Useful Abilities

This section will continue to be expanded. I have more content but there have been a number of changes.

Force Speed. This ability is king. You ignore the ball snare and seemingly most other snares. When shielded you can speed through the fire. This makes Sages and Sorcerers particularly strong since they can do both for themselves.

Force Leap / Force Charge. When you have the ball, look for people ahead of you in a place you want to go. Leap to them. This is especially helpful if you have been knocked into the pit or you are stuck behind a hazzard. You cannot leap to someone using cover.

Intercept. When you have the ball, look for team mates ahead of you in a place you want to go. This is a level 50 Guardian / Juggernaut ability that functions like Force Leap / Charge to a friendly target.

Extrication / Rescue. It allows a Sorcer/Sage to pull a team mate to themselves. 30m range You can move to a better position and suddenly bring the carrier to you. You can also pull the carrier back if they get knocked into the pit.

Force Pull. Use this to pull the carrier out of position. Preferably into the pit. This ability has been removed from Guardian and Juggernaut I do not know if anything else has changed with it, need confirmation.

Overload. This ability is quite powerful because it's only on a 30 second cooldown. This is the AoE knockback that Sorcerers/Sages have. Position yourself so that your enemy is between you and the pit or you and a firewall or acid pool. Knocking people into a firewall is usually fatal. Knocking people into an acid pool followed by a stun is often fatal, but good players can usually survive this if they're not already low on health.

Force Push. This ability can mean the difference between a win or loss, primarily because of its range. If the carrier is coming, push them into a firewall and kill them. If they're about to cross the goal line, push them backward into the pit. This has a long cooldown (2 minutes) so while handy, it's nowhere near the power of Overload.

Chilling Scream. This ability is an AoE snare. You want to use this liberally to try and separate the assist train. Now that firewalls are on a short timer, this ability can lead to deaths for the opposing team.

Defending against Force Leap. If you are a ranged class that has to stand still to do a lot of damage, always put your foot on the edge of a platform or acid pool. Leap positions the player directly in front of you, which generally means they'll fall straight down. Portable Cover also prevents Force Leap.

Stun. This is one of the strongest offensive weapons. Try to save it for focusing down a particular target. Now that there are 12 players, attack in groups of 5 or so. A stun combined with focus fire on the carrier should lead to death before they can pass the ball. You cannot pass while stunned.

Tanking stances. If you are a Guardian, Juggernaut, Shadow or Assassin and you have the ball, you should consider immediately switching into your tanking stance. You gain the benefit of your shield and increased armor. If you are on offense running with the carrier, switch to tank stance and apply guard to the carrier.