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The Unofficial Star Wars the Old Republic Strategy Guide
OPERATIONS
imilar to Flashpoints, Operations are high level group content. They are designed
for 8 or 16 players and come in normal, hard and nightmare modes currently.
Groups need to work well together into order to succeed. Typical group makeup
will include 1 tank, 1 off-tank, 2 healers and 4 damage dealers. These damage dealers
might be called in to heal for a few bosses but generally they are called upon to damage the
enemy. In 16 player groups you'll have 2 tanks, 1 off-tank, 4 healers and 8 damage dealers.
Off-tanks are damage players that have the ability to play a tank role in a pinch. They won't
survive for long as the main tank but they an help the main tanks avoid stacking effects or
pick up additional enemies that might appear.
S
Operation rewards include the best equipment in the game as well as schematics for the
best crafted items in the game. They also have interesting stories within and some very
interesting boss mechanics.
Unless explicitly stated, every single boss has a frontal cleave and a knockback attack.
Melee players should stand to the sides of the boss. If the boss' face was 12 o'clock, then
the safe spots would be 4 o'clock and 7 o'clock.
Preparation
While other group content can be completed by random groups of players, Operations
require planning and preparation. For many players this means very good equipment, at
least of prototype quality if not all artifact level with all mod slots filled in. This includes
Augments. Sometimes you'll need to change the mods that are already present in a piece
of equipment to something that better suits your playstyle.
You'll also need to acquire a few consumables. Stims, Medpacs and Adrenals will keep
you going in a fight. Stims provide hour long buffs and some can persist through death.
Medpacs give you a quick heal and save healer resources. Adrenals are a bit different in
that they only work for a short period and have a 3 minutes cooldown. You want to properly
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