Game Guides Archive

Thread: Tuesday Tips September 6th Combat Moves

Thunderheart
Tue Sep 06, 2005 11:05 am
#1


Each week, we start a thread for you to your share game tips with fellow players. Be sure to join in and add your helpful tip.


Do you have a little known command you use all the time?




A cool place to visit?


A trick (non-exploit) to getting more out of the game? Share it here.










Combat Moves


This week, we have three combat moves from Gen00b, Jedi-of-the-Hills, and Etyrnal. Join in and post your own successful combat moves too!




Rifleman Combo Move


Knee-cap shot (rifleman) is quite useful too if you want to slow down your opponent. They can't run for a few seconds which gives you the time to move out of their range and stay within rifle range (over 50m should do the trick). Combined with root this is very effective.


By: Gen00b



Carbineer Combo Move


Carbineer's have a pretty cool combination of abilities. First is Charge Shot. The target falls over and stays down for a round. Second is Crippling Shot. Kinda like rifleman Kneecap shot in that the target goes slow for the duration. If the target is a melee fighter, then this helps because Carbineers are good at firing on the move.


By: Jedi-of-the-Hills



Bounty Hunter Combo Move


I have a tip I use on my Mater BHMaster commando Pistols xxx4. Using Stopping Shot with a commando weapon will make it an AOE. I have been able to root a whole group with this.


By: Etyrnal
"NO DISINTEGRATIONS!" "As you wish..."








Do you have a useful tip that you want to share with your fellow Star Wars Galaxies players? E-mail it to SWGTips and if we select the tip we'll post it as the Tuesday Tip and give you the credit! Send us the character name and server you'd like us to include if we post the tip.


Check out last week's tips


Kurt "Thunderheart" Stangl
Community Relations Manager

wickedHangover
Tue Sep 06, 2005 11:09 am
#2

no melee?





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BioEngine
Tue Sep 06, 2005 11:10 am
#3

No Rangers?



Oh wait, we don't have combat specials. Nevermind.





Account active 'till November 10th, contact me on forum name:
Stamina
wickedHangover
Tue Sep 06, 2005 11:12 am
#4






BioEngine wrote:

No Rangers?



Oh wait, we don't have combat specials. Nevermind.







imagine being a master ranger/master commando....not enough pts, i know, but still

Message Edited by wickedHangover on 09-06-2005 02:12 PM





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GlargTheKelfn
Tue Sep 06, 2005 11:12 am
#5



wickedHangover wrote:


BioEngine wrote:

No Rangers?

Oh wait, we don't have combat specials. Nevermind.




imagine being a master ranger/master commando....




you could trap a whole lair of nunas at once




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\ 324, -3627 - Outside Coronet /
\ -Servants of Hastur Outlet- /

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RIP All of the above 07.13.03 - 03.20.06
Killed by poor gameplay and developer mismanagment

SRRaleigh
Tue Sep 06, 2005 11:14 am
#6






Thunderheart wrote:


Each week, we start a thread for you to your share game tips with fellow players. Be sure to join in and add your helpful tip.


Do you have a little known command you use all the time?




A cool place to visit?


A trick (non-exploit) to getting more out of the game? Share it here.










Combat Moves


This week, we have three combat moves from Gen00b, Jedi-of-the-Hills, and Etyrnal. Join in and post your own successful combat moves too!




Rifleman Combo Move


Knee-cap shot (rifleman) is quite useful too if you want to slow down your opponent. They can't run for a few seconds which gives you the time to move out of their range and stay within rifle range (over 50m should do the trick). Combined with root this is very effective.


By: Gen00b



Carbineer Combo Move


Carbineer's have a pretty cool combination of abilities. First is Charge Shot. The target falls over and stays down for a round. Second is Crippling Shot. Kinda like rifleman Kneecap shot in that the target goes slow for the duration. If the target is a melee fighter, then this helps because Carbineers are good at firing on the move.


By: Jedi-of-the-Hills



Bounty Hunter Combo Move


I have a tip I use on my Mater BHMaster commando Pistols xxx4. Using Stopping Shot with a commando weapon will make it an AOE. I have been able to root a whole group with this.


By: Etyrnal
"NO DISINTEGRATIONS!" "As you wish..."








Do you have a useful tip that you want to share with your fellow Star Wars Galaxies players? E-mail it to SWGTips and if we select the tip we'll post it as the Tuesday Tip and give you the credit! Send us the character name and server you'd like us to include if we post the tip.


Check out last week's tips







Spl0iT!


h4x!


Sorry I couldnt help myself~

Message Edited by SRRaleigh on 09-06-2005 01:15 PM





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EvilOfTdawg
Tue Sep 06, 2005 11:15 am
#7



wickedHangover wrote:
no melee?



Swordsman Advanced Armor Break: Causes player's armor to become ineffective to mitigating damage. Should be very first move in any fight. This should be followed by leg sweep, which KD's the opponent and burns 20% of their action. While they are down, take advantage of the 25% damage and accuracy bonus, and use Power Attack.





-Tdawg-


RagNoRock5x
Tue Sep 06, 2005 11:16 am
#8






Thunderheart wrote:


Bounty Hunter Combo Move



I have a tip I use on my Mater BHMaster commando Pistols xxx4. Using Stopping Shot with a commando weapon will make it an AOE. I have been able to root a whole group with this.


By: Etyrnal
"NO DISINTEGRATIONS!" "As you wish..."





This reallly is not a Bounty Hunter Combo as you could drop the Bounty Hunter and still do it.


It is a Pistoleer/Commando Combo special.


Another fun thing to do with Commando/Pistoleer/Carbine is to Use charging shot to Knock down 10 people then use Disarming shot to keep them down. (untill the person gets attacked they can not get up untill the "mez" disarming shot wares off)



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Kwantiko
Tue Sep 06, 2005 11:20 am
#9

Sweet





Yarr, these waters be filled with pirates!
galandroxxx
Tue Sep 06, 2005 11:31 am
#10


for tkm swordsman


/armorBreak;

/pause 2;

/legSweep;


second one


/powerAttack;

/pause 2;

/headHit;

/pause 2;

/criticalAttack;

/pause 2;

/swordFlurry;


rinse and repeat the second macro pause 2 was the shortes time span in between attacks that i could get to work in a macro while not doctor buffed.



Criton Elder Swordsman
Arialias
Tue Sep 06, 2005 11:39 am
#11



wickedHangover wrote:


BioEngine wrote:

No Rangers?

Oh wait, we don't have combat specials. Nevermind.




imagine being a master ranger/master commando....not enough pts, i know, but still

Message Edited by wickedHangover on 09-06-2005 02:12 PM





Ok just the thought of that made my day lol.


One question tho about kneeshot. The guy whos tip that was, how much does his rifile weigh? Because when I lift up that thing and try and run I bout near had a heartattack. Lot alone run away from anyone that was'nt rooted.



DARK SIDE FORCE MASTER

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KreyMerr
Tue Sep 06, 2005 1:39 pm
#12



wickedHangover wrote:
no melee?





Swordsman Combo Move

Open with armor break and keep it applied throughout the fight. Vary your attacks to keep your action above 30% so you can KD recover or heal in an emergency. If you have a KD move make sure that the opponent has armor break on them then KD when they have no action and you still have plenty saved up. Now is the time to unleash your higher action cost moves, such as critical hit.

By: Cos KreyMerr



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Profession:_________________________________Master Of Awesome
Server:____________________________________Chilastra
Look out! Hes got a pink duster!
Former Swordsman Correspondent and Swordsman for life.

zChuckRoastz
Tue Sep 06, 2005 1:44 pm
#13

I can't say Ithought of this first, but, man is it fun to use on jebaydi.


/concussionshot;

do nothing for 45 seconds;

/panicshot;

run around a little bit;

/concussionshot;

read your email for 45 seconds;

/panicshot;

run around a bit more;

/concussionshot;

answer hate tells from the jebaydi

/panicshot;

read guild chat

/concussionshot;


You get the idea.


SMUGGLER > ALL




Renewed for 30 days.
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