Commando Archive

Thread: What is the strongest PVP Profession?

DPawlik349
Mon Feb 02, 2004 6:35 pm
#1

I'm new to the game and was wondering what the strongest profession is for PVP.



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Iama Moose
TheReborn
Mon Feb 02, 2004 6:36 pm
#2

Combat Medic...



gnnnndnnnng):ggggggggggggggggggggggggg)
Wavelighter-X
Imperial Colonel
Elder Jedi :: Master Freelance Pilot

I Support a Conversion Back to Pre-CU or CU
SkipMalone
Mon Feb 02, 2004 6:39 pm
#3

At the momentthere isno one all powerful profession. To have an "ultimate" PvP machine you need to dabble in many professions... Rifleman/TKA seem to be a pretty powerful combo at the moment. With the combat balancing in a month or two the defensive stacks will be no more......


cloudy the future is


___________________
Cresslin
-Master Commando-
{Leader of DFR}
First mohawk on Flurry
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DPawlik349
Mon Feb 02, 2004 6:45 pm
#4

What is combat balancing?



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Iama Moose
SkipMalone
Mon Feb 02, 2004 7:04 pm
#5

Sorry I dident make it more clear. The developers have decided that the combat system in place right now is unbalanced and unfair. To correct these problems they have proposed a patch in the upcoming months that will nerf... errr I mean fix the combat system. I am trying to be open minded about it, but so far the changes seem to only hurt us commandos. Im starting to have flashbacks of elementry school when the teachers would put my desk in the corner with cardboards " blinders ". My parents always wondered why I hated school...


Anyways thats it... Combat balancing. My suggestion to you would be not to find the one great PvP template, but find a profession that you enjoy playing... Or just holo grind like the other 3/4 of the SWG community.


___________________
Cresslin
-Master Commando-
{Leader of DFR}
First mohawk on Flurry
------------------------------



DPawlik349
Mon Feb 02, 2004 7:11 pm
#6

Do we know what professions will become stronger because of this combat balancing?



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Iama Moose
Cakins7005
Mon Feb 02, 2004 7:56 pm
#7

The big 3 combat professions are TKA, Rifleman, and Combat Medic. I have a Combat Medic alt who also has Master Doctor. Since he is human, he is extremely powerful. I have fun poisoning wookie doctors over and over again. Since their mind stats are so crappy, it costs them an insane amount of mind to cure themselves. The devs favor Combat Medics because they played otheronlinerpg'sand felt that there should be amage/spellcastor type. They alsoput inCreature Handler for similar reasons. They wanted anecromancer type. I feel that Commandos, Bounty Hunters, and Combat Medics should be the best classes in the GCW because of the skill point requirement.


Commando is a broken class that needs fixing. I once dabbled in grenadeer and then dropped it. Lol, with Master Brawler people can punch farther than commandos can shoot. The accuracy is terrible. The flamethrower is the only good weapon. Riflemen outdamage commandos. Commandos get crappy defenses. The flamethrower is getting nerfed down so DOTS don't stack for one person. Even though the flame goes through armor, it is very hard to kill someone with it if they are buffed.




Eti Vauspavim
Dark Jedi Templar
Imperial Pilot Ace
mega3113
Mon Feb 02, 2004 9:11 pm
#8




Do we know what professions will become stronger because of this combat balancing?






After the wonderfully well thought out changes to defense stacking go into place everyone will get hit. A lot. All the time basically. Because of thisbuffs and super composite armor will be the only way to do anything in this game. Due to this I would recommend at least some Doctor in you template. The combat class won't matter as much. They will all be equal. A master Dancer/TKM will be as tough as a TKM/MF/Master Brawler. The only difference will be the buffs and the armor. Well until they realized thehuge newissue they created then they'll nerf that....


SilentJay1284
Mon Feb 02, 2004 10:13 pm
#9

IF used correctly, the following classes make powerful PvP templates:

Master Pistoleer/Rogue/Master TKA this give the perfect balance between range and melee, defense and tools. You have Dizzy/KD, Crowd Control, Area Attacks, LowBlow/Panic Shot, and meditation. Both Mitigation. Able to pick up Medic and Exploration 3

Grenadeer/Master Pistoleer/Rogue You replace TKA with Fire. With this, you are able to torch at 16m. Able to use the Launcher Pistol for some powerful attacks. Good defences and great versus turrets. You also want to know that although the FT does has a pretty high miss rate, its true purpose to is hopefully eliminate PCs from the fight. Effectively, you gain the Crowd Control of Panic Shot, and the LowBlow/Panicshot, which allows the target to be on the floor for 7-11 seconds. A personal choice to finish this off is with Medic, followed by either Meditation 4 from TKA or Exploration 3

Combat Medic/Rifleman. The purpose here is to completly take out the mind and take players out of combat for a long time. Can also be replaced with Pistoleer/Combat Medic in case your stats doesn't allow high mind. But with the requirements of CM, the rifle is able to dizzy and the supression fire will KD PCs from the distance. A slower, but effective way to control a player.

Expert BH/Pistoleer. By far BH is at a state of no defense and death comes fast. One good choice is to bring the best out of pistol and turn it into a swiss army knife. I personally would NOT go for Torso Shot and instead go for Novice Medic.

Master Brawler/Master TKA/Master Fencer. The near impossible to hit template due to extremely high ranged and melee defenses. Very hard to defeat, and very power in combat, even more so when fully buffed. The only weakness to this in my experience is the Combat Medic and the Expert BH/Pistoleer. With high acc. and eyeshot, this template fails IF, and only IF they are at a large distance. CMs are unavoidable and all combos are doomed to this fate.

Doctor/(INSERT CLASS). The standard healer/fighter combo if you choose. Powerful due to buffs and able to prevent CMs from killing you. A personal, and very effective combo is the following: Master Doctor, Pistoleer 0-3-4-4, Combat Medic 0-0-0-4. The goal of this template is being able to withstand all attacks while the Mind Poisons tick away. The terrain nego is also an added plus. And Fanshot is spammable at 1 sec to 1.5 sec.

I hope this helps a bit.

Message Edited by SilentJay1284 on 02-02-2004 09:15 PM



Azu'Ran -Black Company (BC)-USaint of Killers U
Leave this dam game, leave this game and move to WoW when it
hits stores! !


JCruz
Mon Feb 02, 2004 10:27 pm
#10

you forgot one.


Bounty Carbine 4 and Master Carbineer.


From a rangesd standpoint you get 190 carbine accuracy and 100 carbine speed at least.. you can spam knockdown/dizzy all day.. the person will NEVER get up. Even tka/fencer will go down from this eventually.



Jedi Initiate.
maddogs
Mon Feb 02, 2004 11:04 pm
#11

jcruz sed


you forgot one.


Bounty Carbine 4 and Master Carbineer.


From a rangesd standpoint you get 190 carbine accuracy and 100 carbine speed at least.. you can spam knockdown/dizzy all day.. the person will NEVER get up. Even tka/fencer will go down from this eventually.




no actuly this isint a big hit unles your attacing one on one becous the defence you have useing this templat is crap and you are esly killed




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Daniel' Judson-Leonheart

SilentJay1284
Tue Feb 03, 2004 7:10 am
#12

I left the BH/Carbineer class out because Carbines are about control. The combo us very bad, and very dependant on foods, spice, and buffs. With the other templates, you are able to use many attacks in full armor. With the BH/Carbine, you will do confusion, charge, cripple, heal, and wonder why thier life barely is going down.



Azu'Ran -Black Company (BC)-USaint of Killers U
Leave this dam game, leave this game and move to WoW when it
hits stores! !


Daker-Naritus
Tue Feb 03, 2004 8:15 am
#13

Well, it's not commando...
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