Patch 1.2 Video and Gleanings
A very cool high-definition video has been released for Patch 1.2 of Star Wars: The Old Republic, and here are some of the things I saw in it, with additional comments from following the guild summit news.
The video is here.
- New Warzone: Novare Coast (0:32)
- New Operation: Explosive Conflict (0:42)
- New Flashpoint: The Lost Island (0:50)
- Expanded Legacy System (starts at 1:00)
- UI Customization, including Drag-and-Drop feature, profile import and export, and sizing (1:17) Read more…
Outmanned on Ilum
For those of us at the level 50 PvP game, there are only two real options for fun and challenging PvP, Warzones and Ilum.
Warzones are instanced encounters with up to 8 of the opposing faction, or perhaps your faction if you happen to get Huttball.
Ilum is a World PvP area that has five “Assaults” or points that can be captured for Valor buffs. Around the Central Assault, there are also boxes of armaments, which can be picked up in lieu of killing opponents for the PvP daily and weekly for Ilum. Believe me though, you will attract attention just by picking up boxes. The respawn rate is rather low, so you will be competing with everyone there for them.
There is one problem with Ilum that rears its ugly head quite a bit. There is faction imbalance; specifically, there are way more Imperials than Republic players. Just showing your Republic face near Central usually results in getting it smashed in by 5 Imps. You may think that guy is alone, but attack him, and he will call in reinforcements that will make very short work of you. On my server, Lord Praven (which granted is a PvE server), there are about 25 Reps on at peak times, while there are only 8 on at off-peak times. I think there may be 25 Imps on at off-peak times, though I may be exaggerating because that is just how it seems.

From the actual quest text for the Republic Ilum daily, Smashing The Front. I find it highly ironic.
So how can one have fun/get one’s daily done on Ilum? The following tips might help:
- Get in a PvP guild
This can help soothe a lot of pains, as you can get together with friends, and it is as they say, there is strength in numbers. - Go at off-peak hours
Off-peak hours for my server is in the morning, around 9 AM CST. Unfortunately, I don’t get to play at that time very often. - Find out if your server has dueling events
While Bioware can’t balance Ilum quite yet, players have figured out how to. On Lord Praven, we have started Saturday Fight Night, which is where we get together with friends from the Imperial side at Central, and we chat while challenging each other to duels to the death. Healers from both sides rez the fallen, and we learn from each other without the annoyance of running back from the rez. Also, a LOT less lag than with full-on raid vs. raid stuff. No zergs to be seen at all. One thing that should be considered is the Valor buff. The fairest way to do this is to have one side own Central, which is where you are fighting, and the other side owns the other four Assaults. Since the side that owns Central will get a “Defender” Valor buff, the bonuses come out about equal. - Try to pick up an op group on the Fleet
This is much harder to do on a consistent basis than the above tricks, but it can work. If you know some people that you have played Warzones with, then this works even better if you get a group going with some trusted allies, then pick up as many as you can at the Fleet. - Take Assaults to attract attention of random solos
When soloing myself, I tend to move around the map quite a bit, instead of just staying at Central and getting mowed down time after time. I will take an Assault, then wait for someone to come take it back. I will ambush them and stop them from getting the Assault, and then I get a 1v1, which is a lot more fun. Sometimes, they bring friends, but luckily it is rare enough that I don’t usually have to worry about that.
I hope some of these help you on Ilum. With the patch coming tonight with 1.1.5, there might not be much to do on Ilum anymore, but there is still Valor to be had and the fun of World PvP. Good luck, and may the Force be with you.
PvP Talent Build: Survival Gunslinger
LAST UPDATE: Update 1.3.2
This is a PvP build for the Gunslinger. This will mainly utilize the Saboteur specialization, with enough points in Sharpshooter to gain the Ballistic Dampers talent, which allows use of the strategy Dampers Defense.
Note: This build was created with the Darth Hater Talent Calculator. The link to view this build is here. The parallel Sniper build is here.
Class: Gunslinger
Primary Focus: Saboteur
Secondary Focus: Sharpshooter for Dampers Defense strategy
Purpose: PvP
Goal: This build is about survival. While your numbers in Warzones might be lower than in a Sharpshooter spec when it comes to pure damage, in 1v1 combat on Ilum or in a Warzone, Saboteur has the longest staying power. Cool Head (which now heals you in this spec) and Defense Screen become usable every minute, damage taken in Cover is reduced, Scrambling Field has a lower cooldown, and the Gunslinger is still able to take advantage of Ballistic Dampers from the Sharpshooter tree.
General Strategies
Attacking: Shock Charge then Vital Shot to get the bleeds ticking, then Sabotage Charge followed with Speed Shot provides some nice burst damage. Remember that some Contingency Charges are usually left on the target after Speed Shot, so hit them with Flurry of Bolts or if you jump out of cover use the free Quick Shots to regain some energy and make that downtime count. Follow with a usual rotation of Charged Burst and CC, etc.
Defending: Cover is a 6% damage shield in this spec essentially and Hunker Down gains 20 seconds of anti-CC. Use Defense Screen and Cool Head as soon as damage starts rolling in. Use Sabotage to blow up your Shock Charge and recover Cool Head and Defense Screen. Against Snipers and lightsabers, Dodge gives 3 seconds of immunity to ranged and melee attacks. Use it on their hard hitting stuff if you can (i.e. early, since they will try to hit you hard first).
When to use cooldowns in LOTRO: The Do’s and Don’ts
This post will cover how to use Cooldowns effectively while leveling, dungeon-crawling, and raiding. That means when to use them…and when to not.
I think most of my readers are aware of this, but I have severe altoholism. I have every class except Guardian at level 40 or above. Pre-Isengard, I had five level 65s and one almost there (Minstrel). As I have gone through I have standardized some things, such as what keys get my curative potions (Wound is Ctrl+5, Fear is Ctrl+6, Disease is Ctrl+7, and Poison is Ctrl+8, on all my characters, in case you were wondering). Another thing I have standardized is my use of the “emergency skills,” as often they are on a long cooldown. These often have similar effects as skills from other classes, and I try to make sure my keybindings reflect that.
One thing I have found hard to do is figure out how to use each class’s Cooldowns. Some classes have skills on a short cooldown, like Wardens. Some, like Hunters and Champions, have skills that are on 30 minute cooldowns. Knowing which Cooldowns to use in what situation is a lot of what the subtleties of this game are about.
So I will start with the basics. First, what is a Cooldown?
“Cooldowns” are the skills that every class has that are game-changers, but on a long cooldown, meaning they have a long timer that has to expire before they can be used again. You might ask, “how long is long?” Some would consider only skills that are on a 5+ minute cooldown a true “Cooldown skill.” I usually consider any skill I can’t use in every single fight a “Cooldown” This to me is about 3+ minutes. If I have to think about saving the skill, it is a Cooldown.
Leveling
- Skill Deeds
Something that a lot of people don’t realize at first is that some Cooldowns have a deed associated with using them. Some skills are nice skills to use but not essential to survival, such as a Minstrel’s Cry of the Chorus. These are easily spammed whenever one thinks about it, and no harm is done. In fact, you might even think of unique ways to use those skills in regular situations. However, “emergency skills” like Dire Need for Champions or Hide in Plain Sight for Burglars are tempting to save for when you are in trouble.This presents a problem, as Hide in Plain Sight is a great skill, but using it 2.5 million times (exaggerated of course) unlocks a great trait! Which should you do? Save it or use it? It really depends on what I am doing. If I am just doing random quests that aren’t really that hard, or if I am in a place with low mob-density, then I will tend to just hit it whenever it is off-cooldown. If I am in an area where the quests are 3 levels higher than me, and the mobs are packed tightly, increasing the possibility of pulling three or more at a time, I might just save it for when things are a little less stressful.If you absolutely can’t make yourself burn an emergency Cooldown, then when you are doing something mundane like crafting or homework, just keep an eye on the Cooldown or set a timer. Hit the skill, then keep doing what you were doing. When I was leveling my Lore-master, I would set a 10 minute timer. I was working on homework, and when the timer would go off, I would hit Wisdom of the Council (big self-heal and buff) and Beacon of Hope on my pet. Back to studying. I am still working on my Burglar, but every 10 minutes, I will hit Hide in Plain Sight, Ready and Able (which resets HIPS) and HIPS again. Ready and Able is only available every 20 minutes, but still it works quite well. - Quests
If I am coming up to a quest with a named mob, I will hold off on using most of my Cooldowns until I come to that fight. The main thing I am really concerned with is having at least one Cooldown available. If I have died before or have done the quest before on another character and I know it is hard, I might reserve two or three Cooldowns for the fight.
Dungeons and Raids
- 6-man dungeons, 3-man dungeons, and raids pre-In Their Absence, i.e. pre-Ost Dunhoth and Isengard raids)
Cooldowns are important to save for boss fights. If you have done a particular instance before and you are confident that the time it will take to get to the boss is longer than the Cooldown you are considering using, then go ahead! Generally, trash mobs and mini bosses don’t need Cooldowns.For example, I was on my Captain in a Lost Temple run. There is one giant boss, Ivar, and one medium sized boss, a pair of Creoth-like people that are annoying as heck to defeat. There are also 3-4 mini-bosses in between them. Needless to say, there are more than thirty minutes between the Creoth pair and Ivar, so you can go ahead and blow any Cooldowns with a 30-minute timer. But on each of the mini-bosses, there is no reason to use a Cooldown, especially saving them up for Ivar, arguably one of the hardest 6-man bosses in the game. On the last mini-boss before Ivar, a Champion died. Cry of Vengeance, my Captain’s in-combat rez on a 30-minute cooldown untraited, flashed before my eyes. I did not use it though, because I knew that we could finish this mini-boss without the Champion and that the Ivar fight was a particularly dangerous one for healers. I would quite possibly need that rez. The fight finished, the Rune-keeper rezzed the Champion, and we faced Ivar and won.
- Raids (In Their Absence and Isengard)
A new feature of raids post-In Their Absence and Isengard is that Cooldowns are reset going into the boss. That means you could blow all of your Cooldowns on the trash and have them available again when going into the Boss. This is a double-edged sword, as the developers are now designing content that use all of your skills to complete.
PvP Talent Build: Focused Sharpshooter Gunslinger
LAST UPDATE: Update 1.3.2
This is a PvP Sharpshooter-based build for the Gunslinger, and by extension, the sniper.
Note: This build was created with the Darth Hater Talent Calculator. The link to view this build is here. For the correlated Sniper build, click here.
Class: Gunslinger/Sniper
Primary Focus: Sharpshooter/Marksman
Secondary Focus: Dirty Fighting/Lethality
Purpose: PvP
Goal: This build is about doing as much damage as possible while in cover. Burst damage is king in this build, and it is made for getting rid of the annoying player on the other team that needs to die.


