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Combat Guide: Part 1 – Skills Overview

by Andvari

 

Ground combat is a major aspect of LOTJ gameplay. Whether we like it or not, war is the primary story driver in LOTJ – and half of war is fought on the ground.

 

A screenshot of a ‘HELP CLASS’ snippet, including the Combat section.
A screenshot of a ‘HELP CLASS’ snippet, including the Combat section.

The Combat Class

Combat mains are designed to be the bread and butter of clan military/security/law enforcement. This class is recommended for newer players and those new to PVP. Combat mains specialize in close quarters combat with energy weapons, they also excel at ranged combat with rifles. Despite having access to forcepike mastery, utilization in PVP by conventional combat mains is not recommended except in certain circumstances described below. Most combat abilities are also accessible to bounty hunter mains.

 

A screenshot of 'SLIST COMBAT', displaying combat skills and their required levels.
A screenshot of ‘SLIST COMBAT’, displaying combat skills and their required levels.

Combat Skills Overview

See individual help files for basic descriptions, or click on the skill’s name to open the LotJ website helpfile in a new tab/window.

 

Flurry – Difficult to adept, flurry basically gives the user an additional combat round on use. Most effective when used with blasters. Costs movement points, moderate lag on use. Despite being commonly referred to as the “end all”, many combatants perform well without access to this ability.

 

Hitall – Hits everyone in the room NOT grouped with you. Best with ranged weapon. Dangerous to use in crowded areas, safe in a 1 on 1 engagement with no bystanders. Quick pursuit ability with no combat round bonus. Use with caution.

 

Aim – The usefulness of this ability is frequently debated amongst veteran PVPers. Basic functionality allows the attacked to wound a body part, potentially disarming/slowing/stunning opponent. Easily blocked by shoving an individual when they begin aiming (or fleeing, for that matter). To use this ability, you AIM at a body part, wait for the ability to “take aim”, then it will begin shooting at that target. Upon impact, that body part is wounded. Individuals then need to either sit in a bacta tank or be tended to by a medical main.

 

Berserk – Berserk gives the user an extra attack per combat round, but also removes their ability to flee. Use with caution, as you don’t want to be placed into a situation where you are unable to escape. Ways to break berserk include shoving your opponent and rescue.

 

Rescue – Changes the “tank”, or the person currently being targeted. In group PVP (or PVE), teammates can change who is currently taking damage by rescuing the target. The rescuer then becomes the tank. This ability has many uses, and these should definitely be explored and practiced. Can trivialize PVE content as well as PVP.

 

Disarm – Forces opponent to drop weapon. Countered by passive ability “grip”. Forcers with grip are immune to this ability. Best used against targets with single weapon (repeater, forcepike, bowcaster).

 

Gouge / Bash – These are abilities that cause “beats” of lag to both the user and the target. Gouge has a shorter duration, but is significantly more accurate. Use these abilities, especially bash, with caution. Bashing an opponent when you are at a numbers disadvantage can be a death sentence.

 

SnipeLong range ability with the capability to inflict tons of damage. Best weapon for sniping is a rifle, though it can be done with pistols and bowcasters as well. Rifle snipes consume ammunition quickly, so ensure you carry a bunch. Support snipers are a great way to neutralize a dangerous face-to-face threat.

 

A screenshot of 'SLIST FEATS COMBAT', displaying combat feats and their required levels.
A screenshot of ‘SLIST FEATS COMBAT’, displaying combat feats and their required levels.

Combat Feats Overview

Duelist – Increased damage dealt with pistols. A good choice if you plan on running a pistol-centered build. Can keep up with repeater setups, though not nearly as bursty.

 

Quick Healer – Needs some work before it’s a viable feat choice. Best left alone for competitive pvp builds.

 

Deadeye – Great choice for players wanting to focus on long range (snipe) combat. Increases sniper damage.

 

Toughness – Decreased damage taken. It works, despite common belief to the contrary. A fair selection if you’re limited on better choices.

 

Iron WallThe best combat feat by a long shot. If you can hit 135 combat you need to select iron wall. This ability frequently procs in clusters and prevents a great deal of damage.

 

Advanced Disarm – A neat ability with limited uses. Allows you to disarm an opponent without wielding a weapon yourself. Fancy for prison escapes and whatnot, but not something I’d choose on a conventional combatant.

 

Quick Recovery – Quick regen from being stunned (not very quick). Not a commonly selected feat, nor something that is recommended for a conventional combatant.

 

A screenshot of 'SHOWRACE CORELLIAN' - a recommended combat race.
A screenshot of ‘SHOWRACE CORELLIAN’ – a recommended combat race.

Combat Race Suggestions

Good free combat races – Human, Twi’lek, Iktotchi, Rodian, Zabrak (as of 4/2017)

Good top-end combat races – Corellian, Mandalorian, Abyssin, Whiphid, Gamorrean, Wookiee (as of 4/2017)

 

A screenshot of a ‘HELP CLASS’ snippet, including the Bounty Hunting section.
A screenshot of a ‘HELP CLASS’ snippet, including the Bounty Hunting section.

The Bounty Hunter Class

Bounty hunters are designed to capture and/or disintegrate targets for monetary rewards. Because of this, they possess a particular set of skills that make them an effective PVP class. They specialize in melee combat with a plethora of abilities to facilitate the pursuit of prey as well as escape from would-be aggressors. BHers perform best when catching an opponent off-guard, and when quickly closing the distance to initiate melee combat.

BHers should carry 2 vibroblades and 2 pistols/repeater at the least. As the timeline progresses, cortosis should be obtained if/when it is available. Cortosis allows weaponry to be lightsaber resistant. (Warning: Cortosis does not place the BHer on equal melee footing with Jedi/Sith)

BHers are not recommended for new players.  This class is in-depth with a large box of tools available to them, making them fairly tedious to play effectively. Additionally, choosing to be a bounty hunter means you cannot join a clan.

 

A screenshot of 'SLIST 'BOUNTY HUNTING'', displaying bounty hunting skills and their required levels.
A screenshot of ‘SLIST ‘BOUNTY HUNTING”, displaying bounty hunting skills and their required levels.

Bounty Hunter Skills Overview

See individual help files for basic descriptions, or click on the skill’s name to open the LotJ website helpfile in a new tab/window.

 

Ambush – Good ability for an initial combat opener. Can be performed with blasters or blades, depending on situation and preferred build. Must be hidden (will fail if your target is wearing goggles), so a good tactic is to stack commands (hide;ambush target;block <direction>). Target must be unaware, so after one shot you’re back to conventional combat openers.

 

Backstab – Ability for initial combat opener. Must be performed with blades, must be approached, and target must be at full health/unaware. People tend to get uneasy when approached, so be mindful of this when attempting a backstab. BH mains with sneak are extremely rare, so approach may be difficult to pull off.

 

Circle – Bread and butter damage dealer. Must be performed with blades, must be approached. Very effective ability for PVE content, good damage dealer for PVP, but gouge may be preferred based on situation.

 

Lunge – Conventional combat opening ability that costs movement points. Lunge immediately puts the BHer in melee range. Good pursuit ability, but be mindful of movement points.

 

Retreat – This ability works much like the flee command, except you can choose a direction. Very useful for setting traps, or escaping along a chosen route. This is a great ability that may take some practice to get the hang of.

 

Track – Provides you with the direction of your opponent. Great if they’re sitting still, can get you in a loop quickly if they’re moving/hailing around. Don’t be too reliant on this. I tend to track once, then head in that general direction.

 

Sprint – Pursuit/escape ability that strips lag from room to room movement. Allows the BHer to move a long distance very quickly. Uses movement points. Great for putting distance between yourself and an attacker, especially on no-hail planets (Dac, Bespin etc).

 

A screenshot of 'SLIST FEATS 'BOUNTY HUNTING'', displaying bounty hunting feats and their required levels.
A screenshot of ‘SLIST FEATS ‘BOUNTY HUNTING”, displaying bounty hunting feats and their required levels.

Bounty Hunter Feats Overview

Increased Resistance – Not recommended for selection.

 

Endurance – Adds 500 hp on a refreshable timer. Recommended for all bounty hunter mains/any character on which it is accessible. It is advisable to set up a timer in your mud client to refresh endurance before it expires. This will prevent needless medpac usage.

 

A screenshot of 'SHOWRACE GAND' - a recommended bounty hunter race.
A screenshot of ‘SHOWRACE GAND’ – a recommended bounty hunter race.

Bounty Hunter Race Suggestions

Good free BH races – Twi’lek, Rodian, Zabrak, Iktotchi (as of 4/2017)

Good top-end BH races – Ubese, Dashade, Gand, Noghri, Mandalorian (as of 4/2017)

 

Other Useful PvP Feats

ReflexesAs vital as iron wall. If you have enough smug levels to get reflexes, take it. Reduces incoming damage significantly and works in clusters. Characters with both Iron wall and reflexes are rare, but are well-off defensively.

 

Fortify – Great defensive ability, only works when grouped (including NPCs). Reduces incoming damage. A good selection if you can’t get reflexes and/or iron wall. Must be reapplied if you move rooms.

 

Navigator – Doesn’t do anything for direct combat, but is a common choice for combatants looking to fill their third feat slot. Navigator reduces fuel cost and jump distances, improving your ability to pursue targets across the galaxy (or escape!).

 

(There are other feat choices that may work for you. This guide is not the ultimate authority on what you should choose. Adjust your feat selections to enhance your playstyle!)

 

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Author Xerakon
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Recent In-Game News

ORA Attempts to Capture Ryloth, Trade Federation begins Galactic Deployment
Holoviewers flash as Qayla Z. brushes hair away from her eyes. She looks down to some flimsiplast notes on her desk before addressing the galaxy, "In the wake of a repulsed attempt to liberate Tatooine last night, our sources report that the Outer Rim Coalition returned to deep space to regroup and plan their next attempt. While GNI is uncertain of the actual events that took place on Tatooine last night, several of our correspondents have sent information forward that the desert planet was captured by the Outer Rim Coalition militia, then overtaken by the Empire around an hour afterwards. While we are uncertain of the O.R.C.'s path forward, we expect--" [BREAKING NEWS ALERT] The alert overwhelms the Balosar's broadcast for a moment as the camera switches to security camera footage on Ryloth, cycling through various positions and angles. Curious mobile mining machines that appear to have been converted into some form of troop transport explode out of the rocky cavern and tunnel walls. &061O&093uter &061R&093im &061C&093oalition militia soldiers disgorge into the underground city. The sound of boots stomping down ramps and weapons powering up ring through the tunnels. Cordons are moved into place as defensive points are created and upheld throughout the city. Several &166Havo&166c Squa&166d commandos move warily through the rock tunnels, on their guard as they surround Jedi Master Oola Seela. She nods at the orderly distribution of forces around her, then speaks into her comlink for a moment. Several polished diplomats move out of the amongst the people, spreading the word about the Coalition's ideals. Heads begin nodding as the message seems to be well-accepted. Switching back to Master Seela, the Jedi appears to nod in agreement with the work going on around her. Turning towards the Havoc Squad commandos, she passes along a few datadisks and speaks for a few moments with them before making her way back to the starport. Orbital cameras capture an Eta-2 Actis-class Interceptor zipping past a Subjugator-class Cruiser raining turbolaser fire towards a nimble Praetor-class Frigate. The Interceptor links up with its hyperdrive ring and quickly disappears into lightspeed as the camera fades out. Replacing the scene once more is Qayla Z., who appears rather irritated that she was cut-off mid-broadcast, "So. It appears that the Outer Rim Coalition has once more decided to attempt to sway a population over to their cause. Let us hope that this does not embroil the galaxy in war once--" [BREAKING NEWS ALERT] Viewscreens cycle from planet to planet as orbital satellites are silent witnesses to Trade Federation bulk landers cutting across space and down towards various surfaces. A few feeds remain to capture entire droid companies activating and stomping out on patrol. Audio crackles to life as a loudhailer booms to the citizens on what appears to be Corellia, "This is a Trade Federation protection patrol. Return to your homes immediately. A curfew is now in effect. Anyone congregating in a public area may be subject to imprisonment. This is for your own safety. I repeat--" And so the mechanical voice does, as the scene fades. Shaking with anger over yet another interruption, Qayla Z. returns once more, "Well. With the Trade Feder--" *DZZZZT* Static covers the broadcast as Jedi Master Oola Seela's features dominate the holos, mid-sentence, "--hacked in? Yes? Very well. Citizens of the galaxy, this is the oppression I have spoken of. When will enough be enough? Perhaps you are fine with others being enslaved as long as they are not yourself. After all, the Outer Rim may be far from where you live. Perhaps you are alright with these slavers being your rulers and masters from afar... But now they show their strength, their arrogance, in your streets and on your doorstep. Whether you have supported the Coalition or not, I ask now - when will you take a stand? Look closely at this representation of your future beneath the durasteel fist of the Federation - locked in your homes because people on the other side of the galaxy do not wish to be slaves. Rise up--" The broadcast is abruptly cut, replaced by the GNI technical difficulties screen.

Jedi Master Seela forms Outer Rim Coalition, recruits Havoc Squad for Assault
Holos across the galaxy flicker through static to a scene of an upset Balosar woman with putty smudged over half of her face and wearing a spotless set of mechanics coveralls. Her voice comes through almost as a whisper as she looks down the corridor at Kala'uun Spaceport at the landing zone. Her voice, sounding huskier than usual, clips through, "This is, uh... Tayla.. uh.. P." She looks around nervously at a gathering of Twi'leks that are some ways off and not paying her the least bit of attention, "We've tracked Master Seela to Ryloth, where we have received word that she has formed what is being called the Outer Rim Coalit-" she screeches as an automated cleaning droid bumps into her foot, then she takes off running down one of the tunnels in fear. The holocam's autotracking, now subject-less, attempts to zoom in on people left within the scene. After some focusing issues, the holocamera settles on Jedi Master Oola Seela, who is addressing several Twi'leks. These warriors are wearing fresh uniforms with the letters &093O&061R&093C on their shoulders, and are covered in repainted CEC lomtex-grade armor and helmets. A large CR25 Trooper Carrier's ramp begins to lower in the background as beings in orange and white commando armor stride towards the gathering. The audio feed cuts in and out due to the distance. "-all militia will rendevous at the station. Tonight, we will prepare for a preliminary assault on-" She nods at the commandos as they arrive, "-is Havoc Squad. I worked with them before on- *** - no fiercer soldiers exist in the galaxy. They will assist us tonight as the Outer Rim Coalition descends-" The squad's sergeant nod in agreement, then halts as one of the commandos with a communications backpack suddenly turns towards the holocam. Their carbine raises and a streaking blaster bolt zips in and destroys the holocam. A few moments of dull black cover the screen before it flashes up with the GNI logo followed by some jargon about technical difficulties, all backed with lovely turbolift music.

Recent Changes

Welcome to the EoE Event: Rise of an Empire
Howdy folks! Don't worry - We will be starting on-time. This is just a heads-up for sort of what to expect. EoE will begin at 8pm EST/5pm PST. There will be a series of broadcasts that I will then post into a big news. Feel free to act as your characters would afterwards. As I brought up in the last changes announcement, we will be trying to cater to folks that get home after things are underway and the event begins to morph phases. Keep an eye out for an announcement about transportation shuttles. As always, we appreciate you bearing with us and taking things like Jedi Masters coming out of retirement to help be plot devices and help stir up some action in stride. Give us abit of time to finish drafting broadcasts and finishing last minute preparations, and we'll begin. EDIT: For the duration of EoE, we will be removing the 30 minutes between alt-hopping restrictions.

Various Updates 08/04/2021
For players: - A variety of early tweaks to the new planet AI system: Crime will not go up as aggressively if you have slightly below neutral public opinion, and military cost has been reduced. A few tweaks to display of information on showplanet, too. - Fixed the bug causing pirates to immediately set crime to 100, and the bug causing there to be 5x more police mobs than intended. - Otherwise non-aggressive mobs (citizens, especially) will no longer randomly join fights in the room except if another copy of the same mob is involved in the fight. For staff: - onSpawned lua triggers on mobs will now fire when the mob is manually invoked or invoked via progs. - You can now redit flags +flagname or redit flags -flagname to set a flag to true or false regardless of the existing value. - rlist aispawn now shows the list of rooms in your currently assigned area which are eligible to spawn AI mobs. They will not spawn in rooms which are: spacecraft, nofloor, private, player homes, nomob, noai - mpstat, rpstat, and opstat will show at the end if the thing has a lua prog set, and you can use (m/o/p)pstat <thing> lprog to view the prog.

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