Brawler Archive
Thread: Discussion of Brawler skills
I'm just curious as to what everyone thinks of the various special moves for brawlers, and how they use them. Here's my own opinions. Keep in mind I fight mostly with polearm, so this is from that standpoint.
Berserk:
Increases the amount of damage you do, and the amount you take. While berserk, you can't perform any special skills.
My assessment:
Basically, it just makes the fight shorter. In the end, you've probably taken as much damage because of the increase as you would had you not used it, plus the additional chunk of action used by just doing it. Since you can't use any other specials while berserk, I feel it's pretty much useless, and not worth using at all. I don't even have it on my toolbar.
Warcry:
Stops the enemy from attacking for a short time. They basically just stand there and take it.
My assessment:
Seems to last about 8-10 seconds. Enough time for me to get in 2 attacks without the mob hitting back. So the sequence is basically (1) Enemy hits me twice (2) Warcry (3) I attack (4) I attack (5) Enemy hits me twice. When not using warcy, it would be (1) I get hit twice (2) I attack (3) I get hit twice (4) I attack (5) I get hit twice. It really only seems to save me from one round of enemy attack. Though considering the cost of using it takes away from my HAM anyway, it's not much of an advantage, unless I use it towards the end of a fight, to finish off the mob. So that's when I usually try it, halfway through the fight, where two more hits will finish the mob off.
Intimidate:
Makes the enemy do less damage for a short time. I've verified this, as a vynock normally does about 75 damage, when intimidated they do around 30.
My assessment:
Lasts long enough to save me from a lot of damage, as it seems to more than half the damage the mob does. It has a poor success rate though, so I won't use it more than once per fight. So I'll attack, attempt to intimidate, if it fails too bad, I just fight to the end. Over the course of several fights, there's definitely a noticed decrease in damage taken overall. I like this one.
<Weapon> Hit:
Does more damage than the normal attack.
My assessment:
No use, since I'd rather target specific pools. Seems like the same as doing berserk, considering the cost of using it for an entire fight would probably cause more damage to yourself.
<Weapon> Lunge:
Changes the position of the enemy by one step (stand->kneel, kneel->prone). For enemies that are usually standing, this seems to make them unable to attack while kneeling or prone.
My assessment:
Only seems ok when done twice in a row, to get the enemy prone. You'll be able to get in an extra attack and it'll do more damage than usual. Though it hardly seems worth the HAM cost. I never used, and haven't used it since the knockdown nerf so it's probably worse and you wouldn't be able to get them prone.
<Weapon> Stun:
Haven't tried it at all.
Anyone else care to discuss?
<Weapon> Stun:
From my experimentation, it seems that when an enemy is stunned, they're easy to hit. I've yet to miss an enemy that is stunned. They still seem to do the same amount of damage when they hit, and their attack speed is the same. Although the appear to miss more often also.
My Assessment:
I've been using this as the opener for all fights now. Seems to work most of the time (maybe around 85-90%), and the stun lasts for almost the entire fight. I've yet to see a miss come up when using leg hits after stunning. Seems like a great move, as it makes me waste less HAM in special moves missing. I wonder if it actually affects the success rate of other moves, like intimidate or warcy. Maybe I'll try that if I get a chance tonight. It also does damage like a normal attack, which is nice, because about 30% of the time it'll hit the action bar, which helps make the fight even shorter.
Intimidate, stun, leg, leg, leg
Or if I need to heal its
Intimidate, stun, leg, (press heal), leg, actually heal occurs, then if I am not too badly beaten up I warcry, leg leg
Afterwords I heal heal heal heal heal heal because I always take near fatal punishment against supposedly lesser matched opponents.
I'm a Twi'lek 1-handed swordman III /scout, and it bugs me that players are asking to be tanks and take more damage. I feel they need to get to know these moves. I fight with aGaderiffi Baton and Idon't wear armor and take out whites and yellows with only one death (do to LAG) with this character.
I have my stats set for max strength, Constitution, quickness & stamina, minium focus & willpower, added 100 to mind, and the rest is split into health and action.
about 50% of the time I start off with a Wire Mesh Trap which debuffs the animals Melee defense. if the mob is humanoid, solo or only with bluesI don't use a trap. thenI use /follow, 1H dizzy 1, 1H Body 1, /Intimidate, and 1H Body 1 or /follow, 1H dizzy 1, /Intimidate, and 1H Body 1. then hit with dizzy or Intimidate if ether one did not work. Note: some MOB have great denfense vs blank, so if you notice Intimidate is not working onblank types try a diferent move!