Combat Medic Archive
Thread: PvP and CM's
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Zicre
Thu Feb 03, 2005 9:00 am
#1
I'm new to pvp and am (almost) MCM and am a MR....
just wondering what you guys find more effective in pvp, diseases or poisions? And if you have any tips for me on order to apply, which stats work best, etc. I know it will depend on the profs I'm fighting with and stuff... but any input would help.
Thanks!
Yakisoba1
Thu Feb 03, 2005 9:11 am
#2
I can tell you what I fear: Mind Poison. Seems every PvP I get into, the defining moment is when I get mind poisoned. From that moment on, I have to figure out an answer to that tick, or it'll get me. That means taking Ahrisa, Muon, Cho-nor-hoola (before the fight) and getting to a doc ASAP.
In addition, you can triple incap noobs using a combination of poison and disease. Say you get a mind disease and a poison on someone. When they incap, if the poison ticks long enough, they will get up, only to have the disease incap them again. It's ugly.
The other thing you ought to know is that you will be target #1 in PvP. Never run your tag. If anyone sees you toss anything, they'll target you and not let up until you are incap or dead.
Mitigating this is the fact that you can still toss dangerous attacks that have a lasting effect even if you are killed almost immediately. Get used to dying, and you'll do fine.
You can stay under cover for a good while by just healing mind for your big killers and not throwing poison.
--Yak
Grendelwyf
Thu Feb 03, 2005 9:18 am
#3
poisons tend to be more effective in pvp from my experience. diseases take 40 seconds to tick, and for the most part, pvp encounters don't last long enough for it to actually play a role in the fight. also, unless you have a nice venom disease or the victim has a high bf, the disease isn't going to tick for very much either.
aMeRiKa
Thu Feb 03, 2005 10:52 am
#4
In PvP with your current combination, a poison is by far the way to go. Throw a poison at 50-60m range, with a good tick around 500. If you can make em higher the better, but around 500 and you will be fine. Then you keep your distance from anyone who is melee by running around, avoiding any Posture Downs or DIzzy attacks. During your running, you use Head Shot on them, and drain their mind. Granted, with full stats,a decent dancer buf, 2 brandy, and a Muon in emergency you shouldnt have to worry to much about someone getting your own mind, that is why you should have some good armor, to prevent off any high dmg attacks. Only people I worry about in PvP are really good Doc/Rifleman, and Jedi.
Wea-sel
Thu Feb 03, 2005 5:27 pm
#5
Yakisoba1 wrote:In addition, you can triple incap noobs using a combination of poison and disease. Say you get a mind disease and a poison on someone. When they incap, if the poison ticks long enough, they will get up, only to have the disease incap them again. It's ugly.The other thing you ought to know is that you will be target #1 in PvP. Never run your tag. If anyone sees you toss anything, they'll target you and not let up until you are incap or dead.Mitigating this is the fact that you can still toss dangerous attacks that have a lasting effect even if you are killed almost immediately. Get used to dying, and you'll do fine.You can stay under cover for a good while by just healing mind for your big killers and not throwing poison.--Yak
He is so true, I've been getting into PvP lately, and almost every time, I'm the first target after they see me throw. I've given up wearing armor, and even buffs don't protect you that great. I don't wear armor mostly because when I PvP 9/10 there is a Jedi in the opposing group and all of you know, armor doesn't block LS. If you're fighting in a city, clone and insure right as you get there, once you die, clone, run back, make sure everyone is poisoned/diseased as you see fit, then you'll die again. If you die fast enough, meaning little time between deaths, your PvP rating doesn't drop, if you're even concerned about that. If you're also a doctor and CM, you'll be your groups best friend if you have area cures and area stims and fire blankets. On Bria, if you have mind fire, that basically means you win, if it is strong enough.
Mustelafuro
Fri Feb 04, 2005 7:07 am
#6
Get ready to be hated
If you have good stuff anyway...lol I wear my MCM tag and stay overt, no point in hiding anymore. I die alot! But its ok, I tend to start the fight more as artillery, get my stuff off before they toast me, then my crew is in good shape. After I rez or clone, heal the better fighters, or concentrate on the opposing jedi.
Mostly these days I go after the jedi and docs, if I can get them down, my crew can handle the rest. Oh and keep an eye for melee stackers, your group will usually need you to soften them up a little too. Make some really good range heals, they rock 
DeathIage
Sat Feb 05, 2005 5:01 pm
#7
definitely use poisons first...if they start to run add a disease and follow them till they self incap..hehe
NecrozDarksoul
Sat Feb 12, 2005 7:02 pm
#9
Single Fight - Disease, then Single C, then Single B, then flurry shot til dizzy, then headshot3. If they have doc skills keep the poisons on them . Don't back off and adjust accordingly but STACK STACK STACK. They can't heal faster than you can stack. If you have decent poisons.
Group PvP - Area C, Area B, Disease, Area C, Area A. If you happen to targfet a doc then use headshot3 and pop a nice Single C and B if possible. If a doc has less than 200 blue they cant heal their poison off and are rendered useless.
Group PvP - Area C, Area B, Disease, Area C, Area A. If you happen to targfet a doc then use headshot3 and pop a nice Single C and B if possible. If a doc has less than 200 blue they cant heal their poison off and are rendered useless.
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