Combat Medic Archive

Thread: Best PvP Opening Sequence for MCM?

Spookibus
Wed Aug 03, 2005 9:36 am
#1

What I've been doing is this:


1) Paralyze

2) Thyroid Rupture

3) Electrolyte Drain


I have time for one more debuff(usually) before the paralyze breaks and the opponent starts attacking back.


The mind-regen debuff (traumatize, I think) is usually most important to me. I never have time to stick them all. What wouldyou more experiencedMCM's recommend?



Braxius Spookorum -- Leader of xA-Rx

Palata Phasma -- Shimmy Jedi Hawtness

There is no Dhugg... ...There is only Kidders


DarkNexus1014
Wed Aug 03, 2005 11:37 am
#2

Against a melee:

Run forward and knockdown, Paralyze, Electrolyte Drain, Traumatize, back up, Neurotixin, Deuterium, snare with my weapon while running back, fire while waiting for KD timer, run forward and knockdown, Hemmorage, snare with my weapon while running back. Kite until dead.

Against a ranged:

It's been a while since I've fought another ranged fighter (they are getting more and more rare), but it's basically the same, only replace Electrolyte with Thyroid (unless they are a Rifleman, then both are equally important.)



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Valdrox on Ahazi, Trandoshan and Aspiring Mercenary
Master Combat Medic Master Commando Carbineer 0-4-0-0

mmaness
Wed Aug 03, 2005 11:42 am
#3



If you are MCM you can fit in 4-5 debuffs, I'd suggest these two sequences:


Ranged: Paralyze > Thyroid Rupture > Traumatize >Hemmorhage > Electrolyte Drain (maybe if you're RM and they are pistoleer)


Melee/Jedi: Paralyze > Electrolyte Drain > Thyroid Rupture > Traumatize > Hemmorhage


Also you should modify this according to the situation... if you dot, then put shock in there... if your opponent is a medic (i.e. heavy mind user), traumatize is more important, you may forget hemmorhage.... if your opponent likes to spam high SAC abilities (e.g. critical + leg shot + repeat), hemmorhage then kd when they low on action! There is no best opening sequence, if you know your opponent then the sequences I gave above may not be best, otherwise the above are fine til you learn your opponent's playing style.... Remember, as long as you didnt dot right away, you can always re-paralyze later and apply the correct sequence to them!


One more thing: If your opponent has a lot of weapon speed (over 100) then thyroid rupture really has very little effect... so you may want to even skip that step!

Message Edited by mmaness on 08-03-2005 02:44 PM



Bring back the CU or at least Pre-CU... its better that this MMO Third Person Shooter bullcrap
Quandry
Wed Aug 03, 2005 5:50 pm
#4

Meh i dont use paralise it uses tooo much mind. Normaly i blast away and keep them snared. If after the first 30 seconds or so i notice that they are not having action or mind problems...I dot them up with my fire/poison. Then i usualy let em come in a bit and if they are a healer i stunt their mind if not action. If im having a hard time healing their damage because they are ranged i slow their attacks. I dont want to fight the guy all day and most of the time you dont need all that cm stuff. Id rather keep it in my mind. The best way to win a duel iv found is not by draining their mind or action or even force....Its timing. Get em with health less than you can dish out in a kd attack combo. Then land it and enjoy the incap.



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RueKursk
Thu Aug 04, 2005 12:30 am
#5

I always do:

paralyze
thyroid
trauma
electrolyte
paralzye
-run out to 30m-
fire
poison
-kite! kite! kite!-



Rue Kursk
MoS Eisley Syndicate
MeS Complaints Department Officer
Phaylen
Thu Aug 04, 2005 1:05 pm
#6

That all depends. From experience I can tell you that if you're fighting a jedi, always open up with damage. KD, followed by alternating your 2 best damage shots. See how they react as this will give you an idea of what debuffs to use on them. From time totime you'll even catch them offguard and actually incap them when opening up. If they rush you and seem to be doing ok,kite while waiting for their first kd. As soon as it hits, stand and paralyze, then debuff. Always remember that alot of the problem of"To disoriented to do this" comes from pressing aspecial rightas they perform a kd. (I've tested this) You can avoid thismost of the time by timing your specials with long timers and waiting for your 30 sec kd safe timer to kick in, then go to work with the longer timer specials while you're safe from kd.
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