Jedi Archive

Thread: Jedi PVP Tactics

RyFord
Wed Feb 25, 2004 4:35 pm
#1

nvm.......forgot this was the second bounty hunter board. Wouldnt be smart to post..... where is the main Jedi only forum?



Nekroz Darksoul - J-Timberlake


Slaves of Wykyd


HealerTK
Wed Feb 25, 2004 4:37 pm
#2

jeditech.swgcorbantis.com
elEzzAr
Wed Feb 25, 2004 4:43 pm
#3


we have no tactics.. but might as wel let the BH's think we do.


Message Edited by elEzzAr on 02-26-2004 12:44 AM



ign elezzar
JediGohan
Wed Feb 25, 2004 4:45 pm
#4

I hear mind blast is a real baz nitch.




pwnd
\
ò


krofa
Wed Feb 25, 2004 4:49 pm
#5

from what i can tell force run + water = friend




Krofa





Krofa Alea____________w_

Jacella
Tue Oct 04, 2005 10:48 am
#6


Oh yes, another boring post by me.


Success in group pvp (GCW pvp) is based on some standard priciples; mob rule, or ambush/divide and conquer. What has occured to me, since my recent beatings, is that many players don't undertsand how to pvp in a group. This is a new skillset to most, and one that requires cooperation and strong leadership. Hopefully, I will outline some of the basics, and then our more elite than I pvpers can chime in adding to this.


Jedi only pvp:

This is where the multiple templates finally get to show their stuff. There are some basic roles that each player must assume in the group;


  • Tanks - this is obvious, you are the "in your face" front lines. Your main mission is to hold the focus of the opposing damage dealers.

  • Flankers - You are the second line of the offense. Your mission is to assist the Tanks, but to to tank yourself. You have the dual mission of providing healing for the tanks when you can, you are also the ones that apply the states, mezzes, and breaks.

  • Support healers: You have one main job, keep the front line alive. You should be using your force for only healing. I know it's boring, but it is vital. You fail your job, the line falls.

  • Artillery: These are the ranged attackers, saber throw, choke, lighting, etc. You are the ones that soften the armour and resolve of the opposition. You have a secondary mission of healing also...but only minimal.

For the mob rule attacks, it is absolutely key that you STAY TOGETHER. The tanks should lead any charge, and everyone must stay with their role. Only if the tanks fall does the order shift. I know, for many of you, this is very elementary.


For ambush assaults, there are 2 othere roles:



  • Scouts: Your job entails assessing the enemy strength, and leading them opposing group in. This is best done with a Master Enhancer.

  • Spy: This is where the cloakers come to play, they are the ones that gather the real intelligence. they see what the enemy strengths and weaknesses are and reports back to the group. You are deployed before the scout, and when the scout comes to play, you can lend a hand or stay cloaked and let the main group know who is following.


Mixed Profession PVP:


This is the most fun, and offers the most versitility. The roles in this are similar to the previous, with the addition of a couple more:



  • Long Range snipers: Rifleman, plain and simple. Fire from cover and keep away from the main fray. They can be some of the most devistating players in the encounter

  • Assassins: Bounty Hunters have a unique ability, they can attack a jedi without being attackable by anyone else. This is golden. Most pvpers will be perma-termed, and it isn't hard to find a mark in Theed. They are a one shot deal, but the effect can sway an entire battle.

  • Nukers: Commandos can do some awesome area effect states, don't underestimate their contributions.

The key is to look at what you have to play with, and come up with a battleplan before walking into the meat-grinder. Everyone gets their role and sticks with it.


Don't stray from the group. Stay close to your support! And make sure you insure and store your clone data.


--------------------------------------------------------Additional Info---------------------------------------------------------------------


Yes, watch your area dots...they will screw up stasis, etc.


Squad Leaders will become a huge factor with the upcomming patches, and creature handlers are not to be undervalued.


Rangers will become great medium defense scouts, as they will have some ability to uncloak/detect jedi, and should be used to perimeter defense, and possible additional scouts.


Counter-Attack:


So, the battle has begun. The ranged attackers should be trying to take out the healers as fast as possible, at least to limit their effectiveness. Breaking a line has to be done as a concerted effort, if you lose your unit integrity, it all will bite you in the rear.


After the initial attack, the enemy will be weakened, this is where 2nd Squad comes in. A great tactic is to have a second squad on stand-by, either one another planet waiting to beam in, or just outside of the city. The attack there is simple, sweep and destroy all targets. The tanks will be depleted and everyone should be low on force.


Message Edited by Jacella on 10-04-2005 01:20 PM





___________________(J)__________________
||There is no other (Sith-)||ggggggggggggggg
ggggggggggggggggggggggggg||Jacella||

TheCapn2000
Tue Oct 04, 2005 10:49 am
#7

dont forget counter attack....



«Sirros» «Dirrk» «Odin'»
THANKS KAURI...IT WAS FUN

Jacella
Tue Oct 04, 2005 10:51 am
#8






TheCapn2000 wrote:
dont forget counter attack....






Sheesh...Ok...I'll work on that too


If you all have input, feel free to post it. This is vital to the FRS and GCW aspects.







___________________(J)__________________
||There is no other (Sith-)||ggggggggggggggg
ggggggggggggggggggggggggg||Jacella||

TheCapn2000
Tue Oct 04, 2005 10:52 am
#9






Jacella wrote:





TheCapn2000 wrote:
dont forget counter attack....






Sheesh...Ok...I'll work on that too


If you all have input, feel free to post it. This is vital to the FRS and GCW aspects.











«Sirros» «Dirrk» «Odin'»
THANKS KAURI...IT WAS FUN

DaTick
Tue Oct 04, 2005 10:56 am
#10

you are forgettign the golden part of group PVP mix this involves cooperation between the master enhancers/MCM & the Master Powers/commando's teh enhancers/CM ned to wait till after the area state effects are thrown commando throwint fire DOT & whatever else they can & Master Powers throwing are intimidate & area KD THEN they canstart throwing stasis/paralyz then you have an opponent which has most of its players burning & intimidated & a few out of the fight entirly from stasis.



Datick, CIA, Ahazi
Former Master Powers Jedi
Spies Are Proof That Natural Selection Works
Froidian Slip Medic extrodinare
Jacella
Tue Oct 04, 2005 10:59 am
#11

Very very good point!


Make sure that you all pay attention to what the other team members are doing. It's best to assign a state to each member, that way there isn't overlap.







___________________(J)__________________
||There is no other (Sith-)||ggggggggggggggg
ggggggggggggggggggggggggg||Jacella||

Pday
Tue Oct 04, 2005 11:01 am
#12

you might not want fire dots in the area or any dot for that matter since it breaks area concussion and stasis. Oh and you forget the melee tanks whos job is to tank between 4 - 6 jedi out of force.



Iadao

4-4-4-4 Sick inhumane S.O.B

GCW forum motto : Lets all go beat some more DEAD HORSES

yeah it's only a game, but the time and money I invested in it are certainly F'ing REAL.

Jacella
Tue Oct 04, 2005 11:21 am
#13

Keep in the input comming!





___________________(J)__________________
||There is no other (Sith-)||ggggggggggggggg
ggggggggggggggggggggggggg||Jacella||

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