Bounty Hunter Archive

Thread: Fighting a Master Defender

Thassk
Tue Jul 12, 2005 11:10 pm
#27







mysterpurple wrote:




lol its kinda funny that you mention that, i kinda scoffed at his comment of more reasons for jedi to be rebalanced....


you know i would calla stalemate between two fighters a pretty good balance....but i guess thats just me







it wasnt between two players it was a stalemate between a CM + jedi versus a master defender ...



P.S. i stand corrected about the holocron gobbling ty for clearing up the23 hour thing ... i still think being able to fight 7 minutes on 0 health is too long though ... in my humble opinion avoid incapp is a jedi skill which was developed to protect jedi agaisnt gank squads .. i dont see its relevance in a one on one fight ....


they are talking of nerfing cloak ... andsome other abilities, but idont think thats neccesary... the only things idagree with if i saw jedi get nerfed again are ... #1 stacking saber block %'s with food or whatever else ......and #2 avoid incap.. those two abilities just seem to me to be geared towards the old system of defending yourself against gank squads

Message Edited by Thassk on 07-12-2005 11:26 PM



vThasskv
Hnglka
Tue Jul 12, 2005 11:35 pm
#28






Thassk wrote:







mysterpurple wrote:




lol its kinda funny that you mention that, i kinda scoffed at his comment of more reasons for jedi to be rebalanced....


you know i would calla stalemate between two fighters a pretty good balance....but i guess thats just me







it wasnt between two players it was a stalemate between a CM + jedi versus a master defender ...



P.S. i stand corrected about the holocron gobbling ty for clearing up the23 hour thing ... i still think being able to fight 7 minutes on 0 health is too long though ... in my humble opinion avoid incapp is a jedi skill which was developed to protect jedi agaisnt gank squads .. i dont see its relevance in a one on one fight ....


they are talking of nerfing cloak ... andsome other abilities, but idont think thats neccesary... the only things idagree with if i saw jedi get nerfed again are ... #1 stacking saber block %'s with food or whatever else ......and #2 avoid incap.. those two abilities just seem to me to be geared towards the old system of defending yourself against gank squads


Message Edited by Thassk on 07-12-2005 11:26 PM




well i read most of the thread but I can tell you that I consistently beat a guildie that is master defender MLS by sapping and force draining him. As a master defender I can outlast his damage but since he failed to take offensive utilities I just drain his mind and action away until he has no choice but to die. The Healer should have used improved force sap and improved shock to make the defenders day a living hell...



Hnglka - Wookiee Jedi, Intrepid
M'ack- MBH/MC Medic, Intrepid
Meklor- Crafter of Biowares Trader, Intrepid
mysterpurple
Wed Jul 13, 2005 12:21 am
#29






WookieOgre wrote:





REDLION78 wrote:
Yet more reasons Jedi need to be re-balanced






What, rebalanced to the point only BH's can heal and Jedi can't ROFL. See it's posts like this that I can not stand looking at the BH, Jedi, and GCW forums. Did you not even read what was said.


Yes he couldn't win but neither could the Jedi as he would just heal the damage done to him. So in essense the devs have created Heal Wars. This has nothing to do with Jedi being unbalanced, it has to do with the fact everyone can heal so good with food/buffs that fights take 10-30 mins.


To the poster, not much you can do if the Jedi is able to mitigate your damage output to the point its just a healing fest. I would say if you had CM you could nuke his mind regen or use paralize to catch him off guard but obviously you don't have those.ONly thing I can suggest is getting a stronger weapon. That's how Jedi can take down defenders now, using their highend sabers. Other Jedi with low end sabers are sol.


Other than thattake pride in the fact if it was another Jedi template (not defender), you would have probably won.







lol its kinda funny that you mention that, i kinda scoffed at his comment of more reasons for jedi to be rebalanced....


you know i would calla stalemate between two fighters a pretty good balance....but i guess thats just me


ImageAccess
Wed Jul 13, 2005 12:34 am
#30


I fail to see the point of this thread. What I got out of it was, a Jedi couldn't kill you (even with the advantage of load killing). The only thing that sounded like it was working was his defenses. Yay, defenses work....

Gilbert45
Wed Jul 13, 2005 1:15 am
#31






REDLION78 wrote:
Yet more reasons Jedi need to be re-balanced






Please try to get in into your head. Not all jedi are master defenders. Ok?


Here, let me say it again: Not all jedi are master defenders.


You are calling out nerf onfive different masterys because ofone you find difficult to cope with.


I was very happy to se the OP actually say "master defender" instead of just "jedi". A rare sight indeed on this forum.


Sp4nky
Wed Jul 13, 2005 1:47 am
#32

Took down an Mdef yesterday solo. Took about 40 minutes of "work". Dots, Mezzes, and snares are your friend. And as someone previously stated...Pray you don't miss.



___________________________________
( jedi can fight at 0 health for a looong time .. as loong as the amount of holocrons they got in their invetory)
-----------------------------------

This statement is completely false.
Avoid Incap = /forceDrain self

it takes away 1000 force each use, adds a huge snare. A double mastery Mdef has around 6500-7k force. Single mastery Mdef has about 6k force...thats a total of 3 minutes of avoid incap....40 minute fight..and he's going to drain all his force in 3 minutes? yeah that would be smart.

As for holocrons, you can only use one a day. Know what your talking about before you speak.

Message Edited by Sp4nky on 07-13-2005 04:49 AM





Droozy wrote:
Typical of Reoze to go straight in to criticize and be the bad guy...



MasterSad
Wed Jul 13, 2005 1:50 am
#33



TheVeryBadDay wrote:
Well, unless you're a MCM with the ability to stop his mind regeneration, you are screwed indeed.




If 1on1 vs Mdefender just stopping mind regeneration may not be a key. #1 thing you need to do is to keep distance, do snares, root, KD, whatever you can but keep distance.



Sad
Imperial Pilot Ace, Sergeant

JSF has only one weakness - its pilot...
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Sp4nky
Wed Jul 13, 2005 1:53 am
#34



MasterSad wrote:


TheVeryBadDay wrote:
Well, unless you're a MCM with the ability to stop his mind regeneration, you are screwed indeed.




If 1on1 vs Mdefender just stopping mind regeneration may not be a key. #1 thing you need to do is to keep distance, do snares, root, KD, whatever you can but keep distance.




Main tactic i used was
1. Mezz him about the time he should heal...or would heal
2. Keep break aura/Infusion whatever way possible...Mezzes work well
3. While KD'd..mez him to keep him from standing..get an extra hit off with extra daamge
4. Did i mention mezzes?
5. Water works well too...If you have a root get him in a small river and root him, can't heal etc.
6. Synthsteak/Duelest, Every few minutes...I'd pop a synth, turn on duelest stance, and physically tank him for 30 seconds. Attacking for 30 seconds straight will drain a jedi's force bar very quickly.





Droozy wrote:
Typical of Reoze to go straight in to criticize and be the bad guy...



MasterSad
Wed Jul 13, 2005 1:56 am
#35



Sp4nky wrote:


MasterSad wrote:


TheVeryBadDay wrote:
Well, unless you're a MCM with the ability to stop his mind regeneration, you are screwed indeed.




If 1on1 vs Mdefender just stopping mind regeneration may not be a key. #1 thing you need to do is to keep distance, do snares, root, KD, whatever you can but keep distance.




Main tactic i used was
1. Mezz him about the time he should heal...or would heal
2. Keep break aura/Infusion whatever way possible...Mezzes work well
3. While KD'd..mez him to keep him from standing..get an extra hit off with extra daamge
4. Did i mention mezzes?
5. Water works well too...If you have a root get him in a small river and root him, can't heal etc.
6. Synthsteak/Duelest, Every few minutes...I'd pop a synth, turn on duelest stance, and physically tank him for 30 seconds. Attacking for 30 seconds straight will drain a jedi's force bar very quickly.



That's about it



Sad
Imperial Pilot Ace, Sergeant

JSF has only one weakness - its pilot...
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"Don't be too proud of this technological terror you've constructed..."
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Profile for Saitek X52|RSS feeds for SWG forums|The SWG Pilot Code of Conduct
Sp4nky
Wed Jul 13, 2005 2:04 am
#36



MasterSad wrote:


Sp4nky wrote:


MasterSad wrote:


TheVeryBadDay wrote:
Well, unless you're a MCM with the ability to stop his mind regeneration, you are screwed indeed.




If 1on1 vs Mdefender just stopping mind regeneration may not be a key. #1 thing you need to do is to keep distance, do snares, root, KD, whatever you can but keep distance.




Main tactic i used was
1. Mezz him about the time he should heal...or would heal
2. Keep break aura/Infusion whatever way possible...Mezzes work well
3. While KD'd..mez him to keep him from standing..get an extra hit off with extra daamge
4. Did i mention mezzes?
5. Water works well too...If you have a root get him in a small river and root him, can't heal etc.
6. Synthsteak/Duelest, Every few minutes...I'd pop a synth, turn on duelest stance, and physically tank him for 30 seconds. Attacking for 30 seconds straight will drain a jedi's force bar very quickly.



That's about it




Like i said...took 40 mins and at the end i was still like..."Um you got bored and let me win, didn't you?" They're nearly impossible to beat..Much more luck then tactics, But the above is pretty much the only tactics you have against them. You can't drain their force by shooting them like people with FA2. Healing costs little force (150-200 i think)

Fighting Mdef's isn't fun, its not worth it, its not rewarding...don't bother..Go after some enhancers

I've had fights with MDefs last an hour and a half only to have the guy run to a house...Don't even bother with them





Droozy wrote:
Typical of Reoze to go straight in to criticize and be the bad guy...



HanzoShinobi
Wed Jul 13, 2005 2:12 am
#37



Isamu-alva wrote:


HanzoShinobi wrote:
so your friend is a full temp jedi and still couldnt beat the MD? I can easily beat a MD jedi 1 on 1. Only thing that gives me trouble is avoid incap since I dont have force drain.

with all those rebel commandos spamming fire dots with their flame throwers *trust me they hit very hard when all those dots are hittin ya* you and your full temp jedi guildie, I find it hard to believe you couldnt take down 1 single jedi if he isnt using avoid incap.

But if just a BH, as the guy above suggested, CM is best to go.


He was using force drain but it wasn't sticking, and they were just bog standard rebels, no fire dots in site.

As I've said, I could've beat him if I had 60 minutes to spare but as I was forced into this fight by this jedi trying to load kill me my goal was survive first, win second.

If I'd took this guys bounty then I wouldve stuck at it until I beat him down..




sorry bout the rebel npc confusion, on my server there are about 100 rebel commandos in AH that spawn with flamethrowers. another bugged spawn.

1 mistake I see is, your friend using force drain. If hes not using AI there is no need to use Drain. Even now, drain isnt needed anymore like it used to be. Only time I have seen it work great is when there are a 4-5 jedi group fighting a master defender on AI, his force pool is gone in a second with that many using drain.

Your friend should have been just pounding on the jedi with his best saber moves. With him and you doing dmg, the jedi would have to be on the defensive the whole time spamming heals and keeping aura etc up. So he wouldnt have been doing any dmg to you or your friend and would have died pretty quickly from either no force or no mind from healing so much.



Hanzo Shinobi
parTisapEnt Uf SpeSHUL OOlimpix
-<9>- GoLD MedULs ONE anD KounTinG
Pwnt By LOWCA Bishes
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