Carbineer Archive
Thread: MBH MC Soloing DJMS
GhOsT767565634765 wrote:
Well I found out today its possible, I kill every 2/4 DJMS solo.
Nyyxx wrote:
When you can land a root, kd and snare you can pretty much never let a melee opponent get to you.
The 2/4 comes when(my theory) the snare/rootsdont land.
MBH/MC doesnt have a root though.....
ChefVomit wrote:
Nyyxx wrote:
When you can land a root, kd and snare you can pretty much never let a melee opponent get to you.
The 2/4 comes when(my theory) the snare/rootsdont land.
MBH/MC doesnt have a root though.....
What do you need a root for?
ThePhantomPoster wrote:
ChefVomit wrote:
Nyyxx wrote:
When you can land a root, kd and snare you can pretty much never let a melee opponent get to you.
The 2/4 comes when(my theory) the snare/rootsdont land.
MBH/MC doesnt have a root though.....
What do you need a root for?
Im new to the carbineer forums. For my last respec I went from rifles to carbineer, on account of picking up a +21 carbineer speed, +25 def v knockdown AAand a +23 carbineer accuracy +25 two-handed accuracy
AA. I now have a very nice ADKed RIS armour chest plate with all 4 sockets filled.
I got these from DJMs. I solo them. About one in ten DJMs drop a very nice SEA. You also get premium crystals, and also some assorted garbage. I was a bit worried about going carbs because I was doing so well as rifles against these guys. But, if anything, I am better at killing them than I was with rifles.
Anyway as an introduction to the carbineer boards, for my first post hereI thought I would let you guys know how Im doing it.
My template is Master Combat Medic, Master Carbineer, 0403 Pistols (and some FS skills).
What I am doing is this: Put your bike in the middle of a nice agro free area 120m or so away from the djm. Go up to 50m from him and hit him with the MC snare. (you only land 1 in 2 or 3 shots against these guys so bear that in mind). start running away. Hit him with headshot, knockdown. stopping shot, snare and anything you have that will reduce his movement speed. When he finally gets to 30m away or so try to hit a disarm shot. If this sticks it makes the next bit a lot easier:
when he is approaching to 10m spam CM paralyze. This hits at 10m. The DJM can hit at 6 or 7. So this is the most dangerous bit in my teqhnique. And is why disarm will help. He wont hit you if he gest too close. (I used to use startle shot with rifleman which is even better). But you can land the para even if he isnt disarmed. Just have to be more careful. (The DJM WILL kill you in one hit)
When he is paralysed hit him with shock and then CM cripple (electrlyte drain). He has now got a lot less defense and has a two minute snare. Run to 30m and hit him with Carbineer cripple. If that lands too he is now walking very slowly and you have a few seconds of peace from running away at all costs. Next land deuterium toss and poison. These specials are really very good at high end content. As they tick for 500 or 600 together no matter what level the enemy is. Whereas with your gun you will take a serious damage output cut against a djm (CL 269 or something it is).
after you have landed your dots you will probably have a minute and a half of time left on the electrolyte drain. So Kite him and hit him with everything you have. Knockdowns, legshots, cripple, whatever. Just make sure that when he is about to lose his cripple you are running towards your bike.
When he loses his snare jump on the bike and kite. Stay within 60m of him and stay closeish to his spawn point or he will retreat. Let the dots do their work. WIth the dots and the damage you put in to start he should be well over half dead when the dots run out. Im afraid at this point you have to get off your bike and repeat the process. You will not be able to take him with one application of dots.
After doing the above for the second time he should be down to 0 health before the dots wear off. Get off your bike and kill him. You may miss 2 or 3 shots but keep firing!
So that is how I do it anyway. I have got to the point where I can solo a DJM 9 out of 10 times. This process takes about8 minutes to kill him in total. When I die its cause I messed something up. Usually trying to apply para when he is not crippled. He runs fast.
A few tips:
Have stopping shot as a backup plan. It is very nice when it comes off and gives you a lot of time to do what you want to do. But it only lands 1 in2 times. If you rely on it you will die.
Try to get +5000 NS faction. Most of the agro around a DJM will be NS. This will help you out a lot as they wont agro you.
Have burst run ready. If things go Pete Tong you can always use that to kite for a bit to get things under control. Again dont rely on it cause you can only use it once. And you need to apply the dots twice.
Use your light. Zoom out to max. Know where the agro is and stay away. Dont kite in the mountains if you have no terrain negotiation.
Anyway hope that helps any aspiring DJM killers. I have been having great fun killing these guys over the last week. Its an absolute blast to be able to solo something that takes a group of 4 knights or 8 normal profs to kill. Peolpe are always asking me how I do it so reliably. Well there you go.
Hope to be around the carbineer forum much more now Ive gone carbs. So far I think its a great prof.
marinesniper02 wrote:
mbh/mc/pistoleer 0-4-0-4 gives you a root though :-P
ModusBH wrote:
There aren't really any caps i believe...
I think he means on clothes, but if not then yes, there are no real caps anymore. Except for softcaps and stuff.