Island_Jedi's field manual to operations

Hello there guildy's, your friendly, neighborhood OP leader is here to help guide you down the path to serious raiding. Many gamers see HM content as a mark of a good gamer and want that badge of honor. Others simply want better gear to show off and have fun with. The reality of HM's though is, they can be grueling and push players to their limits, so lets do just that. Lets push you to your limits and then break the boundaries beyond that.

First lets explain what qualities are needed in a good raider! Then we can break down raiding into the three core roles. If you want to be a good raider its up to you, but sometimes a little direction can propel you forward. First things first, lets look at the tools you need to be an asset and not a hindrance to an operation.

General Game Concepts

These concepts are basic to SWTOR. You will need to have these concepts down if you hope to do tough endgame content. Understanding all the concepts will propel you forward into high-end raiding. Build on these concepts with other tools like key-binding and you will be a force to be reckoned with.

Core Attributes

Responsiveness - This key attribute is what makes and breaks most players. The time it takes you to target, move across the battle-field, activate abilities, and make judgment calls all affect your viability in end game content. If you cannot respond properly or efficiently you will wipe your raid repeatedly, due to missed mechanics, enrage timers and the like. Train your mind to respond quickly to what is happening around you and react appropriately. Control schemes, knowledge of the game, and general good "common sense" all affect this aspect of your game

Operation Awareness - If you can understand what is happening around you, you will be much better prepared to respond in the correct manner. Being aware on a basic level may mean avoiding a red circle spawning on the ground. While being aware on a much more complicated level may mean keeping track of HP levels on multiple mobs, while interrupting your current target. Raid awareness will help you multi-task and avoid the "doom tunnel". This tunnel I speak of is, when players get so caught up in individual tasks, that they lose sight of the over-arching goals. A player needs to understand what is happening in the operation at all times, being reliant on self for information primarily.

Game Knowledge - This would include your understanding of your class, the enemies you fight, other classes and how all of this interacts. Understanding why a tank positions himself the way he does is different then simply knowing that the add or boss will be positioned there. Memorizing a rotation is one thing, understanding why that rotation is so, is another. Your rotations will never be as complete or effective, if you don't understand why they are set up in specific ways. Their are various systems that affect DPS, healing, and tanks. Learning these game specific systems will help you understand the "why" and help with the "how". Knowing the "why" is very important in this game, because it will change the "what" in everything that you can accomplish.

Precision - This final area is what holds everything together. Knowing what to do and doing it well, is two different things. If you get amazing DPS parses, but take excessive damage in raid your not being precise as a DPS. If your out-going heals are great, but you constantly run out of Mana, your not being precise. If you can hold aggro and have great mitigations, but your always out of position with mobs, your not being precise. Killing targets in the best order, healing in the most efficient manner and taking the least amount of damage possible; are all expressions of precision. A little precision will elevate your game to a new level.

Controlling pulls - From level 1 to 60, you will be encountering "pulls". "Pull" refers to initiating combat with a localized group of enemies that usually all "aggro" or attack at the same time in a specific area. These pulls have a general radius that they guard and wont follow you outside it. Your job is, to not bite off more then you can chew and deal with enemies in manageable portions. Killing things quickly, avoiding damage, and crowd-control all play a part in controlling the pull.

Kill order - it can be surprising how many DPS don't get this basic concept down. In any pull there will be a variety of enemies to kill. Each enemy usually has a different amount of HP. When the pull starts your going to take the most damage because the enemy pull is at full strength. As you defeat enemies the pull steadily gets weaker and weaker, lowering incoming damage. For this very point, it stands to reason that you should almost always kill the weakest enemy first. Take them outta the equation because that means less incoming damage. If you don't kill the weakest enemies first it generally makes the pulls unnecessarily harder and in some cases undoable.

Crowd-Control - Sometimes due to the composition of the group, you may need to CC. Which is short for crowd-control. Using abilities that take certain mobs outta the fight, will greatly help with some of the tougher pulls. Once something is CC'd, you should not "derp" and break the CC. Some of the most annoying moments in this game, is watching a player break a CC, because of carelessness. Stuns that break on damage are typically the longest lasting, some up to a minute. Stuns that persist through damage usually last only four seconds. The standard CC is one that lasts for a min.

Group Threat - The group as a whole will be generating threat, the key is to keep that threat largely on the tank. DPS should never start a pull and generally attack the weakest targets to help control threat. Going straight for the strongest target is the most irresponsible thing a DPS can do. Instead look for healers being attacked or weak mobs just sitting there. Let the tank have the "big" enemies and give him time to generate some threat. Healer threat wont be an issue if at least every mob has been hit by DPS or tanks.

DPS

Your primary role is kill your target as quickly as you can, while taking the least damage possible. DPS is science, The damage you can deal is purely mathematical. Their is one maximum damage rotation you need to know and then execute. The execution is the hard part and can mean the difference between exceptional numbers and average. Execution includes how fast it takes to activate abilities and in the right order.

Melee DPS - Your the most mobile in terms of DPS for your team. You generally will be more fluid then ranged DPS, because most of your abilities are instant cast. Instant cast abilities can be used while moving, yet many players do not utilize this advantage melee DPS have. Learn to play with key-binds and most of your abilities will be available to you on the move. Use "gap closers" effectively, to minimize your down-time on DPS. Melee DPS are especially vulnerable to "cleaves" never stand in front of an enemy if possible. Always assume the add or boss has a cleave, until its confirmed it does not. "Eating" cleaves shows poor raid awareness and responsiveness. Melee DPS are only required to be 10 percent ahead of the highest person, to "rip" threat; while ranged have to be 30 percent ahead of the highest person to "rip" threat. Anyone outside of 4 meters is considered a "ranged" character.

Ghosting - Ghosting is a melee technique you can use to efficiently maintain DPS on different targets. Ghosting allows you to use the GCD of your instant cast abilities, to travel quite a distance on the battlefield. From the moment you see your GCD go off and the animation start, the damage from your abilities has been delivered. We are talking about instant cast abilities now, not channeled or casted abilities they require the player to remain motionless.

Noting in your mind that the damage has been delivered allows you some interesting possibilities. One you can react quicker to red circles or conal attacks that boss's deliver. This will also allow you to switch targets at the right moment to maximize your DPS up time. Never wait for the GCD to finish or the animation to end, move as they go off and "Ghost" to your new desired location. This is not a "make or break" technique, just a subtle way to show you have masterful control of your character.

Ranged DPS - You bring DPS constancy to the raid, your superior range allows you continue to DPS, when melee may not be able to. Ranged DPS tend to have greater AOE potential and should generally kill adds. Positioning is key with ranged, you want to be able to DPS as many things as possible without moving. Gaining a central location is usually key. Ranged DPS sometimes contract "turret syndrome", because their abilities are channeled and they must remain still. The goal of a good ranged DPS should be to overcome this weakness and stay raid aware. Ranged DPS are much more likely in a general sense to "eat" damaging circles on the ground and not respond to mechanics that require movement.

Targeting - Understanding when to click target and when to use "tab targeting" is essential to efficient DPS, anyone who tells you otherwise probably could improve quite a bit. It is not humanly possible for you to switch targets "clicking" as quickly, as it is using tab targeting. Having said that though, when their are large groups of enemies up, clicking can be faster then cycling through an endless list of adds. Tab targeting is always going to be more precise then click targeting, because quite simply it minimize the risk of human error and "frame blockage". Frame blockage occurs usually for tanks, but for some DPS, when adds or the boss block your field of vision to such a degree that they make targeting other adds or bosses difficult. Remember targeting should rarely be difficult and you don't want to be struggling with it.

If you don't use tab targeting, learn to use it. It is more responsive then click targeting. If you don't like tab for targeting, rebind a new key to function in that capacity. Click targeting has its uses but is more specialized to healing and specific DPS situations. Always line up your next target to DPS and minimize DPS down-time as much as possible, especially true for DPS that channel many abilities.

Rotation - Knowing "the" rotation is key. Learn the best, most damaging rotation, then don't change it and repeat till its habit. Their is only one best rotation and no room for "self-expression". DPS rotations are pure science and require a great deal of precision to get down perfectly. Your goal with your rotation is to get to "DPS constancy", which means your DPS does not greatly fluctuate and remains consistent. Try to understand how your class's rotation works and you will begin to intuitively execute it better.

The first thing you need to know about your rotation is how you "open". The opener should do the most damage in the least amount of time possible. These usually tend to be bursty, which can lead to you "pulling" threat. Your rotation will diverge into a core rotation that will usually be built on proc's and priority based. Few classes have a static rotation where the priorities are always the same. Finally you need to learn to manage your resources whatever they may be. Most classes have a way to restore energy, ammo, or force in some capacity. Your basic attacks should only be used to control your energy flow and not be spammed in most cases. Try to keep your rotation as "clean" as possible, remembering to keep your most damaging abilities on cool-down at all times.

Offensive Cool-downs

Using offensive cool-downs is key to maximizing your DPS. Every class has optimum times to use their cool-downs and these need to be learned. Cool-downs include abilities, relics, and adrenals, whether you use them all at once or at key moments is your mission to discover. Most cool-downs are simple, use them at the start of a fight and keep them on cool-down, but some fights have important "Burn" phases that you need to keep cool-downs ready for. I recommend if you have a "main-toon" you raid with, consider giving them the Bio-chem profession. Not using adrenals is lost DPS and some players don't want to spend the money to buy them, if that's the case for you, switch to Bio-chem and make resusables.

Target Priorities

When possible kill order should always be as follows weak, standard, strong, elite, champion, boss. Eliminating the weakest enemies first ensures the enemy's overall DPS is lowered as quickly as possible. Letting weak enemies survive longer then they should is just bad, don't be bad, be awesome. Choosing the correct targets will make the healer and tanks job much easier. Tanks hate DPS that attack the strongest enemy and compete with the tank for threat let the tank have it. Probably there's an add beating on a healer, that would greatly appreciate your intervention. View yourself as a secondary tank when it comes to healers, nothing should ever be hitting them period. Help the tank keep ALL adds off the healers.

Interrupts

A DPS that can not interrupt well and consistently, is not a good DPS. Interrupting enemy channels and casts is one of the most important roles you have in a raid or group, particularly melee. A true interrupt will work on any enemy or boss, unless they have the "unshakable" buff. Knockbacks, stuns, and pulls can function as pseudo interrupts, but wont work on all enemies. The standard interrupt cool-down is 8 seconds, but some classes have 6 second or 12 second cool-downs. Interrupting abilities is your contribution to damage mitigation and shows you are a responsive and a capable raider. If you don't feel comfortable interrupting or feel you miss interrupts often, you probably click to interrupt. Never click to interrupt, always key-bind it. If there is one thing and one thing only you key-bind, it should be your interrupt.

DPS most critical attributes - Responsiveness, Precision

Tanking

Your two key concerns are holding threat and controlling the fight, second maximizing your damage mitigation to yourself and the raid. You need to position adds and bosses in the most effective way possible. A good understanding of the games systems is key to proper tanking otherwise you will gear incorrectly and hurt your overall mitigation. Knowing the perfect balance of defense, shield, and absorb are key to your success.

Sometimes patch's completely change how your mitigations work, you need to keep up with these changes. Being aware of as much of the battle-field is very important to tanking, don't let healers take needless damage protect them. Tanks need to keep track of all adds and the boss, sometimes at the same time. Flashpoints are the best place to learn how to tank groups of enemies. Your goal should not only be to survive, but shrug off the damage you take. The right mind-set will help you take your game further.

Mitigation - As a tank you have a plethora of mitigating mechanics at your disposal. The first is your armor it is your base mitigation and is static. Its the simplest of the three and is based mostly on armor rating and some tree skills. The second form of mitigation is defense, it is an all or nothing stat, but has the possibility to mitigate the most damage. Avoiding an attack means you mitigate 100 percent of damage, but you cant shield what you avoid.

Which brings us to shield and absorb, this stat supplements your armor rating because they mitigate together as opposed to defense. Your shield has a chance to mitigate the hit, then whatever was not mitigated, can be absorbed partially by your armor. Your shield rating determines how often your shield reacts and absorb determines how much that reaction "absorbs" or mitigates. The overall mitigation is much lower with absorb, but it reacts more often then defense. Keeping a balance of all three is important, but they compete for priority with each patch, keep up with the current standard.

Threat - All the mitigations in the world wont help, if the enemies don't "stick" to you. That is why threat generation is so important and each tank generate threat at different rates. Similar to DPS you have to learn the most threat-building rotation you can and learn to hold against the most bursty DPS. Any tank can hold threat, but you need to fully understand threat and how it works to hold it.

There are two core ways to generate threat. One is damaging abilities that gain a threat buff from your tank skill tree and some abilities that generate a flat amount of threat. The second is taunting, taunting builds threat on a percentage basis and gets exponentially more powerful, the more cumulative threat has been built against your current target. You should very rarely open with a taunt or AOE taunt, most pulls require damaging abilities to tank effectively. Taunts don't build cumulative threat, they buff existing threat by a percentage. They will usually put you above the highest threat holder by 30 percent, including yourself. The thing is 30 percent of 0 threat is still 0, so if know threat is not on the table you better have a good reason to taunt, because your not generating any threat this way.

DPS generate threat of course by damage and some small heals. Healers generate threat based on their heals, but the threat is halved. The dangerous thing about healers is more, that the "healer-aggro" goes out to every mob on the field for every heal they cast. Healers will often pick up aggro if stray weak and standard mobs are not killed first. Tanks should usually "tag" an elite or champion then help DPS kill weak and standard enemies. If "healer-aggro" is not managed properly, early, it becomes challenging to redirect threat to you, with anything short of a taunt. Gaurds can help with this healer aggro mechanic, but most tanks would prefer to keep that guard on a bursty DPS, as a tank, make that call. (Melee DPS only have to beat the current tanks threat by ten percent, while ranged have to beat current threat by 30 percent to pull threat)

Taunt boosting - Because of the way ranged and melee threat works, taunting at the right range is important. Many bosses will stay about 1.25 -1.5 meters from you, this means that your taunt will only boost current threat by ten percent. To get the full 30 percent boost, move away from your target enough to hit the sweet spot. Hitting a taunt at ranged is like doing three at melee, which is a massive boost.

Targeting - Tank targeting behaves very similar to DPS, but the key is to never "blow" your taunt on the wrong target. Always check your target and make sure you have the right one, again "tab targeting" or bound targeting will greatly help with target selection accuracy. Clicking will sometimes be the wiser course of action, as a tank decide what the best course of action is and react quickly. If you target slowly, your tanking will suffer tremendously.

Defensive cool-downs - These can have a huge effect on your survivability when used at the right time. Each tank has a varying amount of these cool-downs and needs to be intimately acquainted with how they function. Defensive cool-downs can be broken up into two groups.

Proactive cool-downs are used throughout a fight to preempt incoming damage. They can be used to smooth out the damage you take against heavy hitters like "Nefra" or if you know a high damage mechanic is coming. Relics and adrenals are your go-to proactive cool-downs, but there are other abilities available to the various tanks that can be used as well. Not taking a lot of damage means you require less healing and as such allow that healing to go else where, if its needed.

Reactive cool-downs are generally much more powerful. These are used in reaction to certain abilities that boss or mobs have and at the start of big pulls. They usually turn you into a brick wall and make you "OP" for a short duration, these ability gems can often save the healers a great deal of healing if used properly. The other use for these is quite intuitive, when you are close to dying or your off-tank is. Buying the healers time to get you back up, can sometimes mean the difference between wipe or kill.

Positioning - This is a very important aspect to tanking. As the tank, you control the pace of the fight and need to get your spacing down pat. The rest of the raid will depend on you to hold and position adds and bosses. Some fights call for more positioning then others, but in general its on the tank to get this right. Learn the best way to position a boss, so that the raid can have maximum up time on DPS. Always face the boss away from the raid and try to keep cleaves to a minimum.

Tanking most critical attributes - Game knowledge, Operation awareness

Healing

You are the last hope of your raid, you stand between victory and total defeat, you are the healer and carry the weight of your raid team. Nothing is possible unless you can perform your job well, healing is a big responsibility in a raid, but the most fluid in terms of how its played. Judgment calls is what you will be doing all raid long and you must judge correctly or people die.

Reactive Healing - This would probably be the most straight forward method to heal. You see someone take a lot of damage, so you react to that with responsive heals, that execute quickly. Sages set the bar for this in "Healing Trance" and "Salvation". Healing Trance is the fastest executing and hard hitting heal in the game, its sole drawback being the cool-down associated with it. Sages can react to damage spikes quicker then any other healing class in the game. I want to say that every healing class in the game has some sort of reactive healing, its just Sages are the masters in this area.

Reactive healing could also be called "burst healing" and like burst DPS, they peak and valley quite a bit. Bursty healing is great, it saves tanks from certain death and generally is great for "oh no" moments. The main drawback with this style of healing is the "valley" of their rotation or available spells. Sages for example can not keep up with constant and consistent damage the way a Commando can. (They can keep up, they just work harder for it) When damage is relentless you will notice the Sage over time gets worn out and force can be depleted if not managed correctly. Having two sages mitigates this quite a bit as they can rotate their "peaks" to cover the "valleys" in each others rotation.

Sustained Healing - The most efficient type of healer in the game, if the damage stays consistent these healers can heal for ages without letup. They are able to deal with constant and consistent damage extremely well, having all the tools needed to make sure their resources do not run out. Commandos are the baseline for sustained healing and while they do have some reactive healing options, they really shine in their proactive and sustained role. The major problem with sustained healers is they in general struggle when damage spikes get too high. Not being able to deal with damage spikes as effectively as Sages means Commandos and Scoundrels to a degree, have to be more proactive in their healing.

Using ablilties like "Trauma Probe" and "Slow Release Medpack" properly allow for these classes to keep the heals constant. In general they are very resource efficient. Pound for Pound they have the most cost effective heals in the game. Sustained healing is actually the harder of the two types of healers to master. The reason for this is you do not have the same breathing room a Sage has in terms of your reaction times. You have to be proactive and carefully manage damage spikes. Damage spikes will break your back if you panic and burn through your resources too quickly.

Target Priorities

Your priority should always be the tank, yourself, then DPS. If your tank goes down its usually all over. Most operation fights will not allow you to lose tanks and be successful. Adopt one rule as a healer and that is; Tanks don't go down!. be willing to sacrifice DPS, before tanks, but having said that its better to keep everyone up if you can of course. Always try to spread heals out when necessary and focus them when the tanks take a pounding. Good judgment is needed to determine when you switch targets and who gets the heal at that time.

Single target healing - Healing a single target is the basic job of a healer. Usually the tank will be the main person you single target heal, so have a rotation designed to keep single targets up well. The problem is many times multiple targets require healing and single targeting them individually is not efficient. When this happens you need to look at your AOE potential and mix that in. Commandos and Scoundrels are the best single target healers in the game.

AOE healing - Healing groups of allies is always better then healing one at a time. The catch to AOE healing though is it does not heal people up as quick. Pound for pound AOE healing is by far, more efficient then single target. AOE healing is more for the DPS and yourself. Of course AOE healing does not work if people are not stacked to receive it. The sage excels at AOE healing and sets the precedent for it.

Resource Management - Managing force, energy, and ammo is key to healing effectively. Healing a lot of people and doing good numbers is great, but if you run out of juice, your stuffed. Always keep a rhythm to your heals and try to regen as much resources as you can when the healing is not so intensive. Each healer manages their resources differently, learn how they work and adapt.

Cleansing - This is the equivalent to DPS interrupts, if your not "cleansing" as you heal, your really not being as efficient as you could be. A good healer will try to cleanse everything they can and then begin to memorize what is cleansable and what is not. Each fight will put slows, dots, and other negative effects get rid of these with a cleanse. Think of cleansing as proactive healing, you are removing the negative effect before it can do any real damage. If your slow on the cleanses your raid will definitely feel it. Key-binding your cleanse is a good idea, similar to the way DPS, key-bind their interrupt. Some fights are incredibly difficult without cleanses, then suddenly become a joke, once you realize you can cleanse the worst of it.

Over healing - If you over-heal, your wasting heals. Never heal someone at full health and try to use an appropriate heal for how low their HP is. If you chronically over-heal, you will find your self starved for resources and often not able to keep up the raid as easily. This takes practice and good judgment, but a great healer will always give the right heal to the right person and not waste a single GCD.

Class Definitions of healing

Scoundrel's are in the middle between reactive and sustained healing.
Commando's are the best sustained healers in the game.
Sage's have amazing reactive healing capability.
No matter the composition you can be successful, but having certain class combo's make things easier.

Healing most critical attributes - Responsiveness, Operation awareness

Operation Terminology

Mechanic - during a fight with a mob or boss, anything that requires a specific reaction to what is happening.

Enrage Timer - The time before the enemy, becomes more powerful with increased damage and abilities

Aggro - How much the enemy hates you and will target you. Threat is the same thing.

Rotation - A string of abilities used in a certain order and at specific times, to achieve maximum effectiveness.

CC - Stun that breaks on damage and lasts a minute (crowd-control)

Interrupt - Stopping the cast or channel of an ability, hence interrupting it.

Channel - Abilities that require user to be motionless to function.

Trash - General enemies that exclude bosses and mini-bosses.

Cleansing - Using abilities to remove negative effects on players or yourself.

GCD - Global cool-down, after every ability is used, it has a 1.5 second cool-down.

Cleave - Attacks, usually melee, that can hit multiple targets at once.

Key Binds

Learning to use key-binds effectively will be one of the biggest game changers, you can experience. Look at the best players in your guild and ask yourself if they use key-binds, the answer is usually yes. Key-binds allow you to string together complicated execution patterns effortlessly. If you combine this with tab targeting, you can taunt one target, switch targets, stun the next, force-push the third, and get back on the one you taunted first ,in just a few seconds. The transitions happen so fast your group may not even realize how quickly your executing your abilities. They may think "hes a good tank", but not understand "how" hes a good tank. Understanding the "how" is so important, in becoming a better player.

Is key-binding for you?

Ask yourself a few basic questions first

1. Do I understand why key-binds are superior to clicking? Some will say that clicking is no worse then binding, but they obviously have never tried key-binding. I say this because I never ever, ever met a clicker that switched to key-binds and could play at a high-level, go back to clicking. A clicker will never out-perform a "true" key-binder ever. (the exception will be healers, an experienced clicker healer can still out-perform a "green" key-bind healer) This goes beyond parses on a dummy.

2. Am I willing to put in the effort and time needed to learn key-binding? Switching to key-binding will feel very awkward at first, but very soon, you will enter a world where your moves activate quicker. If you have patience and determination I guarantee you will nail key-binds, but if your prone to giving up easily in the face of challenges you wont. You may reason in your mind "I don't really need key-binds", but again it comes down to how good do you want to be. You can either be the guy that can "do" the content or the guy that can "smash" the content. Each individual will ultimately determine if they have what it takes to key-bind.

3. Do I want to be awesome at this game and not just average? Average can get you through a lot of the content, but awesome will allow you to play ALL the content. Awesome will allow you to be best in slot geared, awesome will guarantee your not left out of content because the OP leader says "we need the right people". This is a personal choice a player can be as good as they want to be, it just comes down to being willing to learn and change.

Heal-binding - The only exception to the binding rule is healing requires some clicking. In fact, if you were to go solely key-binding as a healer, you would be gimping your possibilities. Due to the nature of healing and choosing targets appropriately, clicking the raid frames is, the most efficient way to select your targets. Also the raid-frames do not suffer from "frame-blockage", in the same way that tanks and DPS suffer from this, in their target selecting.

The nature of healing being so clicker friendly, is also the reason many healers find DPS and tanking so much more challenging, because those classes do not benefit from a clicking set-up. The drawbacks of clicking are the most reduced on healing of any role in this game, some may never notice any problem with their controls till they switch to DPS or tanking. Having said this though, healers will still greatly benefit from using binds to activate abilities and clicking to choose targets. This is the most effective way to heal in the game.

How to Key Bind

There are many, many ways to keybind. Some are good, others are awesome. Its up to you to pick the set-up that works for you. Any kind of key-binding is better then no key-binding at all. Talk to different gamers that bind and learn what they use. Gather some information then build your own binding control scheme. SWTOR has a very robust binding system it does not include macros, but macros are more for convenience vs function anyway. If you really want to use macros get a macro mouse or keyboard, then program them in. They can help, but are definitely not make or break.

Island_jedi's key-bind set up - I was taught this set up from a veteran WOW PVP'r and it has changed my game considerably. Essentially the first thing to look at is how does your camera move. If your using arrow keys or awsd to turn your camera. don't! That is very "slothful", controlling your camera effectively, is huge in an MMO.

Controlling the camera - Using the mouse to control your camera is the best way, period. The sleek and seamless motions of the mouse give you lighting fast reactions to what is happening on the field. Holding the left or right clicker depending on what you have in settings will allow you to spin your camera very, very quickly. When you click both right and left mouse buttons you move forward and here lies the brilliance of this control scheme. Your camera and movement are melded into one, so wherever you move the camera; that's where your "toon" will look, then run and because you can turn the camera so quickly with a mouse, your reaction times will increase. Use the mouse for movement, its far more responsive then moving with keys on the keyboard.

Activating Abilities - This is another beautiful thing about this key-bind setup, your entire left hand is free to hit keys. You can now key-bind the entire left side of your keyboard with out lifting your hand. Once your mind memorizes the key layout, it will behave very similarly to a console controller and give you many keys to activate abilities. I typically will keybind Q through Y, A through H, and Z through V. This gives me 16 key-binds that I can easily reach with fingers and my hand does not lift off the keyboard.

Since your using the mouse for movement, using the keys on your mouse for ability activation will be very cumbersome, unless your still. I have a 12 key MMO mouse and only use the keys for cool-downs, summoning mounts, and other filler. I prefer to have both hands working together, but separate at the time same time. What I mean is, each hand is dedicated to either movement (My right hand) or Activating abilities (My left hand). The nature of this control scheme is, its very easy now to keep my rotation up at full speed, while staying in constant motion, if need be. You can really see how this layout greatly benefits PVP, but also works fantastic in PVE.

Mouse-binding - We mentioned 16 available keys to comfortably reach on your keyboard with Island_Jedi's key-bind method. Now lets add the remaining 16, bringing the grand total to 32 possible key-binds. Using an MMO gaming mouse I have 12 buttons on the side of my mouse. Now these are mostly utility moves, as my main rotation is on the keyboard. The last 4 binds come from the mouse wheel up, down, and click; and finally the auxiliary button on top of the mouse, below left and right click. The major advantage of this setup is, no modifier keys. I discourage modifier keys and would prefer to have all my abilities ready, without me having to change what a certain key does. I feel for the sake of accuracy having a key do the same function every time, is better.

Because with this setup, your mouse is your primary method of movement, its better to not bind abilities on your mouse, that benefit from movement. having one hand do movement and the other abilities is much better, then trying to move with the mouse and click abilities with your thumb. Secondary bindings work great on the mouse like cool-downs, med-pacs, summoning mounts, etc.

Freedom of choice - One of the nicest things about this key-bind setup is you can make any of those 16 keys behave in any fashion you want. Which key "tab targets" or which keys are your rotation are all up to you. I like to use V to tab target, many players wont like that, so use a different key. The choices are endless with this control scheme and theirs still plenty of ways you can tweak your settings to fit YOUR play style.

Latest Posts

Need to vent PVP thread 2018
I have a 57 sniper I last played a couple years ago, so decided to recreate a new sniper just to reacquaint myself with the abilities and to mess through the early class quests for fun. After doing H..
Time cards
Two days ago I purchased a 60 days time card from a local store, even got a discount because I'm their client since they opened, in 2008. My question is : after the 60 days expire, can I buy another t..
Grouping
I am wondering how to start a group, choose your fp in vet, ops or master mode and have random people join? i see some old threads on this, but nothing about starting your own grouphttp://www.swtor.c..
Veteran pvper advice to newbies
These are things that really trigger me in matches this past week when solo queuing as a healer. Take them as you will. 1) Stop pushing healers into their own back-line. The amount of times a jug ha..
I need info about PT Tank
I'm new with Tank so.. 5.0 dulfy guide seems far and half information is a bit useless there. I wanted to know some real exact numbers about howmuch shield/defense/crit/acc to get because I really do..
Dark Designs +4 Heroic Seems Impossible. *Devs Please Help!*
After over two hours of asking on the fleet for help with Dark Designs and not finding any I decided to try and solo it. I got all the way to Maki’voro have gotten him down to half health three..
One-Time Error Don't Care, and Don't Fix?
Tell me if I'm prejudiced because it's 10+ attempts already since 10:20 AM in my time zone and now it's 19:44 PM all I got are expired One-Time Password which I received in about 1 or 2 hour after the..
Best way to grind CXP as a fresh 70 mostly-solo player?
Hello everyone! So, I hit level cap a short while ago and I was wondering if there was a way to grind CXP efficiently as a solo player, in this current patch. I googled and I see a lot of info for ol..
What level should you be in when starting SoR prelude
I was in the fleet when i saw the SoR prelude droid when i took it i had to complete the Assault on Tython flashpoint,i got wrecked and couldn’t even kill one soldier.my level was 55 but i still..
Prelude to Revan problem
I am leveling up a new toon and I just recently started the Prelude to Revan series of missions. However I am unable to access the flashpoints in story mode. I have repeatedly cleared the missions, ..
How do you play against PT tanks in SR?
Occasionally I venture into the plains of tankdom with my jugg, but I am having a hard time surviving against pt tanks with all the aoe going on. Especially if they happen to be grouped with en eng. s..
Mapping functions to the mouse
I am not exactly a new player. I have actually been around since the last few open beta But seem to have a continuous problem that I haven't found a solution for yet: I am using a five button mouse. ..
Flashpoints, Heroics, Warzones are no more fun
Flashpoints, Warzones, Heroics are no more fun, they have become useless cause of constant nerfing of characters and you do not dare enter Master mode cause you character is slaughtered as soon as yo..
Veteran tatoine starfighter
Hello, quick question, im a relatively fresh 70 with just 2 piece of 230 gear other gear is 210/220, i tried to solo starfighter veteran taotine but at the last solar flare part of the boss, he just b..
new to operations
i just finished the original story line and am now moving on to the hutt cartel content but before i finish makeb i want to know about the correct equipment and mastery lvl needed to sucessfully compl..
If I transfer a character to a different sever will I lose anything?
So recently I got a token to a free character transfer and I was wonder should I transfer one of my characters to another sever? Will I lose anything doing so. I played on the Starforge sever where m..
Series of strange backfills yesterday
Guys I know its incredible, but I played just for fun on my 1200 jug yesterday. And im 100% sure that one famous wintrader used some new bug for farming elo. Lets call him Fyala (name changed). So Fy..
Help me with decision
Hello again, I still dont know which one I should focus more, Jugg or Assassin(I have both), but still I want to focus on one. I want do both PvP and PvE, I know both are viable for this, one is more..
why does lokath have no battlemasters in imp/rep base to kill for conquest?
I dont understand why lokath has all this cool pvp stuff but all i see is carebear pve stuff going on? (yes there is a pvp instance and thats what im talking about) It would be so cool to put a jedi/..
<Paramount Gaming> Izax Sales
Hello, <Paramount Gaming> is accepting more buyers for 8m and 16m Izax Veteran Mode Achievements. We are offering:<Par Thee> <Strike Team: Defeating Izax (*-Person Veteran> <Sup..
Help with Disiplines
When you choose a discipline, say, Jedi Sentinel and you choose the combat discipline, when you go to your class trainer do you just learn combat skills or can you learn the other discipline skills as..
CZ-198 is supposed to be level 55, but it's level 70.
CZ-198. I get the quest from the droid, go to starship, get sent to CZ-198 to do Titans of Industry. I follow the green mission icon and it leads me to Weekly Veteran Flashpoint dispenser. I take the ..
help with camera rotation
Hello everyone A question as I do to move the camera without using the mouse, because I currently move it by pressing the left click and then moving the mouse, I want to do with the buttons on the ke..
What means "to carry"
Hi, what does it mean to you when somebody says he carried the team? What sort of things did he do? Can you make a list, maybe give some examples if it's not clear? Maybe it's highest dps? Maybe a ..
<Failure> & <It's Lit> Selling IZAX 8m & 16m Veteran Mode in 5.8
<Failure> & <It's Lit> are now offering sale runs for IZAX Veteran mode on 8m and 16m difficulty for a limited time before patch 5.9 (expected to be May 1st). We have an extremely expe..
Websites and Resources for Returning Players
Any Icy-Veins or WoWhead equivalents for SWTOR that are reasonably up to date? I played this game when it first came out, but haven't done much except log on and look around since then. I understand ..
About Alliance supply crate
I wonder if I can get the Remnant dreadguard trooper set from an Alliance supply crate without playing with a commando? Can I still get the set if I'm playing with any other class or the only way is t..
The 10 Solo Kill Achievements
Have any of you gotten these? If so, how? I'd like knock out all the PVP achievements but I have yet to even come close to those ones. I think the most solo kills I've ever gotten in a match were 6, ..
Warlord Kephess Rendering Problem
I'm having a bit of a delay with Warlord Kephess (final boss of EC) rendering for me. I suspect a lot of it has to do with my computer, however I was wondering if there was anything I could do to get..
<Seven Stuck> Selling IZAX Veteran Mode 5.8
Server: Tulak Hord Special rewards from boss that will only be available during 5.8 patch. Unique tittle for your character, special legacy rewards, which will come with patch 5.9. What you get:<..
Flashpoint, when every one leaves, and you want to get new people...
Well 2 times today people leave because they cant handle the s..it, so standing at the last boss, and your the only one, you no longer caan queue, i get the message hovering over the CANNOT QUEUE gree..
Expertise might be returning
From this thread: http://www.swtor.com/community/showthread.php?t=946806sorc / sage improvement coming, whether utilities or buffing the class (in addition to multiple classes utilities changing) pvp ..
<Disciples of Babylon> Selling IZAX Veteran Mode 5.8
Limited time offer. Special rewards from boss that will only be obtainable during 5.8 patch. Unique tittle for your character, special legacy rewards, which will come with patch 5.9 What you get:..
SWTOR Centrals interview
So I watched SWTOR Centrals interview video with Eric and Charles. One thing that stuck out in my mind was them talking about locking out people in PvP matches that bail on them. Personally all fine a..
The “Swtor-sum” for succes in game (or failure) Do the math and decide:
Hello, So I started to pick up my SWTOR-account and was happily surprised about the game itself and some changes it went through. Although I can’t say the same about the community. And when I s..
My Character Backstory
Hey everyone. I have just started a Sith Inquistor playthrough and wanted some ideas for the backstory of my character. She is a female Twi'Lek, and I would like her to have a sense of honour (aka n..
A Saturday ruined due to a tank botter [DM]
So we have a tank wintrading with himself using a tank-bot today. I mean really. How low and self-entitled can you possibly get? Way to ruin the queue for everyone - and no I don't want to queue tank ..
Dear BioWare: Breaking Tanks =/= Fixing Skanks
From a summary of the upcoming class changes: Quote: First, “skank tanks” are greatly overperforming in PvP. This is a player who is using a Tank Discipline but equippi..
What a difference a day makes
So gonna start out saying I've only been doing warzones a grand total of 2 days, I'll admit to having very little clue what is actually happening, hell I have a hard time actually tracking buffs and d..
Fee for collections
So normal day, I unlocked a set of armor on my main and a lighsaber, I made a jedi cause i wanted to use it with them but if I want to use it i have to pay a fee, I know how it works and im not here f..
Search
Type in your search text above