Overall Tanking Comparison

Want to play a tank, but not sure which one? Check this out.

Current Operations Status

Cleared Explosive Conflict Hard Mode!

Current Flashpoint Status

Finished all (Republic) Hard Mode walkthroughs -- Working on getting a group to run through Lost Island -- Imperial Specific walkthroughs coming in the not too distant future.

Get your own Orokeet!

From egg to hatchling, step by step walkthrough to get your own cute little green birdie.

Tanking interview with BW

Some tanking specific and mechanic heavy questions answered by the Devs

Current PvP Status

Ranked Warzones are a lot of fun, thank you 1.3!

Wednesday, 30 May 2012

Dear Diary: Raid Night

I was pleasantly surprised last night to be asked to join the core raid group running through Hard Modes.  I was not at all surprised that the plant was to do both EV and KP in one night - though I have noticed that many guilds find this to be overwhelming.  For background - I come from a guild that was running NiM EV and KP both in a single night and being done in under 3 hours.  Hard Modes we could have done in around an hour each.  In my new guild we weren't done in 2 hours, but we were done in about 4 hours with multiple breaks and stops.  Which - in actuality, isn't that bad for a group with quite a few new players just learning to work together.

I was only asked to fill in because the tank that normally runs wasn't avaliable (last minute thing) - yay for internet connection issues!  Initially I was told we were doing a trial basis thing - my guild leader was concerned about my two pieces of orange gear.  I didn't (and still don't) think it is a barrier, but I can see that you want your tanks to be overgeared where possible.  We even had a discussion mid way through the night where she said something like "The only reason we are even considering having you along is because we know you know what you're doing and are impressed with your skills."  This was after I said it was OK to invite another player if I couldn't cut it.

BTW Ari - I'm still not upset, I was being honest and really if my gear wasn't up to the challenge I wouldn't have had a problem letting someone else have my spot.

Now sitting here I can't remember if we managed to kill any of the bosses without a few people dying ... Crusher and Karagga maybe?  It was definately an interesting night.  Lots of enrage timers, but I'm used to that having run progression so that doesn't scare me - it's an opportunity to get better.

There are times when we are running Ops that I want to say stuff like "Hey, we did things this way and they really worked" - but I'm a little afraid to.  First I'm the new guy, and second ... maybe they know what works better for them.  Eventually I did speak up on the fabricator because we were just too far behind on DPS - I put in my opinion and we cleared him next run.  So ... maybe I'll try to be more assertive.

There are various times during the night that I'd love to be able to screenshot Mumble and have a transcript of the voice chat that goes on.  Here are some paraphrased excerpts that made me chuckle at the time.

"Someone is always on top of you Aristrial" - (In reference to a few close calls where a bunch of people have died and she is always on the bottom of the pile).

"Hey that's not fair - you know that's cheating Mentu!" - Using rocket boots to pass the Guild leader while running through a tunnel.

"That was all Mal's fault - I don't want to point fingers or anything, but it was all him" (In reference to Malvolio [me] after pulling a big trash group that no one was ready for).

"What happened? How did you die?" - "Oh I was just jumping down the elevator shaft for no reason"

"Mal why do you keep doing that, it gives me a heart attack every time!" - "Well that's why I do it" (In reference to Me attacking Fabricator and putting everyone in combat for a second before it resets while he's still sleeping).

"Mal what are you doing, get back here!" - "What, don't you guys get close before starting?" - "You obviously haven't played with Aristrial or Welmik before have you" (In reference to standing in the "danger zone" close to a boss before everyone is ready ... apparently accidents happen).

"OHHH YEAHHH!" - (My Wife behind me: Those people in your head sound really weird tonight, is the Kool-Aid man in your raid group?).

-------------

Sometimes it's just as important to laugh and have fun while playing as it is to finish the Operation.  I wouldn't have had nearly as much of a good time if we'd taken ourselves too seriously all night.  I think a lot of people miss that that game is supposed to be something you do for fun, not something you do for work.

Thanks again for having me along guys.



Monday, 28 May 2012

Dear Diary - Gearing New 50s

Recently my Vanguard hit level 50 and I started (once again) the process of gearing up a new tank at 50 to get him ready for Hard Mode Flashpoints and Operations.

Depending on the character and what my plans are for him this usually goes in two different directions (PvE and PvP).  There is some overlap, just because of how difficult some things are to get quickly and you always a want to be at the "best" place you can be as fast as possible.

Malvolio reaches level 50!
So - how do you gear up a new level 50 character?

For a PvP character I've been thinking ahead and have max commendations saved up along with as much stuff traded in/purchased already that I can buy my starter recruit gear set and dive right in to 50 PvP - maybe with a piece of War Hero or a few BM pieces to supplement.  With Tatsujin, this is how it ended up since I had initially made him strictly to PvP with.

For PvE - Finish off your class story (if you haven't already).  Usually when I hit 50 I'm somewhere at the end of Voss just heading to Corellia.  Normally this is because I dabble in PvP while levelling up.  

Depending on how much dabbling I've done I have more or less commendations to sped on picking up a few pieces of BM gear to help with the upgrades.  I pick up the bracers/belt/relics first because they're the hardest to slot - everything else you can modify to suit your needs.

Once you're done with the class storyline it's time to start doing dailys.  Start doing them right away and you'll make a big difference for yourself even after the first session.  Make sure to do the Heroics.  Some of them can be solo'd - others not so much.  Do the ones you can and find a group to do the others.  Any Heroic is going to award you some kind of mod, enhancement, amoring or something to make your quality of life far better.

When you get some Daily commendations (8 of them) look for a "Mission Support Vendor" in one of the areas that award daily coms.  There is one on Ilum (at the base where you first land), Belsavis (first quest area in the bonus area), and in the Black Hole area.  There should be two of them, one will sell equipment and one will sell mods.  The mods guy is who you're looking for, stock up on armorings and a hilt/barrel for your weapon.

If you haven't gone to the fleet to get some relics head there now.  Pick up a LS/DS or PvP relic (they're easy to get to start) and/or put together a level 50 matrix cube for yourself.

Normally at this point I'll also get a recruit Earpiece, Implant and Bracers to go with my PvE gear.  They are better than anything else you've likely found up to this point.

You don't want to mess with this crew - ignore the lack of color co-ordination
I think it took me about 2 days to fill in armorings, then I started saving up to buy the Rakata implants/earpiece and campaign relics (This takes much longer).  I actually thought I was doing pretty well after a few days.

I managed to pick up a few Storymode Ops runs and got a couple Columi pieces and enough Tionese coms/crystals to pick up a weapon with them.  Really once you're done with daily gear you have two options.  Run Hard Mode Flashpoints until your Columi gear drops, or run Operations and deck yourself out.  Ops are much faster, but it's hard to find a group willing to take someone who doesn't have any gear other than daily stuff.

Actually - the guild I got in to uses a loot system called EPGP (which I've heard about, but have never been a member of previously).  Apparently my current gear has some kind of bearing on when I get new gear (or something like that) so I got a once over from the guild leader.  I was found lacking ... now I knew that my gear wasn't stellar, but apparently because I was still wearing recruit earpieces and implants I couldn't even be called "126 geared".  Which surprised me a bit because I was in 1/2 Columi along with my other additions.

It had been a while since I was a new 50 trying to run ops, but I had to think back to what I did to really get started.  I basically jumped straight in to Hard Mode Flashpoints and skipped some of the story mode stuff. At that point I was wearing full Battlemaster Gear though and it was easy to step in to it.  I'd also picked up a pair of Rakata relics.

So over the next two days I decided to stop slacking and gear up.  Fortunately I hadn't stopped doing Dailys with my other 50s completely so I hopped on them, topped off my commendations and had enough to buy two implants (implants are BOE not BOP - this is awesome if you have multiple characters).  I got enough commendations on Malvolio to buy himself the earpiece, and dived in to some PvP to fill in with a Battlemaster Bracer and Belt.  I've been debating on going for the BM chest and legs (the two pieces I'm missing Columi for) - but the change is so minor that I don't think it matters.

So - that's my current gear up story.  I'm honestly not sure if that will top me out at 126, but I'm hoping it was enough to get me considered for more of the raids since Story really doesn't do it for me - I need to gear up somehow ... I really want to get back to EC.



Friday, 25 May 2012

Dear Diary - End Game


I've started to realize that there isn't always a lot to talk about during periods of new content coming out and/or me finding new stuff to write about.  That doesn't meant that there isn't still a lot to do - After my guild decided to put raiding on hold and do other things I really noticed that I was the only one logging on and doing stuff ... the rest of them showed up for 2-4 hours a week to raid and that was it.

Is that all there is to this game when you hit max level?

So, I decided that I'm actually going to sit down and do some writing that doesn't relate specifically to content, but just talks about my experiences with the game.  I also promised myself that I'd start taking more screenshots to work in to my writing, but so far that hasn't happened - oh well.

Lets hop back to Tuesday, after chatting with the guild and everyone talking about their plans for the future (instead of raiding like we were supposed to) then leaving I stuck around for a while long.  Accomp (our guild leader) made an announcment in general that Tantalus was finished raiding and would not be continuing as a progression guild.  Not 30 seconds later two people on my friend's list messaged to ask if I was really leaving the game.

Now, that gave me the warm and fuzzies - I had been planning to just log for the night and think about my own future with the game, but that made me stick around and chat with them for a while.

For my next house I was giant statues 3 stories tall in my entrance way too
It was unfortunate that both of them have guilds that are close to the same positions, but I left my name with both of them, and if things picked up I'd have a new home.  With such an active response I decided to see what else I could find out there.  My one complaint on the general forums is that there is like 0 server community, I go and look at the server forums and there are like 10-20 people that seem to post on there at all (for my server).  It's hard to know what guilds are out there and what they're doing.

I made the decision that my mail would continue to war Tantalus tags for the time being (in case anyone changed their mind and we started raiding again) but I hopped on my alt and started to ask around for a new guild.  I was a bit overwhelmed with the interest and in the end settled for putting each of my 2 tank alts in separate guilds to try and get as much chance at raiding as possible into the near future.

I also got an invite to run with another guild in their Story EV run that night and see if I wanted to join up with them.  The run itself was pretty fun, they're a good group, but since I had already made commitments elsewhere I decided to let it go at that.  I did say I'd like to stay in touch and will be stalking their website for future events.

So what have I been doing since then?

Well - I'm broke, on like all my characters.  The fastest way I've found to earn money at 50 is to run the daily quests, which let you pick up cash and daily commendations at the same time.  Running a full set of dailys takes me about 2 hours per character and nets me somewhere around 200-300k depending on drops.  I have 4 level 50 characters - so potentially that could be like 8 hours a day right there, but I get bored running the same quests over and over so I usually just do it on one character, or do the Black Hole area on 2 characters or something like that.

A while ago I also decided that frequently when playing I needed to just blow off steam and do something simple, so I made a Scoundrel (DPS) and log on to it whenever I need to just flat out kill people.  Which is a lot of fun just in of itself.  Sub-50 queue times aren't too bad (most days) so I can get 3 or 4 WZ's an hour.  Reroll is currently level 35 (so close to shoot first!) and has been levelling by PVP for the majority of her career.

Props if you know where this statue is located
I've also been logging through all my alts on a regular basis to send them out for crewskills.  I need more companion gifts!  With the legacy feature out, each companion you finish the story line with grants a bonus to your presence.  This bonus is HUGE for your companions - especially at lower levels.  It's taken a small fortune and a lot of time but I only have 1 companion left to max out for my republic side characters.  I've noticed a big difference when soloing stuff since I started focusing on that.

For a change of scenery I've started an Imperial character and am leveling through the story line.  He'll end up being my 4th tank (is that enough?) and will help me round out my end game experience by being able to talk about the Imperial side of things as well.  I'm also anxious to get in to the different flashpoints and see how much different they really are.

Current Major Blog projects I'm working on?

- Finish leveling an Imp tank to 50 and run HMs to finish guide sections.
- Max out one of each class on both factions to finish Presence bonus to all characters
- Complete all Datacron vids and guides (both factions)
- Finish Overview guides for Voidstar, Huttball, Novarre (CW done)
- Get a solid video for the +10 Datacron and finish the writeup
- Get the trash videos and finish the writeups for HM EC
- Kill Nightmare Pilgrim
- Unlock all the legacy stuff

From what I can see I still have a few months of content to burn through before there is absolutely nothing "new" to do.  I can see where the game might stall for you if you weren't interested in playing through it more than once and all you wanted to do was focus on a single character.  I guess, this game just wasn't made for that kind of playstyle.  Happily, I wasn't either.

Raid tonight!  KP Story mode - but hey, at least it's something!  I still haven't geared up all my alts so they can even use the gear.


Wednesday, 23 May 2012

SWTOR Tanking Specific Interview with Bioware

A little while ago I was given the opportunity to send in some questions and get some real answers from the Developers at Bioware. I was particularly excited about the opportunity because I had a lot of questions that I wanted answers to (as I'm sure most of the rest of you have as well).

I decided to limit my questions specifically to Tanks and the Tanking role in SWTOR since that's where my real interest lies. I know a lot of the questions out there focus on "when" stuff is going to be changing/happening - but I'm far more interested in "why" stuff works how it works.

I broke my questions into four sections - General, PvE, PvP and Future Stuff.  A huge thank you to Austin Peckenpaugh (Combat Designer) and Jesse Sky (Operations Designer) that took time to answer all my questions.

General

(Combat Designer Austin Peckenpaugh)


TankingTOR
Can you expound on the design philosophy of the three tank Advanced Classes.  Specifically, what is unique about each class, what makes them the tank that they are?
Austin: Philosophically, I want each tank to be competitive with the others but have a different feel. Overall, I’m fairly pleased with how close we are to that goal.
Vanguards and Powertechs are the sturdiest and toughest, passively, of the tanks. We want these tanks to feel like super soldiers, soaking up damage and using the latest shielding technology to survive.
Shadows and Assassins are the most evasive of the tanks, but they aren’t full-blown “evasion tanks,” at least not in the sense that they “dodge or die.” While a lot of their survivability comes from avoidance, they also use self-healing and high shield rates to stay competitive.
Guardians and Juggernauts fall somewhere in between the other tanks. They strike a balance of mitigation and avoidance, with a complement of maintained active defenses. I want Guardians and Juggernauts to feel tough, but they’re not super soldiers like Troopers and Bounty Hunters, and it just wouldn’t be right if they weren’t deflecting and parrying a lot of incoming attacks with their lightsabers.



There you have it, directly from the horses' mouth.  Which tank is right for you?  Well, just take a look at this and pick the one that you like the playstyle of the most.  I'm actually working on a personal comparison between the three classes, comparing and contrasting playstyle now that I have all three at 50 and have done some Ops tanking on all of them.  Look out for that in the future.


TankingTOR: 
(In reference to the above) Were any of them designed to be marginally better in certain areas than others? For example - Are Vanguards better at collecting AOE threat while Guardians excel at controlling the enemy?
Austin: I think it’s fair to say that things ended up that way at Launch, but it is not my express intention. One of the major pushes in Game Update 1.3 is to better normalize single-target and AOE threat generation and tank survivability. The important difference between the tanks is that they feel and play differently, but I don’t want that distinction to be drawn with the presence or absence of critical gameplay capabilities like AOE threat.


I'm not sure if it's nice to hear that they didn't intend for there to be a big difference, or that they couldn't see how the gameplay made some tanks more "desirable" than others in some situations.  What is nice to hear, is that they are continuing to look at it and are planning some more balancing for update 1.3 that will specifically target threat generation between different classes.

TankingTOR:
There is some discussion on how crit affects shield and vice-versa. My understanding is something like the following (to oversimplify). Roll X (1-100). If X < Crit then the attack crits, if X > 100-(shield) the attack is shielded. Can you elaborate a bit more on the second roll in the two roll system? Is it a single “roll” or is one roll done to check for a crit, then another roll done to check for a shield?
Austin: First there’s an Accuracy vs Defense roll. This checks to see if the attack hits. If the attack is successful, there is a Crit vs Shield roll, assuming the attack can crit and assuming the target can shield. This checks to see if the attack does increased (critical) damage, normal damage, or reduced (shielded) damaged. At high values, shield and crit can push against each other, and while possible, this should only manifest during short-duration buffs, if at all. When it does happen, crit overcomes shield, such that a “guaranteed crit” versus a “guaranteed shield” yields a critical result.


So, this looks like it follows my understanding. Shield and Crit will push against each other, but they are NOT rolled separately. I've seen a lot of math out there that tries to make it look like shield isn't as effective as it says it is when you compare with crit. That math is completely false. If you have a 40% chance to shield an attack, then you have a 40% chance to shield an attack. The only thing that will push that down are skills that increase critical above (60% in that scenario) or are guaranteed crits.


PvE

(Combat Designer Austin Peckenpaugh)

TankingTOR:
Do threat multipliers stack multiplicatively or additively? For example, when using a skill that has a 50% threat increase and sitting in a tank stance that already has a base 50% increase, is our threat increased to 200% (of normal) or 225%.

Austin: Threat, like any stat modification, is summed with other like-types before application. In our math, additive mods are summed and applied then multiplicative mods are summed and applied. In your example, you would deal 100% additional threat (0.5 + 0.5).

I saw some theorycrafting a short time ago that was theorizing that threat was multiplicative.  Which is where this question came from.  While this does specifically deal with threat modifications it sounds like it would apply to any other "like" effect.  I'm not clear on which are additive and which are multiplicative modifications, I think it might be more clear when looking at other specific examples.

TankingTOR:
Many tanks complain about trying to hold "Aggro" with the large mixed mob groups in Flashpoints. We assume that tanks were not designed to be a magnet for everything and should focus on specific targets while letting some "lighter" targets run free. Can you explain the vision of a tank in Flashpoints and Ops? Are we doing it wrong?
Austin: Yes and no. In some cases, the “lighter” targets can be burned down without any attention from the tank. In other cases, some Flashpoint encounters are just unnecessarily unfriendly with threat mechanics and hidden aggro swaps. And sometimes it’s just the case that there’s too much to hold all at once.
When it comes to trash, I personally enjoy giving DPS specs something to do like burn down the “lighter” targets while the tank focuses on the bigger, meaner enemies. I’m not a fan of the overly complicated aggro swaps or hidden threat adjustments in some encounters, but then I don’t think anyone is. This is something we’re working on improving in Flashpoints.
It’s also unfortunate when tanks have to struggle to hold a group that they’re supposed to be able to hold. This is something we’re addressing in Game Update 1.3 through a boost and normalization pass on tank threat generation, with a particular emphasis on AOE threat.


This question was near and dear to my heart and I'd like to thank Austin once more for giving me such a detailed response.  This is exactly the kind of answer I was looking for.  Any DPS out there, take a look at the second paragraph, sometimes it's your job to just kill stuff really quickly!  I know most of you take care of that already, but here is a hint for anyone having "tank" issues in Flashpoints.

Interesting to note that players aren't the only ones frustrated with how badly tanks are treated in some Flashpoints.  Very happy that our concerns are not falling on deaf ears.

Also, something else to look forward to in 1.3!  Apparently there will be a lot of tank specific stuff coming up, so if you weren't excited yet, you should be now.  

(In PvP)

(Combat Designer Austin Peckenpaugh)

TankingTOR:
When we guard another character 50% of the damage is transferred back to us. How is the damage we take calculated? Is it mitigated on the target first and we get a flat 50% of their damage, or is it unmitigated initially, transferred to us, then mitigated by our gear? Does our shield have any effect on this damage?

Austin: When a player attacks an ally that you are guarding, that player’s attack is split. The damage dealt is halved, with one half going to you and the other half going to your guarded ally. These two attacks are treated separately and individually; each of you applies your own avoidance and mitigation to the incoming attack. This does include all available avenues of survivability, with shields being no exception.

A little while ago on one of my PvP posts I was knocking around some ideas with another player and we were talking about how Guard functions.  I haven't even seen accurate theorycrafting anywhere on anyone doing testing - so I decided to go right to the source.

This is exactly how I thought guard worked, where all damage is mitigated by the Tank's defenses and not on the target's defenses.  I've seen some theories that say the opposite of the above and many tanks in PvP have foregone their defensive gear for DPS gear - apparently that's a mistake and you're taking more damage than you need to.

EDIT: This is also completely false, at least from in game testing.  Shield has no bearing on Guarded damage, unless that is happening somewhere behind the scenes that we can't view in the game.  We do take less damage due to our higher hard mitigation values, but shield chance never appears to proc.

TankingTOR:
There is ongoing discussion on the effectiveness of Defense and Shield/Absorb in PvP. Mostly this is because Tech/Force attacks cannot be mitigated by those stats. Can you elaborate on the design choice behind that, and if we can we expect to see that change?
Austin: Among many, many other factors, there is a rock-paper-scissors element to Force/tech users, weapon damage, and tanks. I hesitate to use this example because it can be taken out of context or blown out of proportion, so keep in mind that it is a generalization and only one element of a much more complicated system.
Because weapons can be defended against, they deal more damage. If two abilities were identical in every way but one was tech-based and the other was weapon-based, the weapon-based one would deal more damage. This is true for every player ability in the game.

With that in mind, weapon damage is especially effective against Force/tech users because they don’t have high defense; Force/tech users are especially effective against tanks because their defense doesn’t help; tanks are especially effective against weapon damage because they avoid a lot of it.
Again, this is a gross simplification of PVP interactions, so take it with a grain of salt. The intention behind this philosophy is that no one archetype reigns supreme. It is, however, a drop in the bucket that is our balance.

Reading the above it all makes sense.  I've been in discussions that went round and round in circles with people finally just deciding that their way was the best way and no amount of discussion was going to make anyone change their mind.

As Austin says, this is just a simplification in a very general question - it's nice to know that weapon damage attacks deal more damage because they are meant to be mitigated ... so those tanks out there that are not maximizing their defense are really not filling the role they were meant to fill.

Personally, I've always played a tank in defensive gear in PvP and have never felt useless or like I wasn't performing at the peak of my class.  I allow that it's up to you as a player to do what you feel is best (of course) but you might be missing out - tanks weren't meant to be immortal.

TankingTOR:
Many people seem confused as to what the vision was for Tanks in PvP. They rely completely on Guard and Taunts then spec to do as much damage as possible. Can you explain what function or role they were designed to fill in a GvG (Group V/S Group) setting? Is Guard and Taunt all that make a tank a tank?
Austin: The vision for tanks is PVP is quite simple: protect allies and make yourself an unfortunate (possibly even annoying) target for the enemy. This is done with Guard and Taunt and increased control, but it’s not really possible without extra survivability. Guard is only a real threat when the one providing it is a nuisance to take down.

There you have it - your job in PvP is not to kill stuff, it's to make it very difficult to kill you.  If you aren't making it as hard as possible to kill you, then you're not properly tanking.

Is a good defense really a superior offense?  I leave that up to you to decide.

The Future

(Operations Designer Jesse Sky)


TankingTOR: 
Is there any chance we could see target markers that are numbers instead of symbols sometime in the future? (Thank you for allowing us to keybind marks).
Jesse: I can’t promise anything, but we’ll raise the request with our UI team.

Thanks Jesse, I'll take what I can get - if you mention it to someone that might make it come true that works for me.

TankingTOR:
One of the most frustrating things as a tank is to deal with the over use of threat dumps (or un-tauntable mobs) and knockbacks. Can you explain why these mechanics are so prevalent in many Flashpoints and Operations?
Jesse: Threat dumps were prevalent at launch due to some misunderstandings about how threat works, and many knockbacks could not be resisted or evaded, which made them more punishing than we intended. We have been systematically fixing these issues where possible, though certain mechanics make intentional use of them. Several of us play tanks on live, so we’ve been eager to address these problems.

Nice to know the Dev team has some tanks on the roster so they're very aware of how things work in the "real world".  I have also noticed that in some places things have gotten fixed or smoothed out over time.  Looking forward to the continued work in this direction.


TankingTOR:
(In reference to the above question) I have noticed with the new content in 1.2 this has been toned down significantly. Is this a new design decision that we can look forward to as we move into future content? – why was this changed?
Jesse: Game Update 1.2 is the first time our boss designers have had a significant volume of behavioural data and player feedback to work with. That allowed us to design content that challenges players’ coordination rather than their patience. Our goal has always been to build fun and engaging encounters, but with GU 1.2, we went through several phases of iteration including a several experienced playtest groups. That’s definitely the direction we’re going with our content.

And this is why we are all quite happy with the new content released in 1.2.  Challenging, different, interesting mechanics - less punishing to tanks specifically.  I'm very glad to see that this has been a conscious effort to move forward in a different direction and that in new content we can expect to see more of the same.

TankingTOR:
It has been argued that Eternity Vault and Karagga’s Palace could be done with a single Tank, Explosive Conflict definitely cannot be. Can we look forward to future operations requiring two tanks for the whole Operation instead of only a single fight?


Jesse: We absolutely want players to bring two tanks to the Operations, and that’s the direction we’ve taken our encounter design. 

To everyone that was advocating running previous operations with 1 tank.  Apparently you should have gotten used to it before and trained your tanks to do things properly.  It's all moving in this direction in the future.




No More Operations

Playing Solo - behind a shield
Sad news for me last night.  I've been seeing it happen slowly over the last few months, but finally tonight the hammer dropped.  Most of the guild will not be re-subbing to SWTOR after their current time runs out which means we will no longer be a raiding guild.

I was invited to participate with them on other games (GW2, D3, WoW) which I don't have any current interest in tackling.  So that left me kind of floating here on my own.  It isn't a new feeling, over the last 2 months they haven't logged on except to Raid so I've been alone most of the time anyway.

Most of my other friends have also left, and I've heard from other people that many guilds are "on a break" or just plain gone.  It's an unfortunate time to be playing SWTOR and still be interested in playing it.  I am holding on to some hope that they get some restructuring done with the servers soon so I can get back to playing with other people instead of spending most of the time by myself.  I have 3 new characters that I didn't even bother putting in guilds since it didn't seem to matter.

I ended up standing on the fleet trying to sell myself - "Displaced End Game Tank with raiding experience through HM EC looking for new guild for self and alts - Interested in PvP, Ops, FPs, World Bosses - Social/Active guild preferred"

I felt kind of like a guy standing on a street corner with a sign that says "Will Tank Ops for Pat on Head"

In all honesty it didn't go as bad as I thought, I only had to yell twice before I got hit up by various guilds and people that I knew their names but hadn't added them to my friend's list.  I ended up settling two alts into different guilds and running a Story Mode EV with another guild to see how they played out.

So - Definitely not the end of the world, but the end of an era for me.  I likely won't be able to continue updates from the progression raiding standpoint that I have been in the past.  It feels like moving backward, finding groups running Hard Mode Pre-1.2 content (not even Nightmare Mode ...).  Maybe with me around we can fix that - it's worth a shot.







Friday, 18 May 2012

SWTOR - Mercenary Chest Locations

A while ago I was running through the Outlaw Den to find all the mercenary chests so I could spike my Mercenary Commendation intake.  I found a bunch of different spawn locations and just didn't get around to mapping them all (lots of other stuff came up).  With 1.2 and the removal of Mercenary Commendations this project kind of fell to the wayside and I've only recently picked it back up.

For those of you that don't know, these chests spawn in the "Outlaw Den" free-for-all PvP area on Tatooine.  Be warned that when you enter this area you can be attacked by anyone (same faction included) unless they are in your group.

As of patch 1.2 these chests drop 1.5-3k credits, 20 WZ commendations and have a chance to contain a piece of Recruit PvP Gear.  The Recruit gear will be class specific for your current character.  While this isn't a lot, I've found my time better spend circling around looking for chests than standing on the fleet waiting for my queue to pop.

I haven't been able to narrow down the chest re-spawn rate.  It is somewhere between 1-1.5 hours.  I believe each chest spawns on it's own timer and in the same location every time (also unconfirmed).  Normally I see between 2-4 chests spawn every 1/2 hour or so.

Mapped locations of all found chests
I've mapped 15 locations in total.  There are likely more, it seems like whenever I drive through I find another chest somewhere that I haven't mapped before.  But this should give you enough to get started.  The only one I've found in them middle area is #6 - generally following the outer walls in a big circle is how I find all the chests.

I apologize that the numbers aren't in a circular order, but I lost some of the images and can't rebuild things every time I find a new chest.

Chest locations #1 and #11

#1 - 

Located inside a hut at the far southern part of the area.  The hutt is against the east wall.

#11 - 

On the trodden path through the sand leading to the north from location #1.  This path follows the east wall as the path curves toward the east side of the area.  Directly beneath the arch overtop of the path.

Chest locations #2 and #3

#2 - 

To the south of the vendor by the west wall in the southern part of the area.  There is a stone archway by the west wall that you need to pass through - follow the slope upward to the south and you'll find it against the rocks at the cliff edge.

#3 - 

In a small alcove on the west wall about 1/2 way between the north and south entrance.

Chest location #4

#4 - 

Between the west wall and a rock pillar close to the northern entrance

#4b - 

Very close to the spawn for #4 but instead of being between the pillar and wall it is further south and around the corner of the west wall.

Chest locations #5 and #6

#5 - 

Between the two huts behind the vendor - directly to the east of the northern entrance

#6 - 

Nestled in a small joint on the east side of the large building in the center of the area

Chest locations #7 and #8

#7 - 

Just to the east of the constructed wall on the northern/eastern side of the area (also directly east of #10).  There is a slope between a cliff and the constructed wall, drive straight up this slope.

#8 - 

Directly east of the previous chest location, follow the path to the east on top of the cliff (the cliff drop off will be to the south).

Chest locations #9 and #10

#9 - 

Almost directly to the east of #4.  At the base of a stone pillar to the east of a hutt.

#10 - 

Around the north side of the pillar from chest #9 and to the end of the path.  Just at the edge of the cliff before jumping down - you can see the constructed wall directly ahead.

Chest locations #12 and #13

#12 - 

Continue along the path heading east from #11.  As you come around the corner heading more southeast look at the south wall.  There is a ripple in the sand that leads up into a corner of the wall.

#13 - 

Behind the vendor tent in the far Southeast area of the zone.


Chest locations #14 and #15

#14 - 

Against the west wall just south of #4.  Just continue following the wall, this one is in plan view on a small rise of sand.

#15 - 

Between the large pillar and the west wall, just south of #14.





Got Tanks? - Nightmare Pilgrim Night



This is a shot from one of our many breaks while trying to take down the Nightmare Pilgrim on Voss.  My guild is a small 8 man Ops guild, so we don't have enough people to do this on our own.  Our guild leader go together with another guild on the server and we each put forward 8 people to try and take down the boss.

This is a picture of the three tanks for the fight posing for the camera.  I'm only on the top part because I was dancing up there when the other two decided to join me for a photo op.

We didn't manage to take him down (goth both to 6-10%, killed the dog once and died to the Pilgrim's enrage too).  But it was fun all around.  I think we would have had him if people hadn't continually had to leave and we wasted more time finding replacements.

Same plans for next week?  I hope so - this is a fun fight and worth the effort learning to take them down.  For anyone else trying this, the enrage timer is -TIGHT- make sure you bring the DPS rain.



Friday, 11 May 2012

SWTOR - The Tantalus clears HM Explosive Conflict

It's been quite a trip.  We started raiding Explosive Conflict on the PTS when it first rolled out to learn the fights in preparation for it going live.  Our guild leader wanted to shoot for some World Firsts this time.  Personally I'm just playing the game to have fun, I don't particularly care about being "first" - but I'm the minority so we went at it pretty hard.

Up till then we had been raiding 1 day a week for about 4 hours clearing both KP and EV on Nightmare Mode.  Needless to say only raiding for 4 hours leaves you kind of rusty.

After a few weeks on the PTS we were confident on the first three fights, but we never did manage to kill Kephess.  We ended up skipping Story Mode and jumping right into Hard Modes on the Live Server and it took us just over a week to clear through to Kephess again.  Then personal schedules had us all over the place for a week or so and when we came back to finish up he was bugged ...

There is nothing more frustrating than doing everything "right", getting to the end of a 10 minute fight and everyone dying and there not being anything you can do about it.  We fell really far behind at this point because the fight ended up being bugged for about 2 weeks.  A bunch of other Guilds finished it by utilizing a Gunslinger shield to prevent the extra damage that wasn't supposed to happen in the first place.  We, unfortunately, don't have a gunslinger.

Finally, this week after the latest patch they fixed the bug.  We rolled in to EC and cleared everything in 2 hours, including 1 shotting Kephess now that he was fixed.

Kubaba laser eye beam shooting our guild leader during HM Kephess Photo OP



Tanking in Style - Black/Purple Crystal


Another "Tanking in Style" update.  I was so excited on the test server when I picked up a Black/Orange crystal and looking forward to getting one live.  Well - it didn't happen for weeks and weeks.  I actually ended up using the Black/Green crystal from the Rakghoul event instead.

Well on our last run through Explosive Conflict guess what dropped?  A Black/Purple Tanking crystal! (thats +41 endurance for those of you who don't know).  First one I've seen drop -ever- and I won it.  It looks totally awesome, especially in combat.  When the lightsaber starts spinning around with my combat moves it's fantastic.

I have heard that these will only drop on Hard Mode (thats what we were running) or that the chance is just lower to drop on Story Mode.  If anyone finds a story mode crystal let me know!

Anyway - that is all.  Just here to show off my new digs.  Oh - and what do you think of my augmented gear choices?  Not too shabby eh?  Took me weeks stalking the GTN to find some decent looking augmented gear, but it turned out pretty cool.


SWTOR - PvP - Civil War Overview

Civil War in Star Wars: The Old Republic

Contents:


What is the Civil War?

The Civil War map is my personal favorite.  I also consider it to be the simplest map out there, but not necessarily the simplest when it comes to strategy.

The Goal: Destroy the enemy ship before they destroy yours.

How to Accomplish the Goal: Capture any/all of the three large turrets, once a team captures a turret it will begin automatically firing at the opponent's ship.

Since there are three turrets to capture and they all do the same amount of damage, capturing and holding two turrets is necessary to win.  It is possible to capture all three turrets and hold them, but this is rare and only happens when one team very dramatically out-plays the other team.

Each ship begins the match with 600 life.  The turrets fire regularly (~10 seconds) and do 5 damage per shot.  

The Map

Map showing buffs and General Layout of the Civil War Warzone
Each landing area has two drop off points.  The Northern landing area drops into the middle or east side of the field.  The Southern landing area drops into the middle and west side of the field.  Since they have a small advantage - this usually results in Empire players attempting to take the east and middle controls, while republic players take the west and middle controls.

The middle area has ramps leading up to catwalks that span the east and west sides of the circle.  You will normally find ranged classes up on these ramps firing down into the center area.  From these ramps you can drop down to the east/west sides of the map.  You can also move around beneath these catwalks in a more covered and concealed area.
CW underground entrance
There are underground entrances with stairs leading down on the east and west sides of the middle.  These take you to a small underground area that lets you bypass the dangerous middle location if you are trying to reach one of the other sides of the map.

How It Works

Civil War Starting Map

You begin the match on your ship.  There are three openings in the ship, each with a force field that prevents you from committing suicide before the match even starts - no, of course I didn't try it personally.

There is no timer to show when the match will begin, but you will hear/see a rousing speech before it's time to go.  When the speech finishes two speeders will appear (one on each side of the ship).  Clicking on the speeder sends you on a short ride and drops you off in the landing area.

Each team begins on one side of the map (north/south).  The turrets are located in the middle and to the east/snow and west/grass (often also called right and left - though people seem to get confused with those types of directions.  When called out they normally mean right/left when you are facing forward from the "spawn" area).  Dev Request: Please color code objectives on the map so people stop getting annoyed.

Teams now send players to the objective points marked on the map.  At each objective point there is controls pillar that is clickable.  Players must click then stand in place for 8 seconds to capture the turret.  Any damage (not including DOTs), CC or knockback will interrupt the capture and players will have to start all over attempting to capture the turret.

Once a player successfully finishes the 8 second channel to capture the turret it will change color on the map (green/red to indicate which faction holds it) and swivel to face the appropriate ship.  The swivel takes a few seconds so there is a delay between capturing a point and having it begin doing damage.

NOTE: Once a team successfully captures a side turret (east or west) new speeders appear in the ship where you spawn after dying.  These speeders are on the extreme right or left sides (the two middle speeders are always there).  If you need to reinforce one of the side locations make sure to use one of these speeders, they are much faster and arrive right next to the control locations.

Basic Strategy

Doesn't get much closer than this
Since you are playing against other players there is no way to guarantee a win in the Civil War - there are various things you (as a team) can do to stack things in your favour, but in the end one "strategy" will not always yield the same results.

General Tips

- When activating controls, try to stand on the far side of where the enemy will be coming from.  The control node blocks LOS and prevents ranged classes from attacking you from a distance.
- Fight near the controls, if an enemy player is not near the controls they have no way to capture them (and are therefore not a threat).  You are better of breaking LOS and forcing them to approach closely before attacking.
- Never stand with your back to a node when defending, a stealth player can sneak up behind you and capture without you noticing
- Never be the last one to leave a node, leaving a set of controls undefended means you will lose them in short order
- When defending a node be vocal, tell your team when (and how many) people are coming (even if you think you can handle it).  Also tell them when the coast is clear after an attack so they can focus on other areas.
- If there are more green names than red names around you that means there will be more red names than green names elsewhere.  Figure out where that is, and go there.

Common Beginning Strategies:

Normally you will see someone talking strategy and write out something like 3/4/1 or 3-4-1 (or some variation).  They are indicating how many people should go to each location.  In the above example, 3 west, 4 mid, 1 east.

The below numbers will be from a Republic stand point, flip all numbers when looking at it from the imperial perspective.

Two Sides

Holding the two sides is the "premier" strategy since by using the side speeders they are more easy to reinforce from the spawn point.  Fewer defenders can hold a side node against overwhelming numbers for longer just by liberal use of the side speeders.

3/2/3 - The goal of this strategy is to guarantee a left capture, delay a middle capture and delay (or win) a right capture.  Variations of this strategy include 3/1/4 or 2/2/4.  Your best bet is to send a Guarded healer with his tank to the (2) position, they can hold back far more than their share of people for far longer than any other grouping.
Notes: Often you will be able to tell by how many people jump into the middle from the opposing side how many went to capture the side turret.  Try to be flexible at this point, if only one person went to the side you might only need to send two people or three to the side and the rest can hold at the middle position for longer.

2/0/6 - The goal of this strategy is to allow a middle capture, but to almost guarantee a right capture and get a left capture as well.  This will work if there is only minor (or no) resistance at the left side.  Variations include 1/0/7 or 3/0/5.
Notes: Make sure if you over-commit to one side and give up the middle that you are prepared to quickly reinforce the left side once the middle is captured.  If you fail to quickly move back to the left the other team will very quickly overwhelm the few defenders left stationed there.

Mid and Side

It is actually easier as a group to hold the middle and one side since they are closer together and are faster to reinforce by people still alive rather than relying on people to win by attrition (constantly re-spawning).

2/4/2 - The goal here is to capture the left turret and the middle turret while delaying the cap on the right turret as long as possible.  Variations include 2/5/1 or 3/4/1.  The 2/4/2 variation is also used to attempt a 3 cap from the start, this can work for well organized teams or teams that drastically outgear/outplay their competition.
Notes: This is really a "delay and hope to succeed" type of strategy.  You are going to be overwhelmed somewhere, making a capture and reinforcing other locations will be the key to succeeding.

3/5/0 - The goal here is to place overwhelming numbers on the left and in the middle, you allow a free capture on the right, but hopefully can overwhelm the opposing team at both other locations.  Variations include 2/6/0, 1/7/0 and 4/4/0.
Notes: This is the most common strategy.  If no one speaks up this is usually what happens, with one or two people being good team players and going to the side while everyone else rushes into the middle to kill stuff.  

Where Your Role Shines

A class with speed boost should head to the nearest point and try to capture it for your team (west for Reps,  East for Imps).

Tank classes should choose a role where they will be delaying rather than attacking right at the start.  Their high mitigation and ability to stay alive while being focus fired will really help your team get off on the right foot.

Someone with a ranged attack and high DPS should attack the contested side turret.  Having a ranged attack will allow you to interrupt a cap from a greater distance. which is really what matters right off the bat.

Healers should stay with the largest group to keep them alive.  If the groups are splitting evenly make the decision on who will be meeting the most resistance.

Advanced Strategy

Just knowing where to go isn't always enough, there are little tricks to give you an edge over your opponent. Most of the "tricks" on this map revolve around knowing where you are in relation to your environment and knowing where to go to get where you want to be.

Taking your Side Turret

Infographic for taking side turret
Your goal here is for one person to get to the controls and activate them before the enemy gets there to interrupt them.  This is NOT accomplished by two people running over to the controls and both trying to activate them at the same time.  If someone else is activating the controls there are very few circumstances where you should also be activating the controls.

Instead, when attempting to capture your uncontested side turret one person should run to the controls and the other person should run parallel to the middle wall to intercept enemy players as they exit the middle area and attempt to run toward the control point.  

In this role the more CC you have the better.  Your goal is not to kill the enemy players, but to slow them down or flat out stop them from getting to the control point.  

The side benefit of running parallel to the middle, is that if no one comes around that corner you can keep going and will end up flanking the opposing team when you come around the back side of the middle and attack them from the rear.

Deathmatch in the Middle

Infographic for middle fighting
Smashing your head against the other team might sound like a good idea, but try to use the terrain to your advantage.  Ranged classes getting up on the catwalks will let them pound destruction down on people (likely before they even notice).

Stealth classes circle around beneath the catwalks and attack the healers/ranged classes from behind.

Tank classes get into the middle of things and draw fire, then get back to protect your healers.

Always remember that your goal isn't to kill every red name there, instead your goal is to capture the control point and start blowing up the enemy ship.  Don't get too focused on killing that you lose sight of the real objective.

There are multiple pillars surrounding the middle that can be used to get you out of LOS of ranged classes.  Make use of these when possible to give yourself some breathing room.

Capturing a Turret

In general you can figure out where the enemy will be coming from in relation to a certain point.  When you have cleared enough space to being the capture process - one person should begin capturing the controls and everyone else should fan out between the enemy location and the control point.  

Your goal is to prevent the enemy from interrupting the capture, not to kill them.  Killing them can come later.  Stealth classes are fantastic at this with their sap skill that will KO a character for almost the full duration of a capture.

So get in the way and use any CC you have to keep the enemy busy while your team grabs the turret.

NOTE: You don't have to wait to kill everyone.  If the other team is focused on fighting in a location away from the control point go ahead and try to capture it.  If you notice someone on your team is attempting this, switch to using CC to delay the enemy response.

One Person can Make a Difference

This relates only to defenders.  If you are being overwhelmed and people are dying and/or you are the last person alive.  Break away from whoever you are trying to kill and start trying to delay them from capturing the turret as long as possible.  

This usually involves vanishing, or running around using ranged attacks on anyone trying to cap while people chase you.  Using an AOE on the control location will prevent it from being captured for that whole duration.  

If you have CC, now is the time to use it to the full effect.  AOE Mez skills are the best  bet, generally the team will group up trying to kill you quickly.  If you can mez them all at that point and run away you'll be doing very well.

This also applies to people who have died and are running back, if you're the only person running into a group of enemies DO IT - if you will prevent a capture.  If you can't get to the controls in time don't just kill yourself, stop and try something else.

Flood, don't Trickle

If there is one thing that I hope anyone can take from this guide - this is it.

Generally as the game wears on people are going to die and have to re-spawn.  If one team overpowers the other and this happens rapidly they will strengthen their position to a point where assaulting it with reinforcements is impossible.

If there are 6 people defending a point and only two of you run in to assault them, you are going to die.  Unless you can bring equal numbers DO NOT attack, you're better off waiting for help.  This applies only if you will be running into a losing situation.  If there are 3 of your group members still fighting and you can reinforce them, do it.  But if you're going to be running in alone, stop and think.

Frequently during Civil War games I will see people run into the middle over and over and over and continually die while accomplishing nothing.  This is not productive.  It doesn't take long to group up and move in as a group, instead of everyone running back as fast as they personally can.

NOTE: This applies less when defending than attacking.  Defenders always want to try to reinforce a weak position even if it's just one person at a time (see: one person can make a difference).  

When you're Winning

Proper defensive stance at side node
If you're winning, by definition, you control two of the turrets and have moved into a defensive posture.  Your goal at this point is to maintain control of the two turrets you have captured and prevent the enemy from taking them.

To accomplish this, always leave at least 2 people to guard a turret.  A single person is vulnerable to a stealth class opening up on them and possibly killing them before help can arrive.  Recommended to have at least 3 at each node.
Caveat: If the other team is pushing the second node with 7 or 8 players it might be necessary to have only 1 person guarding until that push is prevented

Normally the opposing team will attempt to overwhelm one node at a time and won't spread out their attackers trying to take multiple nodes.  This can be their downfall.  It is far easier to defend a node than it is to attack one.  There are two reasons it is easier to defend.
1) The Trickle effect.  It is easier to kill reinforcements as they trickle in than it is to overwhelm an already solid defense
2) Even if you are overwhelmed you only have to delay and interrupt an 8 second channeled skill to prevent a capture.  

When you are guarding a turret make sure you are vocal, tell your team when and how many opponents are coming.  Indicate if you will need help defending.  

If you are not guarding and see someone calling for help make sure to leave enough people to defend the turret.  Not everyone has to ride to the rescue - especially if there are three people guarding a turret and only 2 people attacking it.  Maybe 1 person can go help (if any at all).  Open up your map frequently to check where your team is positioned so you can react accordingly.

Tanking Tips - you should either be guarding a healer, or standing by a node and defending it.  You don't need to be the one running between nodes and trying to stop them from capturing it.  Pick a node and don't let anyone take it from you.

When you're Losing

Avoid the Trickle Effect, it won't get you anywhere.  When you're losing, you have to outmaneuver, not beat them in a straight up fight.  In fact avoid straight up fights as much as possible - they will have to be more spread out by definition since they will be guarding two points and you only have to guard a single point.

Group up and attack a single node.  Often you can overwhelm the defenders and recapture the node.  If you get beat back and reinforcements aren't coming fast enough to overwhelm the defenders, change tactics.  

Have everyone group up and rush the other node.  Leave one or two people trickling in with the hopes of tying up 3 or more defenders.  It's OK to continue killing yourself if you are keeping more than your share of people busy.

Alternatively, if the majority of players are defending a single node, send 1 or 2 stealth characters to the other node and have them attempt to capture it - this is often referred to as "ninja-ing" a node (ninja-ing can also refer to capturing a node while the defenders aren't paying attention without killing them).

Tanking Tips - you can either be the single person guarding (and do it well) or you can be the single person running solo into a group of bad guys and tying them up for as long as possible.   Keeping 4 people busy for 30 seconds can be the difference between winning and losing.

Finishing the Game

Just waiting for the "Game Over"
The game is over when one ship reaches 0 health and falls out of the sky.  If you haven't seen that happen it's actually pretty cool - check it out here: http://www.youtube.com/watch?v=GUKCm6-Z9Is
Note: If you're on your ship and it crashes you get a very different perspective here: http://www.youtube.com/watch?v=1rDxQO-AvXA

It is almost impossible unless you dramatically outperform the opposing team to capture all three turrets and hold them for an extended period.  Because of that the game can be "called", long before the ship actually crashes to the ground.  Since theoretically a team can hold a single turret indefinitely once one ship has fallen below half the health of the other ship ( 195 - 400, 80 - 165, 295 - 600 ) then the team with more health has "won" and it's just a matter of playing the match to completion.

Some people claim it is better to give up the third turret and let the game end faster - personally I'll continue to defend the last turret just on principle.

Terms


Contested Side - The turret that your side has a disadvantage in capturing, your landing point does not drop you into this side and you must run across the middle to reach it.

Controls - The clickable object located by the turret that allows you to take control of it

LOS - Line of Sight.

Mez - A stun that breaks on damage.

Node - See Controls.

Sap - a skill used in stealth that stuns a character.  These stuns break on any damage and can only be used when both people are out of combat.

Turret - The giant gun that fires at the enemy ship

Uncontested Side - The turret that your side has the advantage in capturing, your landing point drops you into this side without having to run across the middle.



Thursday, 10 May 2012

SWTOR - PvE - World Boss - Gargath


World View of Gargath's Location on Hoth

Local view of Gargath's location on Hoth


Boss Level: 
50

Attacks:
Melee
Earthquake
Knockback

Strategy:
Another fairly easy boss.  He hits decently hard, but a well geared 50 won't have any problems with the damage.  The only thing to watch for is his phase change.  There will be red text splash on the screen to indicate that Gargath is focused narrowly or widely.

When he is "spreading his focus outward" he will place small earthquakes beneath random party members.  These will be indicated by red circles on the ground.  Players should move out of these circles ASAP.  The tank will need to pull Gargath out of any circles that appear beneath him to let melee DPS continue to attack during this phase.

After a short time Gargath will narrow his focus again and no more earthquakes will pop up for a while.  As long as you have enough DPS and your healer can keep the tank up the rest of the fight goes very smoothly.


Actual View of Gargath on Hoth

Wednesday, 9 May 2012

WiiW - Week 4

Welcome to Week #4 of Whereisit Wednesday


Contest is CLOSED 

No entries! 




First - the game:
I'll be posting a screenshot that I've taken some time during my travels through SWToR.  I have a bunch of them currently so at the moment they are just things I laughed at, or things I thought were cool.  To include as many people as possible I'll try to make them lower level areas on planets that everyone has access to.  If the locations are republic only I'll make sure to note that by the picture.

By Friday I will be giving a HINT - and again on Monday I will give another HINT.  Contest closes next Tuesday and a new iteration will begin on Wednesday.

Winning the game:
Post a screenshot of your character in the same location as my screenshot.  I don't mean exactly the same position as me, but it needs to be apparent that you're in the same location.

Please include your character name and the name of your server (in your post) so you can be properly immortalized.  Feel free to post here, send me a Private Message, or post anywhere this has been re-posted by me online.  I'll consolidate all the entries and do a draw next Tuesday night for the winner.

Make sure you check back next week!  I'll be posting the winner and the two of us need to get together in some fashion so I can pass on the code to you.

Prizes:
Bragging rights!


I've been trying to come up with suitable rewards - in the end I've just tried to be realistic.  I'm not a mod (GM or Dev) and can't really offer much for incentive other than having fun exploring the world that we play in.  If anyone has further suggestions just let me know.

If you're Republic on "The Jekk'Jekk Tarr server" I will mail the winner 100,000 credits.  Unfortunately I'm not omnipresent and can't offer this reward across all servers.

Winners will also receive a custom badge commemorating their achievement in the following style:


All winners will be immortalized on my blog at: http://www.tankingtor.com/p/wiiw-winners_24.html

Time to Play:


Here is your target Screenshot (click for full size view):
WiiW Week #4 competition location


Good luck!

WiiW Week #3 Draw


I had a great turn out for week #3 of my WiiW contest - thanks to everyone who played.  I know you all did it in hopes of getting that Taun Fawn code, but I hope you had some fun finding the right place.  Now for the moment you've all been waiting for - time to draw a winner!

I know I was probably having more fun doing it than you guys are having reading about it, but too bad - it's my contest.

With no more ado - our winner is:

Congratulations Diomed!  

Feel free to contact me HERE and let me know when you'll be around - or you can find me on "The Jekk'Jekk Tarr" (Moonstriker, Malvolio, Daddysmurf or Reroll).  I'll look for you on your home server as well, hopefully we'll connect soon!

For everyone else, better luck next week!  We're doing this all over again!  So if you didn't win this week, make sure you check out our next contest starting right away!!