Wednesday, 23 November 2011

SWTOR Beta Report: Melee vs Ranged PVP

Hello again.

 I figured it was time to delve into what i am seeing in SWTOR PVP as it relates to melee vs ranged classes. First lets talk about Crowd Control. Most classes, especially ranged, have at least 2 CC's they can use. Ranged usually have one knockback as well at their disposal. Melee will have at least one type of closing ability.
 This being said this is where the gap widens in favor of ranged. As a ranged class you can use all of your ranged abilities even at pointblank range. There is no deadzone (minimum range) in this game.  Most ranged classes actually gain one or two melee abilites that they can use pointblank.
 Now lets look at melee. You have to be on your opponent do be doing your damage. If you are being kited you are not doing damage, while ranged classes can do full damage while keep the melee at bay. The melee uses a closing ability to attack the ranged. The ranged can still do full damage or choose to use a knockback, or another CC ability if they are off cooldown.

 What i explained above gives ranged an advantage. You have more room for error as a ranged class in SWTOR, and do not have to be as good of a player to take on a skilled melee player. AS always this is not set in stone and melee will beat a ranged, but it will take more skill, and cleverness than playing a ranged class.
 It is important as a melee to always try to start the fight first and not use a range closer to get in range. You want to save your first closing ability for when the ranged uses its knockback. Then you can immediately close right back on your target. As a melee you have to keep pressure on them. Keep moving. Keep trying to get to their back. Let them worry more about what your doing more than what they are doing.
  As a melee save your CC's to interrupt them gaining distance of getting off a big hit or heal. If a ranged can gain distance and somehow gain health as melee you are finished.

 Ranged classes want to save their CC's for when they are being attacked. Gain distance. Creative uses of knockbacks are also key. Knocking melee into a hazzard or off a ledge is the best bang for your buck. Reel the melee to where you want to punt them. Control the playing field. They have to come to you. After a knockback gain more range or get out of line of site if need be. When possible get a snare off after they use a closer, this way you can gain distance while saving your knockback or if it is on cooldown.

To close this off Ranged are not obscenely overpowered compared to melee but they do have an advantage.

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