Fencer Archive

Thread: Master Fencer/Master Doc Ultimate PvP template?

Dromare
Mon May 03, 2004 4:28 am
#27

What moldam said does not apply to everyone. Maybe he is good on his server due to lack of doctors but on bloodfin there is only a select few pvpers on bloodfin that are good that are not doctors. bloodfin has tons and tons of combat medics so the docs pile up. Also he said he never gets fire on him well obviously thats because they don't have any good pikeman there or any good commandos.


Brainplay
Mon May 03, 2004 5:07 am
#28

There aren't enough points alotted to master both Fencer and CM...otherwise I'd have done it





Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

LepusProeliator
Mon May 03, 2004 9:47 am
#29

Fencer = a class that lives a long time w/ all of it's defense mod's(usually...)
Doc = being able to heal yourself of everything but mind, makes lifespan usually even longer in battle
CM = a class that is deadly over long periods of time (if you can live that long under fire)

figure which one works best for you, and go for it



Lepus Proeliator
Master Corellian Corvette Hi-jacker
Tarquinas

"Good guys wear white"
Wolf_Scout
Mon May 03, 2004 9:57 am
#30

I think I have it, going to go Master Fencer/Doc 4/3/4/0 TKA 0/0/0/4.



"Weapons are made to kill, but it is the human mind that decides the amount of pain they will inflict"

Bladepoint Bounty Hunter

Wraiith Commando
BigTrizzle
Mon May 03, 2004 11:08 am
#31

The CM/fencer that said he can beat a fencer/master doctor hasn't fought any good fencer/doctors with high damage stun bats


/ui action clearCombatQueue;

/curep self;


Macro it, toolbar it, GG.



-elzzirtgib-
BigTrizzle
Mon May 03, 2004 11:11 am
#32

against the riflemen dont allow yourself to be kited.... If they want to kite, if you chase them they can kill you but if you dont chase they can't kill. So


This is what I do for theed starport, rifleman goes overt and starts spamming the "I WIN" move of 5 months ago.


I go inside the starport, when they follow, immediately intimidate, and go for dizzy and lunge. If they are smart they will leave the starport lobby.. if not, they run the other direction, you run the other direction. Get out of their line of sight until they are forced to come closer, then go for your damaging attacks or debilating combo (intim/dizykd)


Put that strategy on repeat, works well for 1on1 in the right setings you can always get out of the line of sight of a master rifleman.





-elzzirtgib-
Brainplay
Tue May 04, 2004 6:55 am
#33

Ways to beat a rifleman:


If the area is flat and level with nothing to hide behind then the way to beat a rifleman is by playing mind games with them. If he starts firing and running at you there are 2 choices to be made.


1) Get the drop on them and burst run first therefore closing the range enough for your lunge1 (25m range) to posture down the rifleman allowing you to then stomp him like a bug.


2) Quick charge the rifleman for a very short distance then run AWAY from them. When you make the first charge they are inclined more often to hit their burst run button and keep well ahead of you while spamming headshot3. This makes sure that they no longer have this option when the next phase comes. The rifleman will then proceed to get a nice ego boost and charge after you. If they haven't hit their burst run then they will gladly do it now in anticipation of that sniper shot to the head of "some fencer". At this point you charge him/her when they get to the 64m range and immediately hit your burst run button. The time it takes to stop and move in the other direction allows you to close the distance and restrain the rifleman using lunge1. Burst running isn't necessary though and is more of an insurance or guarantee.


Most riflemen use the jawa ion rifle (stun damage) against armored opponents. The rifle is not very accurate and its best modifier is usually in the mid 30s or 40s. Never stop and stay as far away as possible which allows for plenty of nice misses thanks to our defenses. Move against them only when you are sure you can close that distance before the can turn around. Be prepared to take some damage regardless.



If the area is close quarters or has obstructions around the place then stay under cover and wait for them to come to you. Ranged professions (or at least the smart ones) cant compete in any way shape or form with a melee at point blank range. If there is a wall they cant shoot around then get behind it. They'll try to work all types of angles to get a shot off so keep on your toes. Eventually they'll break down and leave or their ego will get the best of them and they'll attempt to come in after you. We all know that at point blank no melee prof. has a chance against any melee but sometimes when frusturated it goes right over ranged prof. heads. Once the rifleman closes the distance to try and wedge you out feel free to pop and and welcome them to your nice hidey hole with a shot of lunge1 followed by a nice helping of dizzy. No chef food can counter a posture down and the anti-dizzy drinks are a joke. Be sure to have some brandy and/or blue milk handy because you WILL take mind damage regardless. Synthsteak and aircake help mitigate the damage alot so keep those handy. Having a muon on your hotkey bar helps immensely. Use it as a quick mind heal if your stomach is full.



Hope this helps







Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

IlychUlyanov
Tue May 04, 2004 8:55 am
#34

I'm notcing that a lot of people are able to keep knocking me down and I can't seem to heal state fast enough to get rid of the stun. Since I don't have the stacked KD Def that the TKA's do etc etc. Any advise to help counter act this?



Ilych Ulyanov
Bloodfin
Moldam
Tue May 04, 2004 11:44 am
#35



Actually yeah I am the master fencer part cm/doc.........I have fought some of the best docs in the game but there is one thing that places me right above them. Forcing a poison to tick......well boys and girls to be able to get the poison to tick do you know what to do?


You WARCRY or if you go master brawlerwarcry2 your opponent with BE clothes thus enabling them helpless for 10-20 seconds......Here is the fun part Throwing a poison does not break the warcry effect because it does not deal damage right off the bat, thus allowing you to be able to get a tick while they are unable to attack you. Before your warcy wears off go ahead and throw a health poison on them. Then when they lose the warcry effect, a master doc can heal a status effect every 3 seconds. They heal their health poison, because it is the last poison they were hit with. You warcry again and repeat......then Mr master Doc/Master Fencer......I whip out my baton and nail u over the head with my "uber baton" (as you called yours) with scatter hit 2 and you die, unless u have a buddy there that is cm and heals ur mind. It is that simple boys and girls. Take on groups at a time with that temp......Pls dont assume I have not gone against many doc/fencers since it is the class that owns jedi and everyone goes FOM for the GCW. And no defenses dont matter when I heal status effects every 5 seconds including poison and you cant hit me b/c you cant attack anymore.


And no I'm not master brawler right now......I'll be going back soon.......Thank you for playing


Since we are making macros do


/warcry2;


/peace;


Then just apply the poisons in any way you wish.


*Had to edit b/c spelling errors*


Message Edited by Moldam on 05-04-2004 03:00 PM



|\/|0|_|)4|\/| 0P1....."The Cocky One"
J00 G0t PWND, B1 4 H4KD B00TL1cK3R
Cadain
Tue May 04, 2004 1:04 pm
#36

For master doc/master fencers without TKA, do you find that not being able to meditate off mind wounds is a major hindrance? I am contemplating whether or not (for my alt) to drop doctor and get TKA for meditate and more defenses.




Cadain -- Philanthropist
Lazaren Vex -- Master Fencer/Medic
iMMoRtALs
BigTrizzle
Tue May 04, 2004 1:31 pm
#37

I've decided to get 2-0-4-0 doctor with master fencer and keep 4-0-0-4 from TKA for that reason, plus force of will. Disease ticks much less often and is meditated off about 20 times faster than a poison made with spider venom. If i'm effecient at curing the poison I can live with the disease for until I destroy my opponent.


Thats just my logic in the matter. being able to heal states, put out fire, heal nice damage, and cure with toolbared macros is the best combat advantage you can have.



-elzzirtgib-
Moldam
Tue May 04, 2004 6:19 pm
#38

Disease is there to cause an unexpected incap especially when it hits for 600 wounds at once....if you are on Ahazi or Tempest I can show you....



|\/|0|_|)4|\/| 0P1....."The Cocky One"
J00 G0t PWND, B1 4 H4KD B00TL1cK3R
atarashi
Tue May 04, 2004 6:45 pm
#39






Wolf_Scout wrote:
I think I have it, going to go Master Fencer/Doc 4/3/4/0 TKA 0/0/0/4.






Great Choice, now if you have not already, create a looping CoB macro and a heal state macro and you are ready to rock.



| | {ovo} < ORLY? ) Shinjo/Alkaline/Atarashi
| | |) ) Concilium -CoN-
| \__"_"__/__
| / \ IcePit IndustrYz
|0| Mos Eisley 2555 -4742
Page 3 of 4