Fencer Archive

Thread: First couple of days as a melee.... (Updated with heals)

EnderUK
Wed Jun 29, 2005 12:01 am
#1


Okay so I've been coverted back to melee, I use to be a triple threat smuggler before the Curb. I stuck with a rangedsmuggler for about 2 months but lost my faith in SOE ever making smuggler worth it. So I dropped it, in facted killed my1 1/2year old smuggler character and picked up a knife and started fighting.


My template is the Fencer FOTM, Master fencer, swords 0034, tka 0400, doc 4004 and I do like it, always wanted to try out fencer


one vs one duels

vs Kiters:

I've killed all but one who was a carbine accuracy stacker that hit for a punch, he had around 400+ accuracy. The rest I could heal up quite well enough and some timed burst run foods was able to stay with them close enough to incap. Being a kiter before my reroll I know nearly all the tricks and more of the kiter The fact that I have an ld1 and range arms helps alot


vs Jedi:

seems about 50 50, master light sabers with defender seem to have the edge over me and are able to do more damage than I can heal up. Hopefully this will improve with the next publish giving a boost to my bacta, especialy the jab. Aginst none masters my CoB + infusion usualy keeps up with the damage and anything extra my bacta shot and ruby + stims can take care of.


vs other melee:

don't know yet I think I'm the only one on the server /jk


vs ranged CM: this guy slowly ripped me apart, any time I'd do damage to him he'd paralysis and heal up before attacking me again. He finished me off with a paralysis, prone, aim, sniper shot. He had built that template to hunt and kill healing Jedi though so a healing melee wasn't really any trouble


many vs many


I seem to have a big target on my head that says kill me first. Once agian hopefully I will be helped out with the pub19 heal increase. I think I need to run around with my teams jebi to remove me as a target. Some more testing on this is going to be needed.


What I like about this template.

speed and damage if I can get close enough is insane.

CoB and infusion when I manage not to have server client lag is great.

Self buffs are always good heals.

I'm not going to have to spend millions on tapes sinces defence with cob is high and speed is insane with buffs.

snares, kd, stun and blind are all good to have

using very little food, action and mind regen food, booster blue. I then have burst run food and ruby for when I need them.


what I don't like about this template

I seem to have a sign that says hit me in large pvp battles

They really need to make cob an on the move thing. Lag issues make it a challenge to hit and things like cob and other specials are difficult to use

healing is not as good as I thought it would be and more often then not I end up just using ruby and stims


So any tips on how to beat the MAster light sabers, CMs and in many vs many?



EDIT: Just thought against the accuracy stacker and I could heal up all the damage he did to be with ease. Healing is insane now I didn't even need to use stims just shot and jab and infusion. When I caught up to him I ripped him apart



Message Edited by EnderUK on 06-29-2005 09:26 PM



I too use to have a fancy sig, then it got pwned - Kenney Ender
DanteTheMagnificent
Wed Jun 29, 2005 12:35 am
#2

Great read, been away from melee for almost nine months and thinking of coming back myself. Gained some valuable insight.


As far as how to handle the CM's - hate to say it, but equip that rifle.


CM abilities max out at like 32-35m range. CM healing actually isn't impressive. At all, really. It's enough to lengthen the life expectancy a bit, but it's nothing to rely on (usually use stims with my MRM / MCM until I can paralyze my target to allow for CM healing). Staying out of reach of paralyze will be the key for melee - since there's time to paralyze, electrolyte drain (MURDERS melee'ers), then get back to a safe distance.


Some classes naturally tend to trump others, and CM tends to get beat up by good ranged people (due to ranged WAY outdamaging CM healing), and tends to adminster the beatings to melee (due to debuffs keeping melee'ers from almost never getting into effective combat range).



Wish I had some insight into fighting MLS, but they're just natrual melee tanks and can probably just outlast any other melee combo. They'll match you or beat you in damage done, and coupled with other nifty Jedi trees, it pretty much ensures their survivability. Guess that's the 1.5x that people keep referring to. =)








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Cibila
Wed Jun 29, 2005 1:28 am
#3



EnderUK wrote:
vs other melee:
don't know yet I think I'm the only one on the server /jk





No your not , we can duel if you want to practice some melee vs melee

Cibila
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