Smuggler Archive

Thread: A Guide To Crowd Control In SWG For Smugglers And Everyone Else (Updated Patch 20)

Mystique2000uk
Wed Jul 06, 2005 6:42 am
#1




A Guide To Crowd Control In SWG



I couldn't find a guide here on CC (Crowd Control) So I thought I'd write one for those who are interested in this side of the smuggler profesion. This guide will teach you how to do it and also give those in a group the knowledge they need to help the CC do his job and not let the group get overwhelmed by high lvl Mobs.



With the last patch SOE have finally given smugglers in SWG the ability to do CC properly. In fixing concussion shot they have taken away with one hand but given back so much more with the other. Because they have given us a very powerfull mez that will root and daze any number of attackers.



CC in SWG now fills a much-needed gap in the group dynamic, it allows a group to fight comfortably against a host of high lvl mobs without breaking a sweat if done right, but its only part of a group dynamic. A crowd control guy is only as good as his group.



I’m splitting this guide into 2 posts. One for people who want to know how to CC and one for people who don’t want to do it but want to know how to fight in a group with a good CC in it.



There are certain things you can do to make the CC's job a lot easier and doing them could make the difference between and easy fight and your group getting slaughtered.



Part 1 How To Crowd Control



The Job



The Crowd Controller has two jobs.


A) Keep the unwanted agro off the group B) Make the mob that the group is fighting easier to kill.


A) In an idea world the entire group or even multiple groups would be fighting one target. Pass though attack is invaluable for this.



It doesn’t always work that way in real life, but that’s how it should be if your group is well organised. A good CC can keep six, eight and even more agro mobs off a group while they fight. We have a wide range of mezzez ( Attacks that mesmerise) at our disposal and if we do our job only one mob at a time should be doing any damage to the group.



B) We also have a wide range off attacks that will help the group bring down a Mob quicker by making him easier to hit more susceptible to states and do less damage when he does hit.



As you can see both these jobs require a lot of thought and attention, no macros for the CC boys and girls. You have to be aware of what is going on at all times and exactly what the Mobs and your group are up to.


The Tools



In this section ill cover all the specials that are at your disposal. I’ll tell you what they do and what profession and skill box you will need to pick them up.


The best combination I think for a good CC is Master Smuggler - Master Pistoleer, but if anyone has another take on it please let me know.


As above the specials fall into two categories.



Section 1) Agro Control, Keeping the Mobs Out of the Fight


Improved Concussion Shot



Profession: Smuggler

Skill Box: Master Smuggler

Duration: 40 secs

Cool Down: 20 secs

Breaks On: Any hit or AOE ( Area of effect)


This is the daddy. The one special to rule them all. It roots and dazes a Mob so he can not move or fight. It has a visual cue so other players can see that the Mob is incapacitated and it lasts a long time. It’s only draw back is a long cool down time so you can’t spam it constantly. Combined with the next on the list though you can keep eight or more Mobs out of a fight if you pay attention.


Improved Panic Shot


Profession: Smuggler

Skill Box: Underworld III

Duration: 40 secs

Cool Down: 20 Secs Breaks On: Any hit or AOE ( Area of effect)



Not quite as good as Concussion, It doesn’t root the target so they will get into the fray but they can't fight unless hit. It also doesn’t have a visual cue so people in your group may think the mob is attacking unless they pay attention and see the icon. This works best on ranged mobs as they just stand there not firing and most people can tell they are not attacking. On mealy it doesn’t work so well because the mob can still run into the fray and people will think its attacking when its actually under control.


As you can see by interchanging between the above two specials you should be able to handle a large size group or Mobs and keep your group safe from attack while they do the wet work.



Section 2) State Applying, Making Mobs easier to kill



I see this as a secondary job of CC as I find that most of my time is taken up in controlling the Mobs in a fray but if you are facing one Single big Mob Like say a Krayt or any of the named Mobs once his underlings are taken care of first this is the way to go.



Alsoif there are two CC in a group, one should be desinated as Agro Control and one as a States Applier.

I’ve put the specials in the order I apply them. This order seams to work best for me but you may disagree, any feedback on different orders would be welcome.


First up.


Improved Overwhelming Shot


Profession: Smuggler

Skill Box: Slicing IV

Duration: 40 secs

Cool Down: 20 secs

Breaks On: Doesn’t break



This handy little special makes it easier to put states on that’s why we use it first. Doesn’t do a lot on its own but in combination with those below its very useful.


Intimidate Shot


Profession: Pistoleer

Skill Box: Pistol Techniques III

Duration: 30 secs

Cool Down: 20 sec

Breaks On: Doesn’t Break



This special will intimidate your target. This means that the Mob will not hit as hard while this state is on him.


Warning Shot


Profession: Pistoleer

Skill Box: Pistol Grips II

Duration: 30 secs

Cool Down: 20 secs

Breaks On: Doesn’t Break



This handy special causes the mob to hesitate so that he is easier to hit.


Low Blow


Profession: Smuggler

Skill Box: Dirty Fighting III

Duration: 30 secs

Cool Down: 20 secs

Breaks On: Doesn’t Break



This special slows down how fast the mob will attack and is very useful in combination with intimidate shot.


Improved Restraining Shot


Profession: Smuggler

Skill Box: Delinquency IV

Duration: 30 secs

Cool Down: 20 secs

Breaks On: Doesn’t Break



One of the last I use in a group fight but one for the first I use in a one on one, especially if it a mob with ought a ranged attack. It slows down the mob if you want to get some distance between you and him. Skip it totaly if you have a decent Tank.


Improved Disarming Shot


Profession: Pistoleer

Skill Box: Pistol Marksmanship IV

Duration: 5 secs

Cool Down: 5 secs

Breaks On: Breaks Hit Or Area Of Effect



This shot is a tricky one to judge it doesn’t last very long but its possible to keep a Mob from hitting you if you set it as your default attack. Its kind of pointless when you have all the other shots at your disposal, because it doesn’t last that long.


The only time its usefull is if the tank fails at his job and you need something to stop a mob hitting you for a few seconds while the Tanks taunts it back.


Feign Death


Profession: Smuggler

Skill Box: Dirty Fighting I

Duration: NA

Cool Down: 20 secs

Breaks On: Boesn't Break


So what is FD doing in a crowd control FAQ? Well you can only CC if you are alive. This is also a very useful special to get your group out of a hostile situation as if you can manage to get the hate and feign death you can all retreat. This is very difficult to organise though so I just use it to get myself out of trouble.


Improved Stopping Shot


Profession: Pistoleer

Skill Box: Pistol Stances III

Duration: 20 secs

Cool Down: 40 secs

Breaks On: Doesn’t Break



This one will root your opponents to the spot but unlike concussion shot it wont daze em. How ever also unlike concussion shot it won’t break with a hit or AOE so its not bad to use in single combat on non ranged attack Mobs. However it’s short duration and long cool down time doesn’t make it a replacement for the old concussion shot.


That’s about it for the make things easier to kill specials, apart from one last one that must be used with extreme caution.


Improved Burst Shot


Profession: Pistoleer

Skill Box: Pistol Marksmanship III

Duration: 30 secs

Cool Down: 20 secs

Breaks On: Doesn’t Break



This is the Pistoleer’s stun attack. It’s a cone attack and thus AoE so must be used with extreme caution. If you use it and the mob is in the AoE for your attack: lagging and warping notwithstanding You will agro it, it's perfectly safe to stand with your back to one mob and fire cone AoEs at its friends (provided it isn't social). Plus if you have any mobs mezed with concussion shot or panic shot it will break their mezez too.



When to use it, seldom, its useful against big mobs when you have cleared everything else from the area as it delays their attacks but I’d still be wary of using it unless you are absolutely certain it won’t agro anything else. It’s always the last shot I put on a mob when fighting and I’m always very careful when I do it, but even so I’ve still had some of those Ooops moments.



Immunity


Some mobs are Immune to some of our Mezez, It's mostly droids that I know of. I'm not talking about resisting here, I'm talking about total immunity. If you try to use concussion shot on a super battle droidika it will not work. If anyone knows of a list of Mobs that are immune to any of our mezez please post it and I will add it too the guide. Just be aware that though rare there are mobs out their that you cant control.


Rage Added 20th July 2005


As of publish 20, the gits, sorry Devs at SOE have included a feature to stop you spaming concusion shot and panic shot. If your mez breaks on a mob either due to them being hit or the timer on the mez running out the mob gets a state called Rage. This stops you applying any daze effects to them again for 20 seconds.

There are two ways round this. Put on panic shot first so that when the mez times out you can then hit them with concs shot as this is not just a daze but a root as well and will apply.


Or you can use the exploit way, if you reaply concusion shot before it's timer has expired, it will stick. This must be done when there are less than 10 seconds remaining on the mez for it to work. This appears to be a bug that may be fixed in a future publish. How ever this way does not work if the mez is broken by a player attack on the mob.


With good judgement and timing you should be able to be as efective a CC as before these changes were added but SOE have definatly upped the stakes here.





Tips



To finish of this section of the guide I’ll give you some of the tips that I use to make my life easier doing crowd control if anyone got any that aren’t on this list please post em and I’ll add them.


1) Group your icons. I normally put them in order on my toolbar as to what I’m gona use first and I try to put the different type in different section. Its not totally doable if SOE gave us three toolbar lines that would be better



2) Zoom Out as far as you can, when handling a large collection of mobs it helps if you can see as many as possible on screen at the same time you will be tabbing between em to check on the states but its still easier if you can see as many as possible just encase you tab past one.



3) TURN OFF AUTO ATTACK. There is nothing worse than rooting a mob with concussion shot and realising you have forgotten to turn off your auto attack special. Your next shot will break the root, you’ve wasted a combat round and you will probably take damage. I’ve now gotten into the habit of not having Auto Attack on at all and selecting my shots as I go but I sometimes turn it back on if I’m soloing stuff.


4) Move about. A good CC should be the first into a room of Mobs and the last one out. You need to ignore the bullets and the blaster fire and get in there in confined dungeons. If you agro some more that’s ok as your job is to make sure they stay inert until the group can deal with them. But if you cant see a Mob you cant hit it so make sure you know where they all are.


5)The Overhead map is your friend. Have it on always when fighting lots of mobs you can see how far away stuff is and also if you have missed any mobs when you looked around.


That’s all I can think of for now. If there are any mistakes in this guide please let me know and if anyone has any tips or sugestion please post them also.



You should now have all the knowledge to be a good CC guy or girl but you wont do very well with out a good group. So the Second part of the guide Is for your group members to read.

Message Edited by Mystique2000uk on 07-20-2005 09:51 AM



We're Charley Brown, the Dev's are lucy and the Smuggler revamp is the football.
Every time we think, this is the time were gona get to kick the football Lucy pulls it away at the last minute.



I only have one thing to say aauugghh!
Mystique2000uk
Wed Jul 06, 2005 6:44 am
#2


Part 2 Working With Crowd Control


Or how to stop your crowd control guy pulling his hair out, shouting at you and then storming off in a huff


Being in a group with good CC is all about balance. A group with a good CC needs to understad his job as well as their's and how thier attacks can affect his performance


I’ll explain for those who haven’t read the above guide, CC is split into two section Controlling Mobs and Defeating Mobs.


The second part, you don’t really need to know about as that’s the CC's job but the First part, how to control a room full of angry mobs you do need to know about. Why because the attacks you use can make or break good CC.


The two main CC specials for stopping the mobs doing damage to the group are Concussion Shot and Panic Shot. Concussion the better of the two roots and dazes the mob so he can neither move nor attack the group. Panic on the other had doesn’t stop the mob moving but it will not attack.


These shots break though if you hit the Mob or if you use an AOE (Area Of Effect) special.


Any attack with an AOE will break any mezed (Mesmerised) Mobs in the area if they are hit by it. If so if you use any you have just undone all the hard work of the CC. Also if you hit any non agro mob with an AoE you will agro them too thus giveing you poor CC more work to do too.


It is of cause, not using AoEs that causes problems, but hitting the mezzed mob with them. Although I would discourage it because it's so easy to get it wrong, people who know the size and shape of their AoEs will be able to use them without breaking mezzes, and without attracting aggro. (It's only Commandos that need to do so, but you can't tell a Commando not to use AoEs).


One word of warning while using cone attacks. Its the direction you are facing that is the basis for the cone not where you gun is pointing. Make sure you stand facing your target if you need to use em.


To my knowledge, the following specials include offensive AoE:


Brawler: Sweep Attack Pikeman: Spin Attack Carbineer: Full Auto Area Pistoleer: Burst Shot BH: Spray Shot Force Weilder: Lightning Area, Force Knockdown, Force Intimidate, Force Throw Lightsabre: Sabre Spin Attack, Sabre Dervish


I can't remember which profession gets Suppression Shot.


...plus absolutely anything done with a Commando weapon.


Now if there is only one other Mob apart from the one you are fighting this is ok and the CC can re root and daze the other mob quickly but if he’s just spent the last minute mezing 10 Mobs only to have you break all the meze’s if you hit the mobs with your Aoe attack, then he’s not going to be very happy and nor will the group because they will now have all the mobs attacking them .


This goes for any attack with an AOE. Don’t use em if your group is out numbered. You don’t need to, the CC if he or she is good, can keep the other mobs busy for as long as it takes the tanks and damage dealers to kill one mob at a time.


Side note, anyone caught throwing grenades without warning me, in a group that I am doing the CC for will be shot on sight and then shot again.


Rage Added 20th July 2005


As of publish 20 SOE have added Rage. This is a state a Mob gets if you break its mez. It stops the CC from reapplying any daze bassed mez for 20 seconds so it is now even more important not to use those pesky AoE attacks when facing over whelming odds.


There are a couple of ways that you can tell if a mob is mezed. With concussion shot you have a visual cue. The nice pink glowey circles that tell you that the mob is mezed. Unfortunately Panic shot does not have one so you need to look for the icons under the mobs ham bar.


This is the one for Concussion Shot


Image


This is the Icon for Panic Shot


Image


If you see a mob with these under the ham bar leave them alone as they are no threat to you.


Unfortunately in the heat of battle its not always possible to check this but if you can keep broken mezes to a minimum it make the CC job easier.


Also with that in mind use pass through attacks on the mobs. I.e. target the group leader instead of the mob you want to fight andand you will attack what he attacks. That’s all you need to know to help make the job of CC easier. A good CC guy or girl is your friend in a group and I hope these two guides will help anyone who was confused about what the CC’s role is in the greater game.


A goodCC can really help the group but again, he or she is only one part of a whole.


If I’ve missed anything in this guide or said something that’s wrong please let men know as I’ll keep it up to date as things change in SWG. As it stand thought I think now SWG has some of the best group play since DAOC which is saying something.



Message Edited by Mystique2000uk on 07-20-200509:46 AM

Message Edited by Mystique2000uk on 07-20-2005 09:48 AM



We're Charley Brown, the Dev's are lucy and the Smuggler revamp is the football.
Every time we think, this is the time were gona get to kick the football Lucy pulls it away at the last minute.



I only have one thing to say aauugghh!
AngusMacGregor
Wed Jul 06, 2005 6:46 am
#3

/golfclap


Nicely done!






"C O L O N E L A N G U S" M A C G R E G O R
DEAD SMUGGLER - KILLED BY LACK OF CONTENT AND COMMUNICATION
I am Jack's ignored profession.
My account payment has been moved to a long term implementation.
Saarek
Wed Jul 06, 2005 6:49 am
#4

Excellent mate. Excellent.








------
"The Hawtness is my ally, and a powerful ally it is." RIP SAAREK CARVATHOS :: AUG 4, 2005
------
S A A R E K "SIR WANKSALOT" C A R V A T H O S _Starsider. && _Corbantis.
M A S T E R S C O U N D R E L I AM JACK'S IGNORED PROFESSION
C O A L I T I O N O F T H E L O S T S M U G G L E R S .

Jaguarrr
Wed Jul 06, 2005 7:03 am
#5

Nice job





Fanshot - Pistoleer cone attack



We couldn't play SWG without Tiggs. Now we can =)
Dodici
Wed Jul 06, 2005 7:17 am
#6

Very good job. Well written.


Can we get a sticky, Wes?





Jakkes D'Molay, Master Smuggler
Underworld Navigation Services (For a Price...)
The Company - CentrePoint, Talus

Curator of Jakkes' Fishatorium
JaekeW
Wed Jul 06, 2005 7:38 am
#7






Dodici wrote:

Very good job. Well written.


Can we get a sticky, Wes?








Sticky nothin', I want this plastered on the load screen and make it required reading.


In fact I say we have the art department make a new in game poster that has a master smuggler/master pistoleer pointing a DE-10 at you saying "Don't shoot, AoE, or throw grenades near the mezzed mobs".


Message Edited by JaekeW on 07-06-2005 07:54 AM



Expired Dec. 10 2006.
"I'm going on a very long holiday. And I don't expect I shall return. In fact I mean not to. " --- paraphrased with apologies
Dodici
Wed Jul 06, 2005 8:09 am
#8






JaekeW wrote:




Sticky nothin', I want this plastered on the load screen and make it required reading.

In fact I say we have the art department make a new in game poster that has a master smuggler/master pistoleer pointing a DE-10 at you saying "Don't shoot, AoE, or throw grenades near the mezzed mobs".







I would so pay 10 million for that poster.



Jakkes D'Molay, Master Smuggler
Underworld Navigation Services (For a Price...)
The Company - CentrePoint, Talus

Curator of Jakkes' Fishatorium
Tap
Wed Jul 06, 2005 10:46 am
#9

I vote for sticky!
Mystique2000uk
Wed Jul 06, 2005 4:14 pm
#10

Thanks for the coments guys I hope the guide helps some of the non smugglers who see it understand how to make our job a little easier.



We're Charley Brown, the Dev's are lucy and the Smuggler revamp is the football.
Every time we think, this is the time were gona get to kick the football Lucy pulls it away at the last minute.



I only have one thing to say aauugghh!
Monthigos
Wed Jul 06, 2005 4:19 pm
#11

Nicely done.



-----------------=[ m o n t h i g o s ]=-----------------
Mystique2000uk
Thu Jul 07, 2005 5:32 am
#12

Sameless ?bump



We're Charley Brown, the Dev's are lucy and the Smuggler revamp is the football.
Every time we think, this is the time were gona get to kick the football Lucy pulls it away at the last minute.



I only have one thing to say aauugghh!
Tarkin2034
Thu Jul 07, 2005 5:39 am
#13

nice




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