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Forums » TAW Games - Public Forums » Star Wars The Old Republic » SWTOR Resolve System

SWTOR Resolve System

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Xterminate
Posts 13
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Xterminate Posted: 03-15-2012 16:36
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First off, I will add that much of this topic has been gathered from several sources and put together in a format that is easy to understand and use. I will add links to all associated information that has been gathered to create this guide at the bottom of the post along with screenshots to give a better visual of what to look for. We will look at the various types of CC abilities. We will also go over how to take advantage of the Resolve system by having a broader understanding than some of your opponents.

 

Crowd Control (CC) abilities:

 

Snares/Roots: Abilities that reduce movement speed or completely restrict all movement for a set period of time. Some examples of slows are Arsenal spec'd Mercenaries have Pinning Fire, were as Sith Inquisitors have an ability called Force Slow.

 

Mezz: An ability which causes a target to no longer have the ability to take action for a period of time or until damage is taken (whichever comes first). Sometimes these abilities can only be used against certain types of targets (droid) or when a target is out of combat. Some examples would be an Imperial Agent's Flash Bang, or a Jedi Consulars Force Lift. 

 

Stun: An ability of a short term duration that prevents a target from taking action regardless of the amount of damage taken. All classes have a stun ability in their arsenal.

 

Resolve Mechanic:

 

Resolve is the CC immunity mechanic used in SWTOR PvP. There are two keys ways to locate a players resolve. The first being an arc above yours or the targeted players portrait. The second being a White bar located directly under the players health pool of their character.

 



Here's how it works:

While a target's Resolve bar is empty or filling up, that target can be CC'd.Once the target's Resolve bar is full (>= 1000), the bar begins to drain and the target can't be CC'd until the bar is empty.

How Resolve builds:

Resolve provides CC immunity when it reaches 1000.  The Resolve bar under the nameplates is a bar that is actually out of 800, so you'll notice it fills but doesn't go white right away sometimes.

 

  • Stuns give 200 Resolve per second of the stun.
  • Mez (breaks on damage) gives 100 Resolve per second.
  • Knockbacks and pulls generate 400 Resolve.

 

When you reach or exceed the Resolve threshold of 1000, 50% additional Resolve is generated for the CC ability. So a 4-second stun generates 800 Resolve and if it goes over 1000 you get an extra 400.  So two 4-second stuns used back to back will generate 2000 Resolve (800 + 1200).

 

How Resolve drains:

 

If the player has not yet reached CC immunity, i.e. Resolve < 1000. Resolve starts to drain when the CC effect ends Resolve drains at a rate of 25 Resolve per second.

 

Example 1: 4-second stun gives 800 Resolve, which will take 36 seconds to drain completly (4 seconds for the stun and when it ends an additional 32 seconds).

 

Example 2: 8-second mez gives 800 Resolve and is canceled immediately will take 32 seconds to drain (drain starts instantly if the mez ends instantly and it will take 32 seconds to drain).

 

If they have reached CC immunity, i.e. Resolve >= 1000. Resolve starts to drain immediately when the player becomes immune. Resolve drains at a rate of 100 Resolve per second.

 

Example: 8-second mez followed immediately by a 4-second stun gives 2000 Resolve, which will drain in 20 seconds (whether you sit through the entire stun or break out of it immediately).

 

 

How to take advantage of the Resolve system:

 

An experienced player uses his damage mitigation abilities in preperation of an incoming CC. Then, while stunned and taking a beating, he doesn't take as much damage as the enemy is hoping to inflict. Thus the CC wears off and the player resumes his PvP having SAVED his CC breaker. Now, when the player gets CC'd again, he immediately uses his CC breaker (because two stuns will fill the bar) and gains immunity to all further CC for a good length of time. Getting this to work in Huttball while carrying the ball works wonders since most players have no idea their CC won't work when the target has a white bar of resolve.

 

Its very important to remember that CC does not work on a player who has a white bar of resolve. Its also important to realize that using CC on someone will give them immunity to further uses once the bar fills up HOWEVER, resolve does not affect snares. So when the resolve bar fills up, one can still snare the player even to the point of zero movement. Furthermore, snaring a player does not increase his resolve bar. So use snares as often as needed without any worry. For those warriors with the ability to cause a 100% snare, remember that it will ALWAYS cause this effect. There is no immunity against it.

 

Another simple strategy to use regarding CC is to test a player's knowledge. Instead of opening up with one's awesome 6 second stun, try using a garbage mezz on the player. If one has an addition stun like many melee classes do, try using that first. A less sophisticated player will automatically use their CC breaker, thus allowing one to immediately follow up with the long 6 second stun whenever it tactically suits one. I use this strategy all the time.

 

In reverse, its important to know what stuns to break and which to eat. Anytime someone stuns one's character in a manner that throws one on the ground, beware using the CC break. A stun that floors a player will only last between 2 and 3 seconds. Stealthers will often mezz a player before starting a fight, just to see if the player will try to break it. If the situation will allow it, save one's CC break. Additionally, don't use a CC break on a snare unless absolutely necessary since snares usually have VERY short cooldowns and can rapidly reapply.

 

Examples of CC not to break include, snares that result from getting pushed. Snipers and some Sorcerors have a 100% snare they do when they AoE push people away. Unless one is taking damage or really want to kill the pusher, consider eating this one. If one's character gets slept, don't break it. As mentioned twice above, abilities that cause a lose of control belonging to the "Mezz" class of CC and breaks if one takes damage. So when tactically unnecessary for one to take action, just ride it out. 


I hope this guide helped you all and gave a better understand of how the Resolve system works in SWTOR. 

 

http://swtor.wikia.com/wiki/Crowd_Control

http://www.torhead.com/

http://taugrim.com/2012/01/04/understanding-swtors-resolve-mechanic/

 



TheCypherX
Posts 3
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TheCypherX replied on 03-15-2012 22:08
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I have been playing little more than a month now and had no idea what resolve was.  Thanks for the info.  Now I can be more effective in PVP.

Eifer
Posts 2,188
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Eifer replied on 03-15-2012 23:32
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Awesome guide. Thanks for that, thumbs up.



Can you imagine what i would do if i could do all i can?

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