Beginner-friendly guide to the PvP Novare Coast Map in SWTOR. Details the rules of the game mode, the Map layout and its secrets, class-specific and general recommendations, tips and strategies!
The guide is up-to-date for Patch 7.7
Table of contents
Introduction
Novare Coast is located on the Outer Rim planet of Denova. You might also recognize this planet from the Explosive Conflict operation. Why are the Republic and Sith Empire fighting for control over this planet? This is due to the high concentration deposits of Baradium, an element that’s very volatile and is often used in creating explosives such as thermal detonators.
Whoever controls Denova would have an advantage in the war as they can manufacture explosives using the baradium found on the planet. Novare Coast is one such conflict zone that both the Republic and Empire seek to gain control of in order to gain a foothold on Denova and its baradium mining operations.
In this warzone, the two opposing teams will compete to gain control of two to three turrets found throughout the map. Unlike Alderaan Civil War and Yavin Ruins, no damage can be done to the enemy base unless a minimum of two turrets are under a team’s control. It then becomes a race to who gets the turrets first, who can maintain them, and who can steal them whether by taking control of an enemy’s turret or sneaking control of it inch by inch.
Rules of Novare Coast PvP Match
Novare Coast will have two teams competing for control of two turrets until the enemy’s base is destroyed. As the game starts, the team races to reach at least 2 of the 3 turrets to gain control of them.
From there it’s a matter of maintaining control of any turrets they claimed and attempting to capture other turrets if necessary from the other team.
Similar to maps such as Alderaan Civil War and Yavin Ruins, this map revolves around maintaining control of turrets to deal damage to your team’s objective except for a minimum of two turrets are required at all times in order to keep this goal.
With wide open spaces, it can take a while to send reinforcements from one spot to another so good communication is required to succeed on this map.
When you enter Novare Coast, you’ll see this UI in your HUD (image above). On the sides are both the health bars and the health percentages of the bases.
As damage is received from turrets, these health bars and numbers will decrease until they hit zero, ending the match. Below these is a shield icon that indicates the status of the base’s shields. This shield icon may flash if the base is under attack from one turret but no damage will be done unless two turrets are firing at a single base.
One turret is needed to keep down the shields while the other is needed to do damage to the base. When two turrets are under a team’s control, they’ll deal 2% of the enemy base’s HP every 8 seconds. This would mean that it takes about 6 mins and 36 seconds of owning two turrets to win the game.
The three circles with turret icons inside indicate how much control a team has over a turret. For example, the west turret icon is under the control of the gold team as it is completely yellow and facing right.
Meanwhile, the east turret is controlled by the purple team and is facing left. A turret facing upward such as the south turret icon is under no one’s control. You may also notice how this is half yellow and half purple.
As a team gains control of a turret, their team’s color will take up more of the space and should it fill a turret completely, they’ll gain control of the turret. If a turret icon is facing right but is half gold and half purple, that means it’s under the gold team’s control with the purple team being halfway to capturing it. The opposite is true if the situation were reversed.
A Turret control console
Capturing a turret requires 8 seconds to complete, though what makes this map unique is that you can have multiple people capturing the turret at the same time.
If two people were to capture a turret at the same time, it would only take 4 seconds to capture the turret.
A Turret’s capture zone
Outside the turret control consoles, you can find a semicircle formed by small markers in the ground. You are able to target and capture the turret anywhere within this area.
This can force a lot of the group fighting to be centered in this area as people will be contesting it to prevent the enemy team from capturing a portion of it.
Novare Coast Map Layout Overview
This is the map of the Novare Coast Warzone. The tower up on the northwest side is called the West turret, the northeast turret is called the East turret, and the south turret is called the South turret. Dotted throughout the map are various buffs you can use so memorize their locations.
- Tank Movement: These lines indicate the typical paths tanks will take, usually one to guard an objective and another to fight on the front lines.
- DPS Movement: These lines indicate the typical paths DPS units will take, usually straight to the heat of the battle.
- Healer Movement: These lines indicate the typical paths healers will take.
- Cloaker Movement: This indicates where stealth units such as Shadows/Assassins and Scoundrels/Operatives move, typically at the start of the battle.
Healing Node
Touching this instantly restores a large chunk of your health.
PvP Buff
This is a buff that increases damage done, healing done and reduces damage taken vs players by 15% for a short time.
Movement Speed Buff
This increases your running speed for a short duration.
Turret
The Turrets are your primary objective to capture and maintain control of the Novare Coast. Never leave these unguarded.
High Traffic Zone
This is where you’ll often see a lot of movement, typically of incoming enemies or allies. You’ll want your eyes on these areas as this is where enemies will be going to or coming from.
Points of Interest on the Novare Coast Map
This section of the guide details some of the unique segments of the map that you may hear being referenced by other players and would be a good thing to know them before you venture ahead and join the game.
West Turret and East Turret
An uncommon path invaders may take is to go behind and around to reach a turret. Both West and East turrets have these paths so a turret guard has to consider the possibility that someone coming in from the other side turret can work their way around here.
Sniper Cover Spot
There are small barricades that can be used as cover by Gunslingers and Snipers. These face outward of the south turret area and towards the spawn zones.
These are best used if your team has control of the south turret and wants to keep an eye on the enemy’s spawn zone.
Teleport node location suggestions
Teleporting abilities such as Phasewalk, Hideout, and Hololocate are best used in this map to either get out of a bad situation or to cut travel time when moving from one turret to another.
Alternatively, you can place them inside the turret control buildings if you get pushed or pulled out while enemies are trying to take it over. If you’re guarding a turret or are fighting in the south, consider making a trip to a nearby healing node to plant your teleportation spot. This way you can jump to quickly heal up if you’re in need of it.
Role-Specific Tips and Recommendations
Some of the images in this segment of the guide are from the Rishi Stronghold PvP Area. They are used to more clearly and easily illustrate the scenarios and situations described below.
Tank Recommendations and Guard Swapping
As a tank, you should be doing one of two things. You’re either defending a console or door from invaders or you’re in a conflict zone such as the Middle Zone. In either scenario, you should be guarding an ally that is nearby.
It is imperative to know how to swap Guard when fighting alongside two or more allies. To do this, you’ll need the Guard Ability set to something quick to access (I use the F key). Next you’ll need to open your Interface Editor to make sure the “Target of Target” window is enabled. This should allow you to see something like this:
Nadia is looking at me and her target (me) is on the far right. This is what the “Target of Target” window enables. So if you’re in a battlefield, you can press Tab to swap enemy targets in front of you to see who they’re targeting. If the enemy is someone like a Sentinel/Marauder, Shadow/Assassin, or other enemies that can deal high damage to your ally, you need to guard the ally they are targeting.
The fastest way to do this is to set a hotkey to acquire the target of your target. To set this hotkey, go to Preferences > Key Bindings > Targeting and scroll down until you find “Acquire Target’s Target”. Set the key to something you can quickly and easily access (I use the `~ key, the one right next to the 1 key). Now you have no excuse to NOT protect your allies in an efficient manner!
Stay within 15 meters of your guarded ally so their damage is reduced by 50%. The other 50% of that damage will be transferred to you. This damage can be reduced through your tank stats such as Damage Reduction, Defense Chance, and Shield Chance! Guard Damage will break Stealth. The enemy group will likely begin to focus on another target that you aren’t guarding. It is then your responsibility to find out who they’re focusing next, target their target, and guard that ally and repeat this process as necessary. The ability to Guard Swap is one of the core skills that separates the bad tanks from the good tanks in PvP alongside DCD timing and Resolve Bar management.
DPS Recommendations
Your job is simple, you just kill the enemy team to allow your team to secure a console/door. Though it’s not as simple as it may seem, anyone can fire blaster bolts at someone all willy-nilly.
You must focus your fire on priority targets such as healers or squishier DPS units such as Sages, Sorcerers, DPS Shadows and Assassins, and DPS Vanguards and Powertechs.
Utilize target markers to show teammates which target they should prioritize on. Typically a target with the Target symbol above their head takes first priority while a target with the Flame symbol above their head takes second priority.
Support Recommendations
Every combat style can provide support in some form or another as there is no dedicated support class outside of healers. Speaking of healers, you just need to heal your allies as usual with your priority being the tank if you have one (who should be guarding you).
Should all of your allied DPS fall in combat, you and the tank should have the means to stall hopefully long enough so your allies can respawn and run back. This is more easily done in the Middle Zone but can be harder to pull off in Snow or Grass if it’s being raided as it takes longer for everyone to reach there.
Let’s look at some of the many unique abilities among combat styles that offer great support for their team.
Sentinels/Marauders with access to the Transcendence/Predation ability are great to have at the start of the match.
When used, this ability grants group members within 40 meters 80% more movement speed, 10% increased defense chance and purges movement impairing effects such as slows. This is great to use to help everyone reach the turrets sooner and hopefully secure them before the enemy does.
Gunslingers/Snipers have access to a great ability called Scrambling Field/Ballistic ShIeld. This creates a circular area with a 10 meter radius that reduces damage done to allies within the area by 20% for 20 seconds. With a 3 minute cooldown, this should be used wisely and during times when combat is very intense.
Stealth Scan is an ability that Troopers and Bounty Hunters can gain access to. When used, probe droids will scan an area for 15 seconds, detecting any enemy stealth units. If an enemy stealth unit is caught, they’ll be immobilized for 3 seconds.
Allies within the area also gain 50% movement speed so long as they remain within it but will keep the effect for 6 seconds if they leave the area. This ability is great to use right after a stealth unit uses their combat stealth to disappear mid-combat.
Catching them will throw them off and ruin their momentum. Since this is on a 10 second cooldown with a 15 second duration, Stealth Scan can have a 100% uptime in an area. You can even link the two zones to increase the area where allies get increased movement speed.
Gunslingers/Snipers also have access to the Diversion ability which creates an area with a radius of 8 meters that reduces accuracy of enemies by 45% for 6 seconds.
This is good to use if you’re dealing with a lot of melee classes or classes that use a lot of weapon damage. Additionally, this can be used to pull a Gunslinger/Sniper out of cover even when they’re using the Hunker Down/Entrench ability which blocks most forms of CC!
Tank Vanguards/Powertechs get access to the Riot Gas/Oil Slick ability. This ability creates an area with a 10 meters radius centered around the caster which lasts 10 seconds.
Any enemy caught within this area will have their movement speed slowed by 70% and their accuracy reduced by 15%. This is good to use in the console capture zone as the enemy is forced to exit the area and unable to capture the console, or try to capture the console while making them an easy target.
If your combat style has access to an area ability that can be cast at a specific point, then you must keep an eye on the control point if you’re fighting near one. Oftentimes someone attempting to capture one will hide behind the point to avoid targeted abilities. Area abilities will ignore this so casting this on top of the control point will stop someone in the middle of capturing the point.
Stealth Recommendations
Stealth units have the luxury of entering combat on their terms. In Novare Coast, their job is to act as recon, capture control points, and/or dispatch priority targets in group combat.
Non-stealth units will find it difficult to type in the midst of combat, meanwhile stealth units can tell their team about enemy movement while hidden away. While providing recon is important for your team, don’t let it be the only thing you do. Contribute to your team’s efforts by participating in group fights or capturing enemy turrets.
Communication is an important task for any stealth unit to perform. While they have the ability to type safely while cloaked, they should learn to abbreviate their words to cut down on their time typing. Here are some common abbreviations and terms used for PvP communication:
- DPS = Damage Per Second, typically to refer to a damage focused player.
- Tank = A player who focuses on defense, typically tough to kill
- Heals/Healer = A player who focuses on healing other players, they are
- AoE = Area of Effect, typically a damaging ability that hits several targets in an area.
- CD = Cooldown
- DCD = Defensive Cooldown
- GCD = Global Cooldown
- CC = Crowd Control
- Mez/Mes = Mesmerize stun, typically lasts 8 seconds and breaks on damage taken.
- Sap/Sleep = A mesmerize stun used from stealth
- Rez/Res = Revive
- Omw = On my way
- Cap = Someone attempting to capture an objective
- MVP = Most Valuable Player
- Thrower = Someone who is intentionally throwing a match
- Farming/Inting = The act of intentionally getting killed to help the enemy team
- Carrying = The act of helping a team member or the whole team to win when they would not have been able to otherwise.
- Pocket Healer = A healer who only heals one person, typically someone who queued with that player.
How to Guard a Turret on Novare Coast
What separates the good turret guards from the bad turret guards? Vigilance, discipline, communication, and knowledge. This role is a very important one and sometimes, not the most exciting one, but one that should be filled regardless of the situation.
More often than not, the turret guard will end up having to fight a lot of 1v1s during their duties. Due to this, it is very important for them to know their rotations and how to use their abilities against certain enemies. For this portion of this guide, we’re looking at this role from the perspective of a side turret guard such as one stationed at the East or West turret. The South turret is more often than not the center of attention as it’s very close to both spawn points. Due to this, it will have constant combat going on for the majority of matches. Let’s go over the various aspects of guarding a turret.
Lookout Duties and Communication
When you guard a turret, you must keep your eyes on the high-traffic zones as that’s where enemies will come from. This can be seen as the most boring aspect of the job by many but it is by far the most important one.
In the images above you can see highlighted areas. These areas are where you want to keep your eye on for incoming enemies. The moment you see an enemy coming, you need to type to your group how many are going to where.
With the wide open spaces in Novare Coast, turret guards may find themselves repositioning at their post to view different areas. Learn to be efficient when doing this and not neglect side and south views. Now let’s use an example scenario for defending a turret.
You’re at the West turret and you see 3 enemy players (highlighted in red above) coming from the East turret. What do you type to your team?
While you could say “We got 3 enemies incoming to the west turret”, it’s inefficient. Instead you must summarize that to something like “3 inc west” or “3 INC WEST”. Whether or not you use caps or not is up to you, just limit the caps to recon chat remarks and not standard chat. This allows your team to quickly know how many are coming to the west turret and how many to send your way, in this case at least 2 people.
If you were to just say “INC WEST”, this can cause your team to overreact and send the whole team there leaving another turret unguarded only to find out there were 2 invaders. Use your nouns and adjectives when typing because people can’t read your minds and often lack map awareness.
Do not be one of those people who doesn’t state incoming or states incoming after they died or about to die. You must be proactive with your lookout duties to ensure the best odds at maintaining control of your turret.
If you’re guarding a turret and lack stealth, this spot is a good place to hide so you cut off line of sight from enemies while still being able to keep an eye on the high-traffic zones. The East and West turrets offer these barricades however the South turret does not.
Spacing
What is spacing? Spacing is your ability to keep your distance from your opponent when necessary. Why is this important? To deal with mesmerizes and incapacitated.
More often than not, the type of enemy that will be attempting to capture a turret from you will be a stealth unit. They have access to a stealth mesmerize which will leave you unable to act for 8 seconds, this is just enough time to allow them to capture the turret.
In the images above are highlighted zones, these are the areas in which you want to stand in. Standing out here will make the enemy spend a second or two running to get to the point if they incapacitate you, leaving you a second or two to react once the mesmerize wears off.
If they’re very dedicated towards capturing your turret, they’ll have a backup incapacitate that can be used out of stealth. Spacing is very important so you can use that second or two to react in order to save your CC breaker ability for this second incapacitate. If you use it on the first, this makes you unable to get out of the second allowing them to capture the turret with ease.
A common trick enemies will use is to hide behind an obstacle. This prevents the guard from using any targeted abilities to stop their channel. Area abilities are a good way to get around this but if you lack a point-and-click area ability, a good substitute is to use the various V-9 Grenades made by Cybertech crafters. I would recommend the V-9 Cartel Waste Grenade.
These will deal the damage you need to stop a channel and not fill their Resolve Bar, all while slowing them by 70% for 9 seconds. This will allow you to fill their resolve bar with your own CC as you see fit.
Any of the Cybertech grenades work except the V-9 Pyro Grenade. That grenade deals indirect damage over time and will fail to stop someone from capturing the turret.
Keep in mind that the grenades share a cooldown of 3 minutes, so if you use one you can’t use the others until the cooldown is finished. With Novare Coast having a lot more open space than other maps with similar objectives, grenades are useful here for hitting numerous cappers in an area.
Number of Guards
A common mistake people make is leaving too many people guarding a turret that doesn’t have a lot of activity, primarily the side turrets.
For the most part you only need one person guarding the turret. This job is best suited for someone who has high durability, great dueling potential, stealth, or stealth detection.
Having unnecessary guards, leaves the other players participating in group combat at a disadvantage as they will be left outnumbered. In some instances, however, you can have at maximum two guards if the other six players are competent and able to hold a turret well. Though I would only recommend doing so if these two guards lack stealth or durability. Otherwise don’t be selfish and leave your team outnumbered because you think guarding a turret is “easy”.
Stalling and Sacrifice
If you find yourself outnumbered and waiting for reinforcements, focus less on trying to defeat your opponents and more on surviving for as long as you can. At one point or another during your duties as a turret guard, you’re going to run into a situation with you having zero odds of surviving.
While you wait for reinforcements you must use your DCDs, Warzone Medpacs and Adrenals, and use the terrain to cut off line of sight from your opponents. Cutting off line of sight can prevent targeted abilities from being used on you so they will need to waste time repositioning to use that ability again. With enough time, you might just live long enough to get help or at the very least, ensure allies can defend the turret as you respawn.
The Best Turret Guards
Before we look at the following combat styles, I want to emphasize that any combat style can act as a turret guard. It’s just that the following tend to excel more than others due to their kits and abilities. If you’re not one of these combat styles as a turret guard, remember the tips above to maximize your productivity!
Kinetic Combat Shadows and Darkness Assassins
From personal experience, I would argue that the best objective guards are Kinetic Combat Shadows and Darkness Assassins. They have the durability of a tank and the ability to communicate safely as a stealth unit.
These two aspects fuse very nicely when guarding as they can move around while stealthed to get different viewing angles without revealing themselves.
They also have a passive stealth detection buff from their combat style which can allow them to see enemy stealth units if they get close enough. Though their strongest feature is the fact that they make excellent duelists and a well practiced Shadow/Assassin can take on just about anyone in the game.
Let’s go over some of their useful abilities as to why they make such great guards.
The ability Deflection grants the Shadow/Assassin +50% Defense Chance for 12 seconds. On top of that, an area around them within an 8 meter radius decreases Force and Tech damage done to anyone caught within. Since Force and Tech damage is very prominent in PvP, this is an excellent ability for reducing damage from numerous caster classes.
The ability Force Wave/Overload is an AoE push that will knock up to 8 enemies back in a 15 meter cone. Targets hit by this ability will be immobilized for 5 seconds though direct damage after the first 2 seconds ends the immobilize effect. With this ability, they can stall an invading team for a good duration of time but even more so with a Rakata Freeze Bomb. The Rakata Freeze Bomb is a consumable grenade that when thrown, deals elemental damage and immobilizes up to 4 targets in the area for 6 seconds. When combined with Force Wave/Overload, the Shadow/Assassin can root 4 people for 11 seconds while barely filling their resolve bars.
If the Shadow/Assassin has the Dusk Ward passive from their ability tree choice, then even attacking them can prove counterproductive. Should all 15 stacks of their Kinetic Ward/Dark Ward break, all nearby enemies will receive a debuff that causes affected targets to lose 20% accuracy for 6 seconds.
DPS Stealth Units
Any stealth unit can serve as a great guard. With their ability to remain invisible, they can safely type incoming while being hidden from enemy eyes.
A foolish opponent may think the console or door was left unguarded, dropping their guard. If it’s one thing stealth units love (particularly the DPS variants), it’s getting the drop on an unsuspecting foe. DPS Shadows/Assassins and Scoundrels/Operatives make excellent duelists and should be able to deal with any 1v1 scenario they encounter during guard duty. Though they will be at a disadvantage if they are outnumbered, they can at least stall by using their mesmerizes from stealth as they wait for reinforcements.
Gunslingers and Snipers
Gunslingers and Snipers can find themselves acting as turret guards due to their unique passive ability, Ready for Anything/Spotter.
When they enter cover, they build stacks of this ability with each stack granting them one level of stealth detection (up to 30 stacks). This is accumulated once per second over 30 seconds and is lost when they exit cover. The increased stealth detection allows the Gunslinger/Sniper to have better odds of detecting stealth units.
Let’s delve into the wonderful world of how stealth mechanics work in SWTOR for a little bit. Stealth units can enter stealth mode that makes them invisible while increasing their stealth level by 15. This is contested against an enemy’s stealth detection level, in this case 30 for the Gunslinger/Sniper. This means the Gunslinger/Sniper will be capable of detecting a stealth unit within 15 meters, though even then there’s no guarantee.
SWTOR uses a dice-rolling system to determine if a stealth unit is seen or not by someone with stealth detection. This is done by rolling the stealth level vs stealth detection once every second. If the Gunslinger/Sniper wins the roll, they can see the stealth unit.
With that in mind, you can see the stealth detection ranges in the image above. Up to the orange, zone is where a Gunslinger/Sniper can detect an untalented invisible unit such as a non-stealther under the effect of the Smuggle/Infiltrate ability.
Up to purple is where a Gunslinger/Sniper can detect an invisible Shadow/Assassin or Scoundrel/Operative who has the basic 15 stealth levels.
The green zone is where a Gunslinger/Sniper can detect a Scoundrel/Operative who has an effective stealth level of 18 with the Sneaky/Infiltrator passive. Last, the blue zone is where a Gunslinger/Sniper can detect a Shadow/Assassin with an effective stealth level of 25 with the Kinetic Surge/Obfuscating speed passive.
Stealth mechanics aside, Gunslingers/Snipers cannot be leapt to while under cover so they should be able to deal a large chunk of damage to someone coming their way. Assuming they aren’t already dispatched, it shouldn’t be too hard to finish them off.
The only downside to having a Gunslinger/Sniper is that they work best when remaining stationary which might not always be a great option vs a mobile opponent or if their opponents closed the gap.
How to Capture a Turret on Novare Coast
Capturing a turret is also known as “capping” a turret or to “cap”, while capturers can be called “cappers”.
Oftentimes, a turret controlled by the enemy will have at least one person guarding it. Those who are confident in their dueling capabilities should be attempting to guard or capture a turret as it becomes a matter of skill when the fight between the guard and capper inevitably starts. Though we’ll be going over some dos and don’ts to improve your ability to take an enemy turret by force or subterfuge.
As a reminder, the semicircle of markers indicates the area in which you can capture the turret, you don’t need to be up to the panel!
The DOs and DONTs when capturing a turret
Do:
- Do assess the situation when making your way to a turret. Look all around your surroundings to see if there are any enemies also making their way there, how many enemies are already there, and what kind of enemy they are.
- Do understand your own limitations. Some combat styles naturally counter others, so knowledge of your combat style and other combat styles can vastly improve your ability to judge whether or not you can secure a turret.
- Do remember to communicate what you see to your team. If you see one enemy guarding a turret but 5 enemies are fighting somewhere else, that means there are 2 enemies unaccounted for.
- Do remember that it’s better to leave a turret guarded by 2 enemies to focus your efforts with the bulk of your team so you can outnumber the remaining enemies.
- Do remember that multiple people capping a turret at the same time greatly decreases the duration needed to capture.
- Do try to take every inch you can. You’ll notice a bar with 8 segments at the turret console, this shows the progress a team has at capping it. It takes 1 second to get 1 bar so even getting 1 bar during a chaotic battle puts your team that much closer to capturing it. Just don’t neglect the well being of yourself and your allies and try to fight when you can.
Don’t:
- Don’t assume that an empty enemy turret is unguarded. It’s far more likely that it’s being guarded by a stealth unit meaning you should be on your guard. Most stealth units tend to get cocky and use their mesmerize the moment you’re in range. If they do this, take advantage of this if they fill your resolve bar making you immune to CC.
- Don’t assume your team will capture a side turret scot free. Oftentimes some enemies appear to a side turret just to stall your team from capturing it. If you can, deal with these people by slowing them, incapacitating them, mesmerizing them, whatever it takes to allow your allies to capture the turret.
Best Combat Styles for Capturing a Turret
When it comes to which combat styles make the best cappers, it is no contest, not even by a longshot. The units best suited for the job are stealth units including Shadows, Assassins, Scoundrels, and Operatives.
While the DPS variants can quickly take out a target, healer and tank variants are just as capable of securing a turret. This is done by using two mesmerizes which can leave an opponent unable to move for up to 16 seconds.
For Shadows/Assassins, they’ll want to use the abilities Mind Maze/Mind Trap and Force Lift/Whirlwind. For Scoundrels/Operatives, they’ll be using Tranquilizer/Sleep Dart and Flash Grenade/Flashbang.
Mind Maze, Mind Trap, Tranquilizer, and Sleep Dart can only be used while stealthed, so they’ll be the first incapacitates to be used. In the event the target uses their CC breaker to stop the capper, the capper can follow up with Force Lift, Whirlwind, Flash Grenade, or Flashbang to leave the target unable to act for another 8 seconds.
As soon as they are incapacitated again, the capper must immediately interact with the turret controls to ensure that they capture it by the time the guard breaks free. If you’re a capper who just pulled this off, then congratulations! You are now the turret guard until further notice!
This type of combination isn’t limited to stealth units either. Commandos/Mercenaries have access to the Concussive Round/Concussion Missile ability which will incapacitate a target for 8 seconds.
When paired with a V-9 Seismic Grenade, they can also leave a target unable to act for up to 16 seconds. This same effect can be accomplished by Guardians/Juggernauts with the Awe/Intimidating Roar ability with a V-9 Seismic Grenade.
If you see an enemy under the effects seen in the image above, please DO NOT attack them. Whoever incapacitated them likely wanted them to remain incapacitated and all of these effects are broken by damage. The incapacitated player WANTS you to attack them so they can break free and defend the turret.
Novare Coast Map Strategies
The following strategy scenarios are some that are rather common with their effectiveness depending on the placement of the enemy team. These will assume the enemy team follows the first strategy, the Standard Scenario, and explain how this can provide your team an advantage in the game.
These strategies will be seen from the Republic spawn’s side towards the south but can be mirrored on the north portion of the spawn zones.
Standard Scenario
The most common scenario you’ll see is that 1-2 people go towards the side turret (in this case West) while everyone else fights to gain control of the South turret.
Typically the two going to the side will split their duties with the more mobile one going to capture the turret while the other provides support to keep off any intruders they can see from stopping their ally.
Once captured, one or both may take up guard duty depending on what they are capable of. From there it’s a matter of communicating with their team for incoming players while the majority of the conflict takes place at the south turret.
Standard Scenario with Invading
A rather inefficient but not too uncommon scenario is to send 3-4 people to a side turret to capture it only to leave one on guard duty while the rest try to invade the other side turret. This can lead to them capturing both side turrets while the south would likely be captured by the enemy.
A strong frontline would need to head south to stall for as long as possible while the invaders would need to be more mobile to quickly reach the other side turret.
In the event the invading team manages to capture both side turrets, they may find it hard to maintain control of the side turret close to the enemy’s spawn zone as they can reach the area a lot faster than the invading team. Though this can lead to the enemy team panicking and sending their team to the side turret near them leaving the South turret vulnerable allowing your team to invade it.
Cycling Scenario
An efficient enemy team that cycles their members to different side turrets either for offense or defense can be tricky to deal with.
They typically travel in groups of 4 leaving the other 4 to continue fighting at the South turret. Keep an eye on enemy movements as if they send more to a side turret, this can leave the South turret vulnerable to a raid.
SWTOR PvP Maps Guide and Tips for all Roles
A beginner-friendly guide to all SWTOR PvP Maps - Warzones and Arenas. Detailed overview of the environment and gameplay tips for each role!
SWTOR PvP Huttball Guide: Nar Shaddaa Map, The Pit
A beginner-friendly guide to the Nar Shaddaa PvP map, also known as the "classic" or "original" Huttball : rules, map layout and tips
SWTOR PvP Quesh Huttball Guide
Beginner-friendly guide to the Quesh Huttball PvP Map in SWTOR. Details the rules of Huttball, the Quest Map layout, tips and strategies!
SWTOR PvP Vandin Huttball Guide: Sky Shredder Map
A guide to the SWTOR PvP Vandin Huttball Guide map, also known as "The Sky Shredder": rules, map layout, strategies, role-specific tips!
SWTOR PvP Alderaan Civil War Map Guide
Guide to the SWTOR PvP Alderaan Civil War map, detailing all of the game mode rules, the map layout, strategies, role-specific tips and PoIs!
SWTOR PvP Yavin Ruins Map Guide
Guide to the SWTOR PvP Yavin Ruins map, detailing all of the game mode rules, the map layout, strategies, role-specific tips and PoIs!
SWTOR PvP Voidstar Map Guide
Guide to the SWTOR PvP Voidstar map, detailing all of the game mode rules, the map layout, strategies, role-specific tips and PoIs!
SWTOR PvP Odessen Proving Grounds Map Guide
Guide to the SWTOR PvP Odessen Proving Grounds map, detailing all of the game mode rules, the map layout, strategies, role-specific tips!
SWTOR PvP Ancient Hypergate Map Guide
Guide to the SWTOR PvP Ancient Hypergate Map, detailing all of the game mode rules, the map layout, strategies, role-specific tips and PoIs!