Game Guides Archive

Thread: Detailed Post CURB PvP and GCW guide (Still needs editing)

EnderUK
Wed Jul 27, 2005 4:09 am
#1



This guide is based off my original Smuggler Triple Threat PvP guide, a lot of the ideas in that guide still hold true even after the CURB. I aplogise for any gammer or spelling mistakes in this guide, hopefully you'll be able to get he jest of it untill I can go through and edit it more carely


Contents


  1. Introduction

  2. Templates

  3. Equipment
    Weapons of War:
    Your Armour is you life
    Never Fight on an Empty Stomach:
    Stim Ds:
    Anti Decay Kits
    Equipment Conclusion

  4. Know yourself and your enemy and you will be victorious
    Baby Steps
    Tactics
    I have learned to think like the enemy:

  5. The Galactic Civil War


Introduction:

This guide is to help with the basics of PvP and improving of your fighting ability in battle. It is not specific to a fixed combat class or template but a general guide to the Art of Fighting in Galaxies post Combat Upgrade Rebalance.


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.


Templates:

A major factor in PvP is having a good template. Many people believe in following the flavor of the month or FOTM templates which are the current strong templates. They go to one strong template to the next. I bleieve you are better sticking with a profession you enjoy and keep it while tweaking it with different secondary professions. There are however a couple of good foundations for making either a ranged or melee template and relie mainly on being able to heal yourself and others. These however are in no way required but they greatly improve your chances.
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.

Specials fall into three main catogories.


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.


Crowd Control specials are specials the debuff or mez your target. These are designed to hamper enemy damage to yourself or your allies. Some of these include;


Buffs improve your ability to fight giving bonuses to speed, defence accracuy, etc.


Skill modification befit you in passive way, generaly the higher your skill mods the better. Use combat skill mods include the following:


Accuracy: The higher this value is the less chance you will miss and the more damage you will do to a target. Having huge amounts of speed is all well and good but without accuracy you will miss your enemy wasting a combat turn and losing action. Accuracy is equiated aginst targets defence to see if a hit or miss occurs. Accuracy then is calculated once more against defence to equate the damage done to the target. The high accurcay is compared to your targets defence the less chance you will miss and the more damage you will do.There are two types of accuracy, general accuracy and weapon accuracy, these are they split into sub catogaries.

General ranged accuracy and General melee accuracy are your base accuracy. They will be taken into account when a melee or ranged weapon is equiped. It is no good having high general melee accuracy if you are going to fight mostly with carbines.

Weapon Accuracy is accuracy speific to the weapon you currently have equiped. This stacks on top of the general ranged or melee accuracy depending on weapon type.
Your overall accuracy in calculated with the simply forumla general + weapon. Exmaple: General Ranged Accuracy 150 + Pistol Accuracy 40 = Overall accuracy 190.


Speed: The higher the value the faster you will fire your weapon and the quicker specials will recharge ready for use. Remember however fast repeated use of specials will quickly reduce your action pool to zero. High speed requires more action management. Again there are weapon speed mods and general range and melee mods. Speed works indenticaly to accuracy explain above.


Defence: The high the defence value the more like someone firing you is likely to miss. High defence also reduces damage taken when hit. Once again there is weapon defence, however this is you base defence with melee defence and range defence being stacked on to it depending if your oppenent is using a ranged or melee weapon. If your oppenent is using a sword and you have high range defence low melee defence then the melee defence will not help you.


Terrian negoation: This modification helps with the movement up and down hills, the higher this is the easy it will be to climb steep terrian. Only really a factor if fighting in hilly areas and usulay 25 is enough. You can gain this by picking up novice scout or using Bio engineer clothing or skillt tapes.


Healing effieceny: Useful for people with medical skills, this improves the amount you can heal for using medic, doctor or combat medic heals. Healing effiency in doctor can be used with conjunction with healing effiency in combat medic.


The general rule is that the higher all these skill modification the better. However the higher these values the less effective it is to adding more as the increase is not linear. Adding +25 to a skill mod of 50 will be a noticeable difference but adding +25 to a skil mod of 300 will have little effect. It will help however the difference will be slight.


Skill Enhancement Attachments: These come in the form of clothing and armour attachements. These can be used to increase the inate modifications of you template by up to 25 points. You can add +25 to genreal plus +25 to weapon specific skills for an increase of +50. You cannot however go above +25 in a skill modication outside your inate skills.

This includes using bio engineered clothing.


Combat level:
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.

Conclussion to Template: There is a very good tmeplate calculator found here
href=" "> PROFESSION>


Decide on your the profession you wish to use in combat and decided which skills you wish to compliment your weapon choice you. Above all else choose a template that you will have fun with, otherwise you will not enjoy PvP.

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



I too use to have a fancy sig, then it got pwned - Kenney Ender
EnderUK
Wed Jul 27, 2005 4:10 am
#2



Equipment:


The art of war teaches us to rely not on the likelihood of the enemy's not coming, but on our own readiness to receive him; not on the chance of his not attacking, but rather on the fact that we have made our position unassailable.- Sun Tzu


Still, as always, a major factor in a PvP battle, though it is not quite as important as before the CURB. Your equipment will give you the edge over an opponent so it is vital to have the best equipment available to your funding. If you can’t spend millions to not believe you will never be a good pvper.


Weapons of War:

You have choosen your template and now it is time to gather specific weapon to befit your choosen template. It is important to understand your weaponary to get the best out of them during a given situtation. Never believe that having one “uber” weapon will win the fight.


The first thing to know is what you are looking at when choosing a weapon and how to wiegh stats up. The best weapon is a low SAC, high damage, fast speed, high acuracy with high elemental damage but this perfect weapon does not exist I’m afriad. You have to blance up your needs for the weapon using the following stats.


Combat Level: The highest combat level for a weapon is 54, this means that you have to be cl54 or above yourself before you can equip the weapon. This usualy is not a problem in pvp as you’re more likely be above this level.


Generaly cl54 weapons will be your main weapons as they usualy have better stats. However there are some sitituations in which you may wish to use a lower CL weapon. For example there is not a cl54 kentic rifle other than the advance bower caster which can only be used by wookies. The highest kinetic weapon available to a non-wookie rifleman is cl50 and that rifle has lower stats than the good cl54 energy rifles. However it is kinetic damage and against oppentents in high energy resist armour it will do far more damage than the higher cl energy rifles.


Skill Required: A lot of weapons require no skill other than clxx to equip, these are known as non-cert weapons meaning any profession can use them as long as they have a high enough CL. Anyone can use an advance laser rifle for example, the rifleman will be more effective with it but anyone can use it. Other weapons are profession specific requiring a specific tree or masteray of the profession.


Base Type: This is either kinetic or energy based weapons. It is recommended that you carry at least an energy weapon and a kinetic weapon around at all times with you. Get to know the different armour types and know when to use either energy or kinetic based weapons. Energy against assault armour and kinetic against recon armour. Against battle armour just use the highest damage weapon you have available.


Attack speed: The lower this number the quicker you will fire the weapon and the quicker specials will recharge. Remember the quicker you fire specials off the faster your action will deplete. There is a base speed and a modifide speed that takes into accoutn your templates speed for the weapon.


Damage: Minimum and Maximum damage, obiously the higher this value the better, both minimum and maximum damage are improtant when looking at a weapon. A maximum damage looks very impressive however minimum is just as important. When attacking someone the damage done is calculated with your accuracy and their defence. If you accuracy is high and their defence is low your damage will be scaled towards the maximum damage of the weapon. However if your accuracy is lower and their defence is high then the damage will be scaled towards the minimum ranges of the weapons damage. Bear this in mind when aquiring high maximum damage weapons with low minimum damage. Damage power ups are also based off the minimum damage. The pecent of the power up will be calculated aginst the minimum damage. This value will then be added to both the minimum and maximum value of the weapon. If you are going to use damage power ups on a weapon minimum damage becomes important. There are also bonouses to emelemental damage which are added on to damage after the intial damage from the accuracy and defence equation has been cacluated. Element damage is usualy small but it does help.


Accuracy Bonus: This will be added to accuracy, minus accuracy is bad, plus is good though with the generally minimumal this value can usualy be dismissed.


Wounds: Chance to cause wounds to a target. This can be ignored.


Estimated DPS: A broken formula that means nothing in PvP combat. Only use it for a quick guide nothing more.

Range: An important factor in combat, rifles general have the advantage here being able to hit at 65m. There are usualy plentlies for rifles, being maily SAC cost. There are pistols and carbines and heavy weapons with 65m range however these are suauly subpar. Melee weapons have a ranged of 5m excpet for the “pre-nerf” posion spike that have a 60m range. This range was fixed on new weapons however the existing 60m posion spikes still remain in the game. As far as I’m aware these 60m pikes are legitament weapons.


Special Action Cost or SAC: This in my opinion is what makes a great weapon. There is no point having a weapon that with 500-1300 damage if the SAC is 130 as you will run out of action in 3 specials leaving you next to useless. The best SAC for you really depends on the speed you have with the weapon. People with low speed can get by with SAC of 95 keeping specials up for some time. People with high speed generaly need a SAC of 80 if they want any hope of managing action. The good news is that you can use action reducing power ups to counter high SAC weapons or lower weapon SAC even more for people that have really high speeds.


Weapon Special are such things as area blasts, knockdowns, blinds, etc which do not involved a special used but the weapon used. It is the commando weapons that have these attributes to them and can be very useful in given situations and used with the right special. Commando weapons are all profession certified weapons so you must be the correct level in a commando tree to use them.


The most important factors when choosing a weapon are, SAC, damage, range and speed. I’d sugget having a few weapons to choose from. You main weapon should have a SAC that you can manage, you will only be able to find this out by testing. Have a damage weapon for when you do need to cause damage or want to finsih someone off quickly. Then switch back to the low sac weapon to recharge your action back up. Have at least one kinetic and one energy type weapon as well and swap when required. Everyone should have a advance laser rifle ready as well be them ranged or melee. There are times when you just cannot close the gap and you’ll be thankful you have that laser rifle. You can find the weapon caps for most weapons at the following link.
href="http://forums.station.sony.com/swg/board/message?board.id=weaponsmith&message.id=80981&sessionServerID=NHvxMMRR6qFHL0qY">
FOUND BE CAN CAPS WEAPON TO>

Power ups are limited use items that when attached to a weapon, improve a statistic or attribute of that weapon at the expensive of another. The useful power ups are as follows:


MELEE WEAPON POWERUPS
------------------------------
Hilt Reinforcement Kit
--Decreases Action Cost
--Decreases Accuracy

Useful for high SAC weapons or drawn out fights were action is a factor. Your main weapon should have a SAC pup on it.
------------------------------
Inertial Flucuator Kit
--Increase Damage Output
--Decrease Speed

Useful to increase one time hits and with reduced speed helps with action management slighty.
------------------------------

Tactical Grip Kit
--Increases Attack Speed
--Decreases Accuracy

Useful to greatly increase DPS or Reducing cool downs on specials however your action will be depleted rapidly.
------------------------------

RANGED WEAPON POWERUPS!
-------------------------------

High Power Barrel
--Increase Damage Output
--Decrease Speed

Useful to increase one time hits and with reduced speed helps with action slightly.
------------------------------
Reinforced Stock
--Decrease Action Cost
--Decrease Accuracy

Useful for high SAC weapons or drawn out fights were action is a factor. Your main weapon should have a SAC pup on it.
------------------------------
Tactical Grip
--Increase Attack Speed
--Decrease Accuracy

Useful to greatly increase DPS or Reducing cool downs on specials however your action will be depleted rapidly.

------------------------------


Your Armour is you life

Unless you are a Jedi or a Teras Kasi it is highly desirable to get some form of armour for protection. This will allow you to absorb up to around 48-56% of the damage dealt to you therefore lasting out the fight for almost twice as long.
There are three types of armour available and certified for certain professions as follows:

Assault: Improved protection against Kinetic damage at the cost of protection against Energy damage.
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.

Hindrance on armour will effect the rate in which you move, and fire of fire and accuracy of the weapon you choose to use. However mastering most profession will tend to negate these hindrances if the correct certified armour is used.


href="http://forums.station.sony.com/swg/board/message?board.id=armorsmith&message.id=91857">
FOUND BE CAN TO Customers for Armor CURB on Information>

Personal Shield Generators or PSGs take up the belt slot and improve protection against energy based weapons. They require a recharge when equipped and after taking damage. When at 100% these will absorb energy damage until they reach 0. Once damage has subsided the PSGs will begin to recharge. It is highly recommended that you acquire a PSG to absorb and buffer some of the initial damage in PvP.


Slicing:

TO ADD


Never Fight on an Empty Stomach: (unfinished)


Food, Drink should always be taken in a fight to give you the edge in combat. The combination is up to you to what you take but attribute stacking with food and drink is not possible. You can not take two foods that effects the same attribute such as health or action regeneration. It is therefore important to obtain the right mix of foods. Once stomach is full it requires 30 minutes to empty, this is a gradual process if x amount of space becomes available food with filling x can be taken. Death will also empty the stomach completely.

Useful foods to take are as follows:

Foods that are currently broken and have no benefit are as follows:

Some good Food cobinations are as follows:


href=" "> ON INFORMATION USEFULL>


Spice can be taken independent of foods and is one of the better buffs out there to improve multiple stats, however it comes at the cost of one stats and a short down time. The three main spices are as follows:
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.

Booster Blue: +20% health, -20% health regen, +20% action regen, +20% mind regen, 15:00
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.


Stim Ds:
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.


Anti Decay Kits:
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.


Equipment Conclusion:
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



I too use to have a fancy sig, then it got pwned - Kenney Ender
Emotemaster
Wed Jul 27, 2005 8:39 am
#3


I haven't fully read your post (yet), but I'd like to mention that any template without healing isn't very viable in PvP - especially duels or smaller groups.

Also... Currently it seems your links are broken.

Other than that, I'd say very nice guide - These are good tactics and I utilize them whenever I PvP...Once you master these techniques, and get comfortable with the strenghts and weaknesses of your template, you will be a force to reckon with..

Message Edited by Emotemaster on 07-27-2005 09:59 AM





ÎVا§?
-X-
EnderUK
Wed Jul 27, 2005 10:59 am
#4

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.





I too use to have a fancy sig, then it got pwned - Kenney Ender
TheSyKoS
Thu Jul 28, 2005 12:27 am
#5

A good group tactic, always carry a jedi in your back pocket, there are nough of them these days....





TheSykosSykos





Master Of The Abyss, Leader Of The Dark
Fredwroc
Fri Jul 29, 2005 5:24 pm
#6

/applaud


Good job again Ender



*Catrice Nova*
l'escrimeur mortel

"Ahazi Fencer Society est. 2003"
love raphayl
EnderUK
Fri Oct 21, 2005 7:33 pm
#7


EDIT: thanks for all the surport guys and girls

all fun and games until someone loses an eye

I'll fix the links when SOE fix the GCW

Message Edited by EnderUK on 10-22-2005 03:43 AM



I too use to have a fancy sig, then it got pwned - Kenney Ender
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