A couple more quick hints...
1. Timing is Key.
a. Do not KD at the start of the battle if you choose to stay and fight. Instead use your armor break/states and take this time to start setting them up for a damage strike.
b. Do not start a damage set while your opponent is at full health, your chances of succeeding before he can get back up and heal are slim if you start your round when he has 100% health.
c. Most BH's do not heal until they are 3/4 health or lower, use this to your advantage and wait to start your damage attacks until he is as low in health as you can get him.
d. Do not start your damage set until he has Armor break on and several states(yes the states will help you increase your damage potential).
e. Start with a power attack then KD at which point you should then start your damage attacks(headhit/bodyhit/leghit), this allows for the most damage in the shortest period of time(I can not take credit for using powerhit prior to the KD that was someone else's suggestion in another thread though I do not recall who's).
2. Use your skills.
a. If you decide to run immediately use a KD/stasis/root which should buy you enough time to get a head start. This can also be used to mitigate damage on melee BH's(rare these days) since you can keep them out of range.
b. Snare can be used to slow down your opponents attack speed again helping to mitigate damage if you choose to fight, it also slows down their run/walk speed for escapes as well.
c. Probably the MOST IMPORTANT in my opinionof this list is to ALWAYS carry stims on you. Stims no longer require any medic to use and you can get a decent stim to heal 1200+ per hit. You can not rely on stims as your only source of healing power due to the 60 second delay between usesbut they can be used to great advantage in battle.
1. Use Stims when your mind or force is too low to heal normally, or better yet use them whenever you can to help mitigate your force/mind consumption allowing for your regen to keep up with your usage.
2. Again use stims to help in your timing. Most of us have gone toe to toe with a BH at least once by now, a common occurance is to try to outdamage your opponent, both waiting till the last minute to heal knowing that if you get that one more hit instead of taking the move to heal you can get the incap. Using stims is your key to victory when this is the case. Using a stim does not require you to use up "turn" though it must be used when you are not currently in a move(ie if you are in the middle of a power attack you will need to wait till that move is finished to use it, but it runs on a seperate timer and will not cause any delay in between attacks). If you are in the final hits before someone incaps you can use your stim to heal up letting you continue to cause damage instead of taking that critical turn to use your normal heals. This will cause one of two outcomes. First if he does not heal in time because he was expecting you to take the turn to heal then you will get the incap and win. Second is that he will heal(most likely outcome) which uses up one of his turns and immediately puts him on the defensive since he is now struggling to keep up with the damage your laying on him since you never stopped attacking, this is a good way to get the upper hand and force him to heal which will drain his mind which is often the key to victory.
HostageH
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