Game Guides Archive
Thread: Detailed Post CURB PvP and GCW guide (Still needs editing)
- Introduction
- Templates
- Equipment
Weapons of War:
Your Armour is you life
Never Fight on an Empty Stomach:
Stim Ds:
Anti Decay Kits
Equipment Conclusion - Know yourself and your enemy and you will be victorious
Baby Steps
Tactics
I have learned to think like the enemy: - The Galactic Civil War
This is not a guide to the perfect template or an “I win” button, there is no such thing dispite what people think or tell you. There is always a counter to your template or someone better than you or both. The first thing to understand before you go to your recruiter and declare is, that you will die at some point. You may die one on one, against the alpha class Jedi, die from a supieour PvPer or simply to supiour numbers known aa the gank squads that roam the galaxy. It is just a matter of when and how you die. You have to understand that and learn to be able to deal with that fact to become a good pvper.
The second thing to understand is that you lose nothing from dieing, nothing. Many times you have the choice of standing your ground in fights and win the respect of your enemy or run away with your tail between your legs. I know I choose stand my ground 90% of the time simply because I lose nothing from dieing and nither does anyone else unless they are a Jedi that is fighting a bounty hunter, however that’s the risk only Jedi take. The final thing to remember is that you will die going overt.
For melee I would suggest taking you medic 4040, brawler 4040, tka 0100, doctor 4000. This gives you Improved Center of Being, CoB, which is +500 to defence which greatly increases the chance of people missing and reducing the damage you take when hit. The healing line in doctor allows yourself to heal a lot of damage keeping you in a fight much longer. You will spend less skill points in doctor than going combat medic as a melee as combat medic requires marksman.
For ranged I would suggest marksman 0004, medic 0040, combat medic 4000, this allows you to heal youself and several members of your group or allies at range. You will spend less skill points as a ranged choosing to go combat medic over doctor.
Healing is no way required in the CURB, people find methods to do without heals however healing is usualy the difference between winning and losing many fights and greatly befit the group.
So you have choosen your master proffession, you have decided to go or not go with the fondation healing and are know wondering where to place your remaining skill points. This is easy for some people difficult for others. Some go double masteries; others choose to dabble in several supporting professions. There is no right answer to what to do other than to ask youself will I enjoy it or will I benfit from it due to my play style.
Many choose to go support proffessions with their choosen combat professsion. Ranged have many more clear support proffessions than melee. The support professions are Bounty Hunter, Combat Medic, Creature Handler, Commando, Smuggler and Squad leader. These benefit combat professions in different ways and too numerous to list them all in this guide.
The main reasons for choosing seconday profession are; usfeul specials including damaging or crowd control specials, increased skill modification such as accuracy, speed, defence, etc.
Damage specials are specials that cause large amount of damage, some of the high damage specials include, sniper shot, critical shot, leg shot, head shot and body shot. It is preferred that you have at least one of these shots in your template unless you are specifically choosing to be a full support template.
Your overall accuracy in calculated with the simply forumla general + weapon. Exmaple: General Ranged Accuracy 150 + Pistol Accuracy 40 = Overall accuracy 190.
Combat level of 80 is not required for pvp, it is highly recommended that you aim for at least to have a CL of 70 and above however. The damage restrictions in CL in PvE are not present in PvP but you will lose out on health and regen stats if you have a lower combat level. I’d suggest starting off trying with a CL80 template.
Message Edited by EnderUK on 07-27-200512:19 PM
Message Edited by EnderUK on 07-27-200512:30 PM
Message Edited by EnderUK on 07-27-2005 12:30 PM
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Hilt Reinforcement Kit
--Decreases Action Cost
--Decreases Accuracy
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Inertial Flucuator Kit
--Increase Damage Output
--Decrease Speed
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--Increases Attack Speed
--Decreases Accuracy
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--Increase Damage Output
--Decrease Speed
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Reinforced Stock
--Decrease Action Cost
--Decrease Accuracy
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Tactical Grip
--Increase Attack Speed
--Decrease Accuracy
There are three types of armour available and certified for certain professions as follows:
Professions: Bounty Hunter, Commando, Squad Leader
Appearances: Chitin, Composite, Ithorian Sentinel, Kashyyykian Hunting, Factional
Battle: Equal protection of Kinetic and Energy damage however does not excel in either case.
Professions: Carbineer, Combat Medic, Creature Handler, Doctor, Fencer, Pikeman, Ranger, Swordsman
Appearances: Bone, Marauder, Padded, Ithorian Defender, Kashyyykian Black Mountain, R.I.S. (quest), and Factional
Reconaissance Improved protection against Enegy damage at the cost of protection against Kinetic damage.
Professions: BioEngineer*, Pistoleer, Rifleman, Smuggler
Appearances: Mabari, Tantel, Ubese, Ithorian Guardian, Kashyyykian Ceremonial, and Factional
* BioEngineers only receive hindrance mitigations equal to "basic" core armor.
Each spice has one use and lasts 15 minutes with a 45 second downer. That works out to be 6h15m buff time with 18m:45s down time per crate of 25.
Muon Gold: +20% health, +20% health regen, -20% action regen, +20% mind regen, 15:00
Neutron Pixie: +20% health, +20% health regen, +20% action regen, -20% mind regen, 15:00
Healers are recommended to use Booster Blue while non-healers are best using Neutron Pixie. There is no real benfit in using Moun Gold.
These are healing stims that anyone can use if they have a high enough CL. The power of the stim is directly related to how much the stim will heal for 1200 is about the average stim power. The great thing about stims is that you can taken them at any point if you health is below maximum. You can use stims eeven when knock down or paralysis, something you can do with medic, doctor or combat heals. You can use these normaly every one minute. However using Ruby Bliel (drink) will remove the wait timer so you can take a stim after every ruby up untill your stomach is full. Ruby wil also reduce the stim recycle timer down from 1 minute to 30 seconds. So after you have taken a ruby and a stim you only have to wait 30 seconds before taking another stim. Even with healing skills it is highly recomemded you have stims and ruby simply for the times when you are mezed or you’re your healing skills are over loaded with damage being taken.
These veteran rewards are very useful for preserving you’re weapons and armour. You reseive one after 12 months and investing in more will save you money over time. I would suggest ADKing your main weapon and perhaps your secondary weapon if you manage to aquire another. If you can afford three extra ADK then using them on the head, chest and legs of your armour will remain in full condition until you destroy it. Legs, helmets, and chest pieces of the armour decay very rapidly due to head, leg and body hit/shot attacks that target them. The arm pieces have a much slower decay rate and can last a lot longer. Destorying an ADKed item will return the ADK to the inventory.
Having the best equipment available to you will not always win a fight but it will give you an edge and a greater chance of winning. Always have equipment ready when going into a fight. You cannot change your armour when in combat or take out something from a crate. Have items such as stims, foods, and weapons available in at least one of your tools bars.
Message Edited by EnderUK on 07-27-200512:23 PM
Message Edited by EnderUK on 07-27-200512:31 PM
Message Edited by EnderUK on 07-27-2005 12:31 PM
Message Edited by Emotemaster on 07-27-2005 09:59 AM
Yeah the links broke when I edited, I'll get around to fixing that.
The only template I'd recomemend without any healing is a full fledge ranged crowd controler. I did this remarkable well without healing however bear in mind you'll have little fire power and in group PvP you'll have every enemy person wanting to kill you for what you're doing to them. You also only need one CC in your group.
I'll probably add some group tatics in there as well as base take down operations and base defence.
Message Edited by EnderUK on 10-22-2005 03:43 AM