Starr PvP: Optimising your PvP Gear

Hello, this is Starr from MMO-Mechanics. Today I am going to give an overview of how to optimize your gear for PvP.

I. INTRODUCTION
Patch 1.2 brought a great many lovely changes to PvP gear. Namely, the itemisation of the new War Hero gear. However, the itemisation of Battlemaster gear — while now better — still leaves much to be desired. Add to this the fact that even the lowest-cost War Hero pieces necessitate around  1,400 ranked and 200 regular Warzone Commendations (4,400 regular Commendations or ≈44 winning Warzones played) and one finds that there will be a considerable time investment whilst wearing mediocre Battlemaster gear (as itemisation is concerned) to get the new War Hero gear. Therefore, it seems logical that one should take a comparatively small amount of time to optimise their Battlemaster PvP set to make long War Hero grind a bit more bearable.

To that end, I have created the following guides for optimising Battlemaster PvP gear for each basic class in SWTOR. But, before you run off and spend your hard-earned commendations on pieces of gear only to rip-and-replace modifications and enhancements to augment your current set, there are a few caveats that must be observed.

II. CAVEATS OF OPTIMISING PVP GEAR
First and foremost, the stat priorities for PvP are (despite what most believe) fairly homogeneous. Therefore, I will be providing only one stat priority progression. However, before we get started: regardless of which path you choose, there are a few universal truths concerning PvP gearing. They are as follows.

  1. Tank gear is two shades shy of useless in PvP (and has been omitted from this guide).
  2. More endurance is always better than less.
  3. Stack power if there’s nothing left to stack.

III. PHASES OF OPTIMISATION FOR PVP GEAR

  • PHASE I: SURGE RATING < 300
    Surge Rating > Critical Rating > Power > Alacrity/Accuracy
  • PHASE II: CRITICAL RATING < 450
    Critical Rating > Power > Critical/Accuracy > QQ PvP Forum Posts > Surge Rating
  • PHASE III: SURGE ≥ 300 AND CRITICAL ≥ 450
    Power > Critical/Accuracy > QQ PvP Forum Posts > Critical Rating > Surge Rating

III a. GEARING PHASE BREAKDOWN
In Phase I, Surge is the most important thing that you can put into your gear because of the significant boost it will have on your Burst DPS/Healing. Additionally, the only reason that Critical Rating is placed ahead of Power in this phase is because, assuming you’re following in sequence, critical would be <450 and therefore be more valuable than power at that point.

Phase II assumes that you’re Surge Rating is now ≥300. At this point it is very nearly useless to add any more of it to your gear set. Therefore, we move on to Critical Rating because it now has the most significant potential impact on your burst DPS/Healing. Whether you use mods or enhancements to improve your Critical Rating is a matter of choice. But, plan ahead since all enhancements have either Critical or Power combined with Alacrity or Accuracy, but not both, and modifications have only one of the four. I prefer to stack enhancements with +40 Endurance, Critical Rating, and Accuracy/Alacrity; leaving my mods open to pile on more Endurance main stat, and power.

Phase III the “cleanup” phase. Your Surge Rating is ≥ 300 and your Critical Rating is ≥ 450. There’s nothing left to do except pile on as much Endurance, main stat, and Power as you possibly can. Or, you can call the job done and start the long grind for your War Hero set.

IV. CONCLUSION
All in all, I find it worthwhile to spend a bit of time getting your Battlemaster gear set in its best shape possible before starting the long grind to War Hero. Because, if I’m going to have to spend a ton of time in Warzones in my Battlemaster gear before I can get my War Hero gear, I want to make sure that I’m blasting away at maximum effectiveness.

Now, what are you waiting for!? Get into the table below to find your base class, figure out where you can get which mods and enhancements, and start planning how you’re going to optimise your gear set! Until next time, PvP’ers: keep your powder dry and your seals tight.

–Starr

V. LINKS TO BASE CLASS MOD LISTS
Below you will find a list of pvp specific mods for your class as well as enhancements for all. This will show you where to get the mods you’ll need to optimize your gear.

Republic
Jedi Consular
Jedi Knight
Trooper
Smuggler

Empire
Sith Inquisitor
Sith Warrior
Bounty Hunter
Imperial Agent

Neutral
Enhancments

 

TERA: The Game Has Changed

Hello, I’m Kaedis from MMO-Mechanics.com, and today we’re going to be talking about TERA!

Last weekend I had the opportunity to beta test this innovative new MMO developed by Bluehole Studios and distributed by En Masse Entertainment (the North American wing of Bluehole Studios).  Now, I’ll be honest here: after Aion, I went into TERA fully expecting to hate the game.  Aion and most other Asian-originated MMOs tend to descend into essentially nothing but grindfests fairly quickly.  To an extent, all MMOs have elements of grind to them, most Western gamers prefer that those elements be minimized.

TERA surprised me.  Granted, it doesn’t have much in the way of innovation on the questing side.  It’s very reminiscent of World of Warcraft’s Burning Crusade and Wrath of the Lich King expansions, as far as quests go.  There are relatively few cinematic sequences, no conversations or decision points like there are in Star Wars: The Old Republic.  Quests still pretty much boil down to “go talk to Person A”, “go kill X amount of Monster B”, or “go interact with Y amount of Object C”, as most MMOs previously have had.

The part that really grabs your attention, however, isn’t the questing: its the gameplay.  The gameplay and combat mechanics in TERA absolutely blows other MMOs out of the water.  No longer is combat boiled down to the age-old target enemy -> press buttons to trigger spells.  Instead, TERA uses what they call an “Action Combat System”.  No more targeting of enemies.

Instead, you have a target reticle in the center of your screen, akin to a first-person-shooter game.  When you trigger a spell (using traditional keybinding format, though the left and right mouse buttons are now their own independent spell binds), it fires toward that reticle.  Some abilities, like an archer’s Radiant Arrow, fly in a straight line toward that reticle until they hit a target or reach their maximum range.  Other abilities lob a projectile a certain distance in front of you, like a Sorcerer’s Magma Bomb, hitting whatever is in range of the explosion where it lands.  Still other abilities give you a few second window to “lock on” to enemies by mousing over them, then hitting the button again to fire directed projectiles at those target (these type of abilities are fairly rare for dps, though).

In addition, every class in the game gets some sort of very short cooldown (1-6 second) active block or dodge mechanic.  Ranged classes, like archers and sorcerers, get a dodge ability that throws them backwards a few meters.  Melee classes gain a forward roll instead, throwing them through the target to avoid attacks.  Lancers, the “tank” of TERA, instead gain an active block ability called Stand Fast which drastically reduces the damage taken by abilities from the frontal arc, even granting some of that damage reduction to allies standing behind you.

It is this active attacking and dodging mechanic that makes TERA so dynamic and fun to play.  Instead of bright icons over enemy heads, or colored circles appearing on the ground, you must learn to read your enemy.  When the mob rears back and raises their arms, it’s time to dodge out of the way as they hammer the ground.  As a mob opens their mouth and breaths in, its time to move off to the side to avoid their caustic breath attack. The same goes in reverse, however.  There are a number of times when I would be charging an arrow attack on my archer, only to have the mob suddenly roll to the side as I fire the powerful shot through the empty space he was just standing in.

Another change TERA has over standard MMOs is the lack of a fixed global cooldown.  Instead, the majority of abilities (but not all of them) have an “animation delay”.  This is the time it takes your character to complete the animation involved with firing the ability.  For example, if I fire Radiant Arrow on my archer, he will do a sideways cartwheel kick as he absorbs the recoil from the shot, throwing him back by a couple yards.  This takes place over about a second’s time period, during which I can’t fire other abilities.  This animation delay is a different length for different abilities, so combat isn’t about 1.5 second windows like many other MMOs.  Some abilities also have a “cast time” before the ability, but instead of having a cast-bar, these are based around animation durations as well.  Since all of these abilities have animations associated with them that govern how long the ability takes to “cast” (regardless of whether it actually has a cast or charge time), combat feels fluid and real.

Now, these animation times aren’t set in stone.  Gear stat can augment your animation speed rather significantly by end-game, meaning attacks that used to take 2+ seconds to animate can take barely a second with gear.

Now this is starting to turn into a wall of text, so I’m going to summarize the remainder of my experiences with the beta into nice neat Pro and Con bullet lists:

Likes

  • Combat is streamlined and fluid.  It feels far more real and immersive to be actively reading opponents and dodging their abilities than simply hitting buttons and having RNG defensive mechanics.
  • The classes are drastically different in mechanics, playstyle, and feel, even amongst the same role.  All of the classes use MP as their resource system, but all of them interact with it differently.  An archer gains mana back from their basic attacks, as well as a smaller amount from every arrow attack (but has a relatively low amount compared to the cost of abilities).  A sorcerer has an active mana regen ability that restores a very large amount of mana (~75% at the level you first get it) over 25 seconds, at the cost of a 4-5 second cast time.  Melee classes gain mana from attacking targets, but lose it quickly when not in combat.
  • No faction lines.  Everyone is on the same team, and everyone is enemies.
  • Keyspamming is gone.  Holding down a key (or mouse button) will continuously fire the ability bound to it until it is released.
  • Racial animations are wildly different and reflect the character of the races.  A male human warrior does a heavy roll forward when dodging attacks, while a female castanic warrior does a high front-flip instead.  A human female sorcerer does a graceful sideways spin as she leaps away from an enemy, while a male Aman does a heavy backwards lunge.
  • Targeted abilities.  This makes combat feel far more in your hands than in the hands of the game’s random number generator.  If you hit the target, you hit them, period.  If you fail to actively dodge or block an ability, you eat the damage, period.
  • Dodging.  After a weekend of playing TERA, I felt like a fattened cow back in SWTOR’s operation fights.
  • A very slow baseline health regen places a large emphasis on avoiding damage rather than facetanking it.  There are out-of-combat regen options, but they are either consumable or only easily accessible near towns, and they all take a decent amount of time (regenning to full health from 50% takes a minute or more by a campfire, and a good 3+ minutes just standing around in the wild).
  • No more gear durability.  Instead, there’s a system called Stamina.  It’s technically on a scale of 0 to 100%, but it actually by default goes up to 120%, and various effects can increase it beyond that (I had it up to 135% at one point).  Time and combat will decrease stamina at a rather slow rate, while death takes a massive chunk out of it.  There are several tiers of stamina.  At low levels of stamina, your HP and MP totals are reduced, and at very high levels of stamina, they are significantly increased.  Stamina can be regained using consumables, by talking to and paying an NPC, or by standing next to a campfire for a period of time (takes maybe 20-30 seconds to regen from very low to maximum stamina).  Campfires also heal players around them (though still rather slowly), and are vendor-purchasable and usable by anyone.
  • Mobs take a fair amount of time to kill, even the normal ones.  A standard mob takes maybe 20-30 seconds to kill, instead of the 2-3 shot mobs in many other MMOs.  They deal sufficiently low damage that you take about the same amount of damage (as a percent of HP) over a fight, compared to other MMOs, but it feels like you actually have to use more of your abilities in TERA.  You have to dodge, you have to run a proper ability rotation, etc.
  • Extremely robust character creator.  Massive amount of options, including full slider tools for customizing your character’s face and head.
  • Extensive crafting system, and an even more extensive enchanting profession, allowing you to craft that perfect weapon without having to deal with as much RNG as other games (instead, it’s just expensive and time-consuming, though there are some random elements to it).
  • Comes stock with a fully-developed UI editor (no mods, just moving and controlling UI elements).
  • Absolutely gorgeous game world.  Built on the Unreal 3 engine, TERA has some of the best rendered MMO environments I’ve seen yet.  Amazing depth-of-field, beautiful rendering and textures, high-poly models with fluid animations, exceptional shadow and bloom effects, its just an incredibly good-looking game.

Dislikes

  • No real hybrids.  Each class has a designated role, and while very potent at that role, there aren’t really any other options for that class.  All healers and tanks obviously gain some damage moves, else solo-leveling would be impossible, but they can’t really “spec for DPS” as you can in other MMOs.  The only class with any real hybridization is Warriors, who are classified as both DPS and tanks.  However, their tanking is considered second-rate for a number of reasons, most notably the incredible skill it takes to do it properly.
  • The fanservice in the game is a bit excessive.  Most female character look like they got distracted halfway through getting dressed in the morning and never got around to finishing it.  There are a number of movement avenues that are designed to emphasize this (for example, the looooooong ladders in the tutorial/prologue area, along with the extremely short skirts most female characters are wearing at the start).  The Elin race also gives me the creeps.
  • As I mentioned above, the quest system is rather dull.  However, the aiming and dodging mechanics makes even basic “kill X of Y” quests feel fun and engaging.
  • Nothing with as profound an effect as a “spec” in WoW-esque MMOs.  All archers learn the same abilities, all of them are dpsers, so all of them play basically the same.  The game does have a very extensive “glyphing” system the has elements of spec decisions in it, but its effects aren’t nearly on the same order of magnitude as a spec in WoW or similar.
  • Class balance is a little off.  Sorcerers deal significantly more damage than archers, for example.  Priests are better healers than mystics (though mystics have significantly better CC and utility in some areas).
  • There’s no way to directly import UI settings or keybinding settings between characters or into a new character.
  • Racials are a bit…extreme in some cases, strongly favoring certain roles or combat situations.  For example, Aman gain a flat 10% additional damage reduction while under 30% HP.  This places pressure on the player to select a race based on their class and role, rather than based on aesthetics.
  • End-game PvE is rather lacking at the moment.  There are some options, including some hard-mode instances and an area called “The Nexus” (which I haven’t found much info on yet), plus their Guild versus Guild system, but nothing quite as extensive as WoW’s raiding system.

Overall, however, I have to give this game an 8/10 review.  There are some things I dislike about it (as you can see above), but the gameplay itself sells the game.  After a weekend at it, I’ve absolutely fallen in love with the combat system in this game.  If I had to directly compare it to anything, it would be Mass Effect’s gameplay (specifically, Mass Effect 3, since you can dodge in that one).  TERA, however, takes it to a whole new level, with powerful and short-cooldown active dodges (and a combat system that emphasizes them), as well as relatively few self-guided/tracking projectiles.

While players of nearly every MMO like to claim that skill > gear, this is the first MMO I’ve played where this axiom is quite so literally true.  PvP, instead of being about who can run their rotation quickest and time CC the best (as well as who has the best gear), becomes a question of who can aim the best, who can anticipate and and preempt opponent actions the best, who can maneuver the best, and who can dodge the best.

If you’re interested in getting in to TERA, it releases this coming Tuesday (May 1st).  However, a headstart is available starting April 28th at 8:00 AM PDT for those that have pre-ordered it.  Pre-ordering can be done through retail establishments (though many of them are out of pre-order codes by now), or directly through En Masse’s pre-order page.  Keep checking back here as well, as we may end up starting a TERA mechanics section of the site if it becomes popular enough!

Guild Wars 2 quick start guide

Hello this is Rolfson from MMO-Mechanics and today I will do my best to give you enough board information to get started in Guild Wars 2. I will briefly touch on several very important topics that will help you get started faster.

Classes:
Guild Wars 2 has eight unique classes, including five from the previous Guild Wars. New classes introduced with GW2 are the Thief, Guardian, and Engineer to fight alongside the familiar Elementalist, Necromancer, Ranger, Warrior, and Mesmer. The neat thing with GW2 is that the so called “holy trinity” of dps, heals, and tank roles with classes is gone. No longer will you stick around for hours waiting for a monk to heal, or someone to tank for you. Each class has self heals, defensive cooldowns, and the ability to rock your world with damage, albeit in very different yet effective ways. Of course, different specs will lean a bit towards one role or another (Water Elementalist has several heals for party members while Earth Eles can get some serious defense up) but they will still all be able to perform quite well. Check out our posts on each class over at http://mmo-mechanics.com/guildwars2/forums/Forum-Profession-Mechanics to see exactly what you will be capable of in the game.

Weapons:
Weapons in Guild Wars 2 are unlike any system integrated in an MMO before. Instead of the traditional role of skills being augmented by weapons that are simply there to look cool and boost your skills, Guild Wars 2 takes a whole new approach to the system. Half of your skills are based specifically on which weapon(s) you have equipped. The first 5 actions on your action bar are designated by what weapon you have equipped. For example, an Elementalist with a trident equipped will have access to an entirely different skillset than if they had a staff equipped. Not to mention that for Elementalists, they have different elemental attunements that further differentiate the skills. So this new system leaves room for incredible amounts of skill customization, the likes of which you’ve never seen before!

There’s more information on the weapons here, http://mmo-mechanics.com/news.php?article=weapons-in-guild-wars-2

Combat:
Alright, alright. You got through choosing a class, making a character, figuring out all this weapon stuff, and now you’re in the world ready for action! Let’s discuss how you actually kill things. The GW2 combat system is pretty awesome, bringing an action-based combat into the series. You now don’t tab-target enemies – rather, it’s based on you aiming instead of having a set target that your skills automatically hit. Also introduced here is dodging which you can do by double-tapping any directional key. You have an energy bar that contains enough energy for two dodges back to back while the energy continually replenishes. Dodging enables you to avoid attacks, escape from hairy situations, and even utilize terrain to your advantage in difficult fights. Like all MMOs, line of sight is very important in combat. By popping in and out of sight, you can avoid projectiles and other spells while casting your own.

PvP:
There’s two main types of PvP in Guild Wars 2, the World vs World vs World massive (~2000 players, 2 week long matches) events and “hot join” pvp matches. You can level up through both of them, so if you want to just forgo the PvE leveling system, by all means do it! The hot join matches are standard pvp, going from 1v1 all the way up to 10v10. Tournaments can be setup on your own provided 8 teams are available, but there are also pickup, monthly, and yearly tournaments to showcase the absolute best of the best on your home server. The other PvP type, WvWvW, is another unique feature for Guild Wars 2. Essentially three home servers slug it out against each other for up to two weeks in a single game and 2000 players at the same time. Each server will have a castle for a base that can be upgraded both defensively and offensively through resources that can be gathered from the surrounding areas. The overall objective is to capture the other two servers’ castles, but this is a monumental undertaking. Siege equipment is necessary to even begin to breach the defenses, but assaults are incredibly difficult due to the insane amounts of defenses that the castles are equipped with – not to mention that this is still an open PvP zone, leaving you open to slaughter at any point. There’s a fantastic section in this guide, http://www.mmo-champion.com/threads/1058358-Guild-Wars-2-Mass-info-for-the-uninitiated.-READ-ME , about the WvWvW and you should absolutely check it out if you’re interested.

Leveling / Questing:
Quests in Guild Wars 2 are once again not like anything you’ve encountered before. The PvE leveling system is wholly based on dynamic events that completely alter the landscape and enemies around you. One example given in the trailer is that when a certain dynamic event depicting a centaur attack happens, you actually see the centaurs charging into the village, destroying huts and slaughtering all in their path. It is up to you to vanquish the enemies, and in the process, you gain a significant amount of experience. There are also quests called “hearts” that are more static-type quests, giving you a certain objective to complete on the map. Your story quests will frequently bring you near the heart quests and dynamic events also occur in the near vicinity of these hearts, so picking them up won’t be a challenge. NPCs with a telescope icon above their head are in each map, giving you a preview of what there is to do on that map as you progress through it. Use these NPCs to find the heart quests or dynamic events and figure out the most efficient path through each one to level up quickest.

Crafting:
There are eight different crafting disciplines in Guild Wars 2, following a fairly standard pattern to normal MMOs. The disciplines are weaponsmiths, huntsmen, artificers, armorsmiths, leatherworkers, tailors, jewelers, and cooks. Each one should be fairly self-explanatory, the lone ranger being huntsmen that make ranged weapons. You can have two active disciplines at a time and pay a fee to switch to others. You do not lose progress on a discipline if you drop one to pick up another, so that when you switch back to your original skill it still has the progress you gained. Your discipline level is governed by a points system, going up to 400, where 500 experience in that discipline is equal to one skill ‘point’. There are a couple ways to gain experience, such as the obvious crafting items, gaining bonus experience for crafting stacks of items, as well as discovering recipes. Also when crafting multiple items, the individual crafting time of each item is decreased significantly so that making a stack of items is far more efficient than making individual items multiple times. As you level up in your discipline, you gain access to more recipes although some can only be found in loot or be bought.

Hopefully I have provided you with information that will get you started in Guild Wars 2 quickly. As always, if any of the information needs correction please leave me a comment below.

Reminder: MMO-Mechanics will be on the Fort Aspenwood server this weekend. You can read about joining us here.

Guild Wars 2 weapons by profession

Hello this is Masterkiller from MMO-Mechanics. We are working hard to get you as prepared as possible for this weekend’s Open Beta event for Guild Wars 2. One major difference between Guild Wars 2 and other MMO’s are the weapons. I highly recommend you look at Rolfson’s article on weapons to get an understanding of just how important the weapon you are using is.

Below is a chart that shows what professions can use what weapon.

Click to zoom:

Weapons overview in Guild Wars 2

Hello this is Rolfson from MMO-Mechanics. Guild Wars 2 beta weekend starts today and I wanted to give you information on one of the biggest differences between Guild Wars 2 and other MMOs, weapons.

Weapons in Guild Wars 2 are unlike any system you’ve seen in an MMO before. Instead of the traditional role of skills being augmented by weapons that are simply there to look cool and boost your skills, Guild Wars 2 takes a whole new approach to the system. Half of your skills are based specifically on which weapon(s) you have equipped. The first 5 actions on your action bar are designated by what weapon you have equipped. For example, an Elementalist with a trident equipped will have access to an entirely different skillset than if they had a staff equipped. Not to mention that for elementalists, they have different elemental attunements that further differentiate the skills. So this new system leaves room for incredible amounts of skill customization, the likes of which you’ve never seen before!

Now let’s get into the gritty details. You finally downloaded the beta, make your character (ooh, that sexy Charr Mesmer!), and enter the game. After the tutorial, you’ll have one single weapon set. You equip it and, what? You don’t have all of that weapon’s set skills yet. You have to ‘level up’ each weapon set to unlock all of the skills available to that set. I’d recommend picking up all of the sets available to your class as soon as possible so that in your heroic venture across the world, you can level up all of your sets to have access to all of the skills as soon as possible. Of course, you’re going to find a set that you fall in love with and probably spend more time in that set than others. I’d still heavily suggest maxing out all of the sets though, as you may find other builds more useful as you progress through the levels.

We have a chart, provided by Arena.net, that shows the weapons available to each class here.

So what next? Well, as you’re leveling you may notice some quirks within each class specific to the weapon sets. As mentioned earlier, Elementalists have various attunements (earth, fire, air, water) that change the skills on each weapon, and you can do so in the middle of combat. However, you cannot change weapon sets in the middle of combat on your Elementalist. Other classes can switch out sets in combat for quick changes in skills which enables sweet combos and tricks. There is a cooldown for switching, negated only by a Warrior elite as far as we know now. You won’t be constantly switching back and forth to abuse certain skills because of the cooldown, although you will still be able to change over a couple times per fight for some nice variation and chains. This is where it comes in handy to have multiple weapon sets’ skills maxed out. The new weapon system adds a whole new dimension to Guild Wars 2 and I can’t wait to check it out. See you in Beta!

Reminder: MMO-Mechanics will be on the Fort Aspenwood server this weekend. You can read about joining us here.

Home Worlds and how they work

In Guild Wars 2 your character is not absolutely bound to a server like other MMO’s. If you create a player on Fort Aspenwood but your friends play on Darkhaven, you can set your home world to Darkhaven. You can even change regions. For instance, if you play on a  US server and want to transfer to a EU server, you can do that also. This is essentially a “server transfer” but the player can do it themselves.

There are some limitations.

  • The home world server moves ALL of your characters to the new server.
  • You can only change your homeworld once every 30 days.
  • The transfer does come at the cost of 1,800 gems. Gems are an in game currency which can also be bought with real money.

During the open beta weekend, players will start off with enough gems to change their home world once.

Guild Wars 2 Beta Weekend Coverage

MMO-Mechanics will be forming a guild on the Fort Aspenwood server this weekend and we would like you to join us!

The goal is to bring together as many top quality players as possible to shorten the learning curve and provide quality player grouping. Many of SWTOR’s best guilds and MMO-Mechanics forum community are coming together to form a base population for the MMO-Mechanics guild on Fort Aspenwood. We should have a fun time.

We will also be covering the weekend with multiple articles as well as live streaming on our Twitch.tv channel. Bookmark this page and check back often as we provide as much information as we can about getting started in Guild Wars 2.

Links:
MMO-Mechanics forum thread

Articles:
Guild Wars 2 quick start guide (highly recommended)
Chart of weapons by profession
Weapons overview for Guild Wars 2 (highly recommended)
Homeworlds in Guild Wars 2