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Well I'll toss in my 2cres on startegy. I'm sure there are better but this is what generally works for me in solo PvE. (PvP is much the same, but I tend to focus a lot more on watching HAM bars to heal folks.)
First I start as far out as I can manage (based on range on my poison packs.)
I normally just send in a pet on the attack, not being a CH I've used both a Rock Beatle and a Gualamma. The Beatle tends to be slightly better just for the amount of damage it can take, expecially with the light armor.
After sending the pet I follow up with a single ranged healthpoison then, if the situation will permit without drawing aggro from elsewhere, an AoE health poison.
I use a bowcaster because I have virtually no other marksman skills and it's the best weapon I hav ea certification for (being a Wookiee.) I usually keep a power-up on it that concentrrates on improving the speed of it.
It it's a beast I may throw some traps in the mix, especially if I can dizzy it, followed by suppression fire to get it to change postures. The rock beatle has a posture down attack as well so it isn't always needed, but a dizzy with a chance at a KD is a huge advantage.
At any rate I primarily concentrate on healing the pet from range and throwing specials into the mix if the posture down timer has cleared up. OtherwiseI just default attack all the way. If the pet gets low on mind I have a mcro that tells it to follow, trick2, attack.
You can toss a disease into the mix if it's a really High HAM Mob.Diseases are really slow, but on a High HAM Mob it can help make some different in the long term. You just have to be very careful about which Mobs are social (BaF, if you will) and generally avoid those, or only take down ones with lower HAMs that won't take down the pet too fast.
If for some eason I don't have or can;t use a pet, then it's still Ranged Poison, but followed by running. Then AoE posion and just kiting from there to stay out of the 64m range until the MoB gets ticked down to that 1 hp. Then it's a game of get close enough to fire followed by running and healing (well for something like a Force Sesitive type anyways, as 2 hits at range from them will take me down.)
Now if I'm buffed it's a bit different in that I have to kite the MoB a lot less and can move into a more optimal range and.or posture for my weapin to help ensure I get the best chances at getting in that last shot quickly. Otherwise everything else stays the same. And I definitely Buff the pet whenever possible.
hey oebri could you please discuss your techniques i would be interesting in "learning" or "comparing" strategies
im master carbeener/master Combat medic
AllI ever read on this board is people whining and crying about this nerf or that nerf. Look, I'm a master doctor and combat medic, so CM is my only offense. I've got 400 health and action, nodefense mods, and yetI am one of the most feared players on my server. Why?
Oebri, you forgot to mention that you buff yourself in all first 6 poolsup to 3000+ for Health and Action everywhere you go. DOH! There goes your "whaaa, I only got 400 health and action" lame excuse. Nobody is so stupid to set their stats to 400 HAM unless they are a doc with uber buffs. And, I'm betting you use a muron gold stacked with fishak suprise (+1000 to mind) as well. Don't be a lame tard.
Half of Combat medic "strategy" happens while you're crafting the weapons themselves.
I usually carry around 25 packs of assorted poisons / disease on me at all times.
I used to have "low resist" weapons, but I've pretty much discontinued that line with the ARC becoming craftable, resists are very very low with 110 potency (the min any of my stuff has).
most of my weapons are basically sorted by range.
Extra range (generally 95m thrown range)
Mind Single C, Mind Area C
Long Range (Generally 85m thrown range)
Mind Single C, Mind Area C, Health Area C
Mind Area Disease C, Health Area Disease C
Normal Range (Generally 65m thrown range)
Mind Single C, Mind Area C, Health Area C, Health Single C, Action Area A
Mind Area Disease C, Focus Area Disease C, Willpower Area Disease C, Health Area Disease C, Action Area Disease C.
Pet Killers (Generally 65m or lower, no points spent on range)
Health Area C, Health Single C, Health Area B, Health Single B, Health Single A.
The pet killers are pure effectivness, with the C's reaching 340 or so. These are used when fighting CH's since I dont have a very dangerous PvE template (0040 pistoleer). Stack these 5 poisons on that graul or rancor, spam fan shot, and watch it drop in no time.
I didn't include explanations on when to use the various weapons but it shouldbe fairly self-explanatory. Use the long range ones on groups, or people you're afraid to approach. The effectivness gets higher the lower the range gets, so dont use 110 effectivness 95m poisons when your standing next to the guy, break out the 320 65m poisons.
The other half of PvP is preparation. I cannot stress this enough. I cant count the amount of tells I've gotten after a battle saying that I fought unfairly because I used poisons. I live because I'm prepared. I'm also a 0443 doctor, I *always* buff at least health and action before I PvP. Wear armor, even with the decay.. my composite is banked, but I picked up some cheap myariabi armor for PvP. Get the best helmet you can, I wear a 65% composite, its your weakest pool, never forget that.
If you're a doctor / CM hybrid like many of us are, migrate your stats to give you full mind stats. You can enhance the others anyway. Use non-doctor enhancements. Food, spice, and and dancer buffs if they're available.
My mind stats as a human are 1100/600/600.. with spice and food alone (no entertainer buffs) i can get that to 2200/1200/1500. Slap a composite helmet on top of that and Eyeshot and Master head shot suddenly don't seem like such a big deal. Muon obviously for spice, for food look for Angerian Fishak surprise (the stuff i have gives me 430 mind for 800s) and another food that gives +320 willpower for 700s (cant recall name).
You don't want to be a kamikazi CM, thats no fun. PvP to stay alive and you'll be more effective in the long run.
heres a good question with so many posions, dieases, stims how do you orginaze so your prepared for anything
Different hotkey banks. My normal bank has my most used poisons, mind area C, extra range mind single C, normal mindsingle C, area health C. My 2nd bank is identical except i swap the poisons for disease. My "speciality" poisons and disease like the pet killers and a special poison I use only for duels (massive potency / effectivness) get the 3rd bank.
My 3 years as a bard in EQ prepared me well for the swapping i do in swg =P
Just takes organization i guess, Ive been on the wrong bank and thrown the wrong thing (or tried to heal their wounds) many a time though.
As a master brawler ill say the the fastest way or most eficient way to gain xp in a brawler profesion is with fencer and sh swords. Once you are a novice in any of the profesions TKA is probably the best followed closely or maybe tied with sh swords.
So If you do not plan on going past a skill 4 level on a melee class stick to fencing or swords. Then again I would suggest to go for master brawler and then decide which you like best.
IF you're gonna do ranged, pair itlike the corresponding;
fencer/pistol - health damage (what I would recommend)
swordsman/rifle - mind (rifleman need either swordsman or CH to survive hunting)
pikeman/carbine - action
TKA/anything
I too am struggling with the options, but having been heading for Master TKA awhile, I've come to the conclusion that they're too common for my taste, so I'm keeping Meditation (or picking up Medic 2-2-0-0, for thesame 20 points), and dumping the rest.
I'd rather be an oddball, uncommon profession than a run-of-the-mill one. That's just my opinion, but I think it'sextremely gratifyingto be something all those high and mighty TKM'sclaim is 'weaker' than they are, only to have them outwardly impressed by the skill I demonstrate in one of the so-called 'inferior' professions. TKM's are generally nice to the other meleers, but that's frequently because they're coming from a position of superiority which they feel the other meleers cannot challenge with much success. There is NOTHING as rewarding as beating somebody at a game they once thought was their exclusive domain - melee professions being the natural underdogsmakes us perfect for therole of 'comeback kid.'Give me an uphill battle- with the greatervictory - than the spoon-fedwins of the powergaming community.Developers give the Fencer/Swordsman/Pikemen so little attention, that we're the natural classes of choice for the challenging wins.
When you put your all into a melee profession, it shows. Learn everything you can, USE the diverse skillsets you've got, USE food and spice, FIND Doctors to buff you, READ all you can on your respective board(s), and get out there and kick ass at whichever one you choose! ~J