Carbineer Archive
Thread: Just another message...please read :) (pvp tactic)
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-orecki-
Mon Sep 13, 2004 1:25 pm
#1
I seem to find that with carineer in pvp the most effective thing i can do is make someone fall over and have them STAY down. If you are BH carbs and master Carbineer you technically have 8 knockdowns (4 of them being posture changes) I start a battle off with warcry 1 then i thrower in 6 intimidates (intimidates DO stack and help a LOT when trying to place states on people) then i quickly follow up with full auto single 2 and hope for them to become dizzy. once this happens i underhand shot them and i get them floppin then i continue to shoot full auto single 2's and hope they stay dizzy, most of the time they get up soon
but when this happens even with the 30 second knockdown timer i just switch to another knockdown which for me is suppression fire 1. if you have a target dizzy and you land suppression fire/actionshot and they kneel it seems to me when the try to get up they fall over. and then i yet again wail on targets with full auto single 2. i find the posture changes to be the only way to knockdown a melee def. stacker because of there high knockdown def. since posture change kdis not a direct knockdown it is much easy to use.
8 knockdowns
------------
action shot 1 (while opponent is dizzy)
action shot 2 (while opponent is dizzy)
suppression fire 1 (while opponent is dizzy)
suppression fire 2 (while opponent is dizzy)
underhandshot
fire knockdown
chargeshot 1
chargeshot 2
i am only BH carbs 2 and carbineer 0-0-0-1 right know so i only have 4 knockdowns but i hope to have more soon.
i just wanted to know if others use there knockdowns as there main weapon/skill in pvp combat aswell. and tips, comments, or criticisms are all welcome!
Halendor
Mon Sep 13, 2004 1:40 pm
#2
Most PvP players have high knockdown resists, and if they don't there is always food available. A posture down attackis a good alternative though.
X-Kalibur
Mon Sep 13, 2004 4:38 pm
#3
I'm also pretty sure that chargeshot1&2, underhandshot, and fireknockdown are all on the same timer. Also, confusionshot is much better for dizzy + stun. For one it is almost guaranteed to land the states, for another the dizzy lasts longer. (also, I think suppressionfire 1 and 2 are the same timer, but Actionshot1 and 2 are on a seperate timer from suppression).
-orecki-
Mon Sep 13, 2004 5:21 pm
#4
X-Kalibur wrote:
I'm also pretty sure that chargeshot1&2, underhandshot, and fireknockdown are all on the same timer. Also, confusionshot is much better for dizzy + stun. For one it is almost guaranteed to land the states, for another the dizzy lasts longer. (also, I think suppressionfire 1 and 2 are the same timer, but Actionshot1 and 2 are on a seperate timer from suppression).
I dont have confusion shot yet
but i hope to have it soon
TAfirehawk
Tue Sep 14, 2004 1:12 pm
#5
X-Kalibur wrote:
I'm also pretty sure that chargeshot1&2, underhandshot, and fireknockdown are all on the same timer. Also, confusionshot is much better for dizzy + stun. For one it is almost guaranteed to land the states, for another the dizzy lasts longer. (also, I think suppressionfire 1 and 2 are the same timer, but Actionshot1 and 2 are on a seperate timer from suppression).
It is my understanding that the KD and PD timers are on the target, not the shooter. This means all attacks from all professions have the same timer.
But States have different timers......and Carbineer does not have the longest timers which is sad ![]()
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