Lia wrote:Something I had to learn - you need to drag the ability to pass the Huttball out of your General Abilities page, or people will raaaage on you. >.>
That and you have to bring the ball behind ENEMY lines
Plenty of people bring it back to their own base cause they are conditioned by WoW's Warsong Gulch.
But over all, Huttball was probably my favourite activity before I cancelled my subscription. As a Juggernaut, even without a DPS setup you're just a powerhouse ball carrier - mostly due to your ability to close gaps/get out of trouble very fast with your 2 charges and the interference
Other great, empire ball carriers: Powertechs and Sith Sorcs/Assassins, so if you see these running towards the centre to pick up the ball - rather support them
As a piece of advice since so many play Sith Sorcs here from what I've gathered:
Your sprint is an awesome utility spell in that war zone - you can use it to run over the poison pit without taking any damage or getting slowed down at all. (Which is also the reason they can grab the ball the easiest at the beginning of a game)
And, with sprint up - you can dare to run through the fire if it's between you and the enemy's goal line (As long as you have your ability up to remove snares/immobilizing effects) or if you have an angry mob behind you - you'll get ~2 ticks but that's about it.