builds. Most folks don't appreciate it when my 102-103% accuracy back to back series of shots/FT's all hit their mark.

Edited by islander
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white damage adds up. In my own (admittedly unranked) experiences, MM snipers grossly underestimate accuracy in their builds.

 

Stacking accuracy to a certain point would be ok but as of now it really hurts your surge rating. It scales so bad in comparison to before. In rated games you encounter many people who know how to use their dodge and/or defensive abilities so you will be locked out of focus fire inevitably for a not too short amount of time.

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white damage adds up. In my own (admittedly unranked) experiences, MM snipers grossly underestimate accuracy in their builds. Most folks don't appreciate it when my 102-103% accuracy back to back series of shots/FT's all hit their mark.

 

The burst of MM is IMHO overrated. I think engineer is honestly the RWZ sniper of choice. Can't self-cleanse their dots like you can with lethality (cull isn't everything, even to a leth sniper) and their AOE burst *AND* single target burst are kind-of insane. Combined with strong DDs like arsenal merc or carnage marauder, both of which you probably want anyway, its very hard to 'outheal' that. Assuming I had 8 equally awesomely talented people who could play any class, I'd go with:

 

Op healer

Sorc healer

Engineer Sniper x2

Immortal Jugg

Arsenal Merc

Tanksin

Carnage Marauder

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