SW:TOR: Altitis Update and the Power of RP + A New Writing Gig

You know, I was starting to feel like my alt addiction was finally coming under control. I haven’t started a new character in WoW in ages. I’ve only bothered to gear up my rogue in this expansion. In months of playing Elder Scrolls Online, I’ve never even been tempted to start another character.

My Jedi consular claims his lightsaber in Star Wars: The Old RepublicYet Star Wars: The Old Republic has triggered a severe relapse. Blame the unique stories for each class, I guess.

I’ve been experimenting with Republic classes. Trooper won the poll from my last post, so I tried it first, but after playing it through the first planet, I wasn’t overly enamored with it.

So that left the Jedi classes. I decided to do what I did with the Sith and play them both to about level ten.

What I had heard from others is that the consular story is pretty boring, while the knight plot is far more epic and exciting. Maybe that’s true later on, but to start with, I found the consular story a lot more compelling.

The initial knight storyline is just an incredibly straightforward “here are bad guys, go kill them” story. The consular’s has a certain degree of mystery to it. A lot of delving into lore and history and such.

I’ve also come to the conclusion I have a strong dislike for the male knight voice. Maybe I should have rolled female for that class.

My Jedi knight in Star Wars: The Old RepublicOf course, I’d already experienced the mechanics of both classes while trying their Sith equivalents. I already knew I liked the knight/warrior mechanics. Yet something interesting happened with consular. A class that I disliked as a Sith was actually fairly fun as a Jedi.

Of course, they’re mechanically identical. Only aesthetically different. Yet somehow that’s enough.

I think a lot of it comes down to expectation. When I think Sith, I think unbridled fury. I want to wade into the fray and impose my will upon enemies. So when the inquisitor was more about force powers than lightsaber techniques, I was disappointed.

Yet Jedi are far more calm and spiritual. For them, it makes sense to focus more on mental disciplines.

Consular’s spells are also more based on telekinesis. Again, mechanically identical, but I find hurling giant rocks at people more interesting than the lightning powers of the Sith, which end up feeling like what you’d see from any mage class in any other MMO.

So not only do the consular’s force powers not bother me as they did with the inquisitor, I even ended up choosing the sub-class more focused on spellcasting.

My agent and Vector Hyllis explore the ruins of Taris in Star Wars: The Old RepublicI have been noticing for a while that — at least for me — role-play and head canon can make a big difference in how I play and what I enjoy in games.

For example, as a rule, I’m not fond of farming for resources or putting much effort into crafting. Yet I’ve been spending a lot of time doing just that in Elder Scrolls Online. Part of this is due to ESO making that a more rewarding activity in general, but a lot of it is down to the simple fact I play a Bosmer. It makes sense for a tribal hunter-gatherer to be living off the land and gathering and crafting her own supplies.

I noticed something similar in Dragon Age: Inquisition. Playing as a Dalish Keeper, I didn’t mind so much harvesting supplies from the wilderness. Again, it’s just what they do. Whereas on my Qunari, I really did view it as nothing but a chore.

I’m sure I could think of lots of other examples of RP altering my play preferences. I know it influences my zone choices in WoW. I wonder if anyone else finds this to be the case? It’s probably just me being weird again.

So, anyway, right now, it’s looking like my Republic main is going to be a Jedi sage. Right now I’m playing him mainly light side, though I don’t plan to be too rigid about it. I will definitely deviate from the Jedi Code from time to time, because there are some aspects of the Jedi philosophy that are just so powerfully stupid and wrong-headed I could never force myself to follow them.

My Jedi consular in Star Wars: The Old RepublicMy general thinking is he is a proper spiritually enlightened type. Taking a bit of inspiration from the Diablo crusader. He’s calm, wise, and compassionate, but still down to earth and approachable, with a good sense of humour — I like taking snarky conversation options where possible.

Meanwhile, I also decided to go back to the inquisitor long enough to finish Korriban — mainly for the payout of Cartel Coins, paltry though it may be — and now I’m wondering if maybe I do want to play it after all, despite my previously deciding to focus on the warrior.

I still wish for more lightsaber-focused abilities, but maybe what I have is enough. And I really like both the story and the voice acting for the inquisitor. Warrior story and voice acting are decent so far, but inquisitor really grabs me.

But I really do like Vette…

As an aside, I realize this is somewhat subjective, but it seems to me like the first companion for almost every class, well, sucks. I’ve played six classes far enough to get a companion, and of them all, Vette is the only initial companion I like. Qyzen and Khem are bland one-note characters, Kaliyo is an unrepentant psychopath, Aric is just a prick, and the first Jedi knight companion is an appliance.

Companions are also my only major reservation about choosing consular over knight, because I know knight gets Jaina Proudmoore as a companion later on.

My Sith inquisitor battling droids in Star Wars: The Old Republic(Yeah, I know her name is Laura Bailey, but she’ll always be Jaina to me.)

Agh, I’m so confused. I want to play everything!

A new writing gig:

In other news, I have just started on a new game writing gig. From here on in, I’ll be contributing regular content to the newly launched site MMOBro. My first contribution is Six MMOs to Watch in 2016. From fresh titles to older games with exciting new developments.

Heroes of the Storm: My Builds – Johanna and Sylvanas

I now continue my build guides for Heroes of the Storm. Today, I’ll be looking at my top-played warrior and specialist: Johanna and Sylvanas Windrunner.

A punisher moves on the enemy base in Heroes of the StormCoincidentally, Sylvanas is also one of the characters you can permanently unlock using my referral link. Learn the details here.

And don’t forget to check out my previous guides for Jaina and Tassadar.

UPDATE: The Sylvanas build has been updated to reflect the changes in the Dehaka patch on March 29, 2016.

Johanna: Shield of the Faithful

General thoughts: Johanna is the archetypal tank. She has very weak damage and mobility, but she’s extremely hardy and offers very strong crowd control. As Johanna, your most likely cause of death is going to be the inevitable overconfidence that comes from being almost — but not entirely — invincible.

Zoning into a Heroes of the Storm match as JohannaAs Johanna, your job is to get into the thick of battle and stay there. Constantly fowl the enemy team with your crowd control abilities. Force them to turn their attention to you — and away from your more vulnerable team mates.

Punish can more or less be your bread and butter damage ability. Condemn is useful for grouping up enemies for your team mates’ AoEs or interrupting powerful channeled abilities, like Valla’s strafe or Li-Li’s jug of a thousand cups. Shield glare is always handy but shines the most against auto-attack heroes like Valla or Illidan, and in rare cases, its long range and ability to ignore walls can allow you to land kills that would otherwise be out of reach. Iron skin’s shield is handy, but its crowd control immunity is arguably even better.

This build focuses on Johanna’s existing strengths, making her the perfect tank.

1: Reinforce: Using basic abilities grants a stack of block, reducing enemy auto-attack damage.

Pretty self-explanatory.

4: Laws of hope: Increases health regeneration. Can also be activated to provide a quick burst of healing.

Johanna has a pretty strong survival toolkit to start with, but the one she lacks is self-healing. This addresses that. The passive healing lets you recover from mild to moderate damage between fights, while the activated ability gives you burst healing to survive in the heat of battle.

Note that the passive regeneration continues even when the ability is on cooldown.

7: Battle momentum: Auto-attacks reduce ability cooldowns.

A versatile talent that allows you to apply crowd control more consistently, get more use out of reinforce, and boost your (admittedly meager) damage.

10: Falling sword: Leap into the air and crash down a few seconds later, damaging and knocking effected enemies upward.

Strong arguments can be made for both of Johanna’s ultimates, but I prefer falling sword. It deals more damage and can hit more targets, and in a pinch, you can use it as an escape tool.

13: Hold your ground: Increases the shield provided by iron skin and reduces its cooldown if it is destroyed.

Another talent that lets you hang in the thick of things longer, reinforcing your role as a frontline brawler.

16: Holy renewal: Shield glare heals you for each hero hit.

This plus laws of hope serves to address Johanna’s lack of self-healing. The healing for each hero hit is actually pretty substantive, so if you hit most or all of the enemy team, you’ll heal for a huge chunk of health. It’s at this point that you really start to get in the “she just won’t die” realm.

20: Indestructible: Upon reaching zero health, gain a shield equal to your maximum health for a few seconds. Two minute cooldown.

The name says it all, really.

If you’re being hit hard enough for this to activate, odds are you just want to retreat. You might also be able to get in some quick healing with shield glare.

Sylvanas: Screaming Fury

General thoughts: Sylvanas used to be an assassin disguised as a specialist, but as of the new patch, she plays more like a traditional specialist, though she maintains strong damage and team fight potential.

My team loading into a match in Heroes of the Storm

Sylvanas’ new talent tree doesn’t offer a lot of clear synergies or obvious builds, but it also allows her to be more versatile than she used to be, whereas before she was simply a glass cannon and nothing else.

With the new build, you’ll spend more time pushing and have a very strong lane presence in the early game, but don’t neglect team fights. You’re still one of the more dangerous specialists around, especially past level ten.

One thing that hasn’t change is that you’re still a very squishy hero with an unreliable escape, so you should still be very cautious, and it remains true that Sylvanas is not a great choice for soloing lanes or roaming the map solo, unlike most other specialists.

1: Paralysis: Increases the duration of black arrows by 75%.

The default duration of black arrows is a bit weak, but this gives you all the extra power you need to completely shut down enemy minion waves, and at level one, that can be a big advantage.

Later on, it also allows you solo mercenary camps more effectively, but despite Sylvanas’ role as a specialist, I’d still recommend getting the help of team mates where possible, especially for bruiser camps.

4: With the wind: Increases withering fire’s range.

Where possible, I like to pick talents that have both offensive and defensive applications. Something Sylvanas excels at is hunting down wounded enemies and finishing them off, and with the wind enhances your ability to do that.

Meanwhile, it also allows you to put out strong damage from a greater distance, thus putting yourself at less risk. This is crucial when you’re as squishy as Sylvanas.

As Sylvanas, your best defense is a good offense.

7: Possession: Permanently take control of any enemy minion. Catapults and mercenaries are immune. Three charges.

Once the game’s worst heroic, possession is actually pretty decent as a level seven talent. At that stage of the game, the enemy team is still going to have some difficulty countering, and between this and paralysis, your early game push power is going to be pretty scary.

Just make sure you’re using it any chance you get. Any time you’re passing a minion wave late game, remember to through out possession as you pass.

Random fun fact: If you possess enemy minions while your team is cursed on Cursed Hollow, the stolen minions will still have full health.

10: Mind control: After a short delay, take control of an enemy hero’s movement for a short time. During this time, you cannot take any other action, but neither can the target.

With possession moved down to level seven, Sylvanas now has two strong choices for ultimates. However, I favour mind control. It’s slightly easier to use, and vastly more fun.

Generally the idea is to find a squishy hero and “encourage” them to stroll into the waiting arms of your team. It’s obviously great for preventing a low health target from fleeing. You can also force enemies into range of your towers (just make sure there are no minions around to absorb shots) or other danger areas, or prevent someone from fleeing Artanis’ purifier beam. With very good timing, it can also serve as an interrupt for powerful abilities, like strafe.

Just be careful not to put yourself at undue risk, as you yourself are helpless during the channel. Maintain a safe distance.

13: Life drain: Shadow dagger heals you for a small amount when it spreads.

This tier is all survival options. I favour shadow dagger as a way to heal up between fights, which is not something Sylvanas can normally do without hearthing or visiting a healing fountain.

Spell shield is also a decent choice if the enemy team has strong ability damage heroes, like Li-Ming or Kael’thas.

16: Cold embrace: Shadow dagger increases damage taken by the first enemy hit.

Lots of good options on this tier. Evasive fire and remorseless are also strong choices, but cold embrace allows your team to really blow up an important single target, like a healer.

20: Bolt of the storm: A targeted teleport on a cooldown.

Sylvanas has a teleport by default, but between how awkward it is to use, her extremely low health, and a lack of strong competition on this talent tier, bolt of the storm becomes the obvious choice.