Pikeman Archive

Thread: PVP tips :)

annelid0
Wed Aug 11, 2004 10:48 am
#14


MurDeKi wrote:

Tmar wrote:
hehe, i must be the luckiest pikeman alive or something...
Bought a 260 str mind fire pike (87% pot) for 900k


I beg to differ. I got this for 700k
http://www.imagedump.com/index.cgi?pick=get&tp=53981

You both lose.

I got a 231 strength mind poison with infinite uses for 1100 credits. It's incidentally the only DoT pike I've ever bought.

Message Edited by annelid0 on 08-11-2004 01:51 PM



------
Ilykerrimo
Grumpy Old Pikeman
Masochistic Wookiee

Makon
Fri Aug 13, 2004 12:18 pm
#15

I hate to jump on the off-topic train, but where the HECK do you guys get these for cheap? Noobs?



Uraun - Wookiee Berserker - Shadowfire
See you, Space Cowboy ....
hellsvenom299
Fri Aug 13, 2004 1:10 pm
#16


MurDeKi wrote:




Tmar wrote:

hehe, i must be the luckiest pikeman alive or something...


Bought a 260 str mind fire pike (87% pot) for 900k




I beg to differ. I got this for 700k
http://www.imagedump.com/index.cgi?pick=get&tp=53981



"You both lose.

I got a 231 strength mind poison with infinite uses for 1100 credits. It's incidentally the only DoT pike I've ever bought."





hehehe.. i think i have all 3 of you beat, i killed a ns protector and elder in the same spawn, got a ns lance (exceptional), 1k max dmg,with 740 st action poison(80% potent, still has29k uses)from the protector, and a long vibro axe with 290 st action fire from the elder


cheers






Spectrokilla
Fri Aug 13, 2004 1:57 pm
#17

lol.... i bought a 633 max damage LVA for 20k .... but thats just me ... lol and a 100-300 in that area? health flame lance for 60k... and my nightsister energy lance for 7 mil MWUHAHAHA



----------------------------------------------------------------------------------------------------Now that DOT's are gone the real Pikemen step forward. We have irraticated the novice stances line DOT whores and have stepped into future. But now we have a new threat.. Swordsmen using us for defense! Will it ever be over!?!?

Specta Auror
Leader of Sky
Proud Pikeman
TheSerinator
Fri Aug 13, 2004 7:24 pm
#18






MurDeKi wrote:





Tmar wrote:

hehe, i must be the luckiest pikeman alive or something...


Bought a 260 str mind fire pike (87% pot) for 900k




I beg to differ. I got this for 700k

http://www.imagedump.com/index.cgi?pick=get&tp=53981




I got a 277 str., 196s dur. 96% potency mind fire pike for free.


Damn it feels good to be a gangsta.







"The dev team would never allow any kind of imbalance so that one group of people would "cut swaths" through crowds of people." - Thunderheart
Imperial Navy Pilot - Member of Black Epsilon - LFD Squadron
Tyrst
Sat Aug 14, 2004 12:14 am
#19






zanzanEXPO wrote:
we should share tips with each other so here are some

use intimidate[the brawler ability] alot it cuts off dodge/etc, lowers secondery defences and reduce nearly 50% of the damage.

use area2!!it stuns and dizzy, stun reduce damage aswell lowering secondery defences, stacked with intimidate your target is nearly defenceless!





Thunderheart provided a list of all states and what they affected. Intimidate has no effect on defenses, it only reduces the amount of damage a target can cause. Stun is just a weaker version of Intimidate. If you want to cut down defenses you need to blind your opponent.



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Darkallah
Sat Aug 14, 2004 4:03 pm
#20

I have no problem in pvp with high dmg pikes. Since most of the hardcore pvp'ers on my server are docs, I usually save my mind fire for jedis. If I'm outnumbered, I will relly heavily on my dots, but when going after a single pc, I will run up, lunge to hopefully get them kneeling, and stop the inevitable running away. At this point, I'll que up a couple of the area dizzy hits (I forget the name of the one I use, just know its place on my toolbar). If hes within range, one of the dizzys will usually stick, in which case I'll sweep then dizzy. If the sweep doesnt hit, Ill repeat with a sweep and dizzy (I dont spam sweep to avoid posture changing them back up). If hes still running, Ill use lunge to get him kneeling then down, otherwise as long as he's dizzy Ill use polearm hit 3 to get him kneeling and subsequently on the ground. This is the only time I use polearm hit 3. Once hes on the ground, Ill keep spamming the area dizzy hit, rather than polearmh3 (to avoid posture changing him back to standing). If you know your opponent isnt a doc, you might do otherwise, but as previously stated most rebs I fight have doc, so I keep dizzying to prevent them from healing the state effectively. If they seem to be flopping around unable to cure dizzy, then Ill switch to a dot pike for fun, and dizzy with that. Granted, the lowest pike ill ever use in pvp is 900 max, so this technique might not work as well if you are useing the less damaging dizzy attack with a crafted pike. This is a normal pvp encounter I have, one on one, or in a group where I'm able to target a single player without having his allies blasting me at range. When dealing with multiple players, I would use fire and poison on the first guy, and once hes down and dizzy, switch targets and use a similar approach on whoever else is doing the most damage (or if ones a cm Ill target him next to prevent mind heals on the others, then doc is next priority after cm's). Its key to remain fluid and be able to adapt, as the strategum mentioned above is sort of a best case scenerio. Things will not always go as plan, and only experience will let you change tactics without even thinking. Just my 2 cents for someone who asked for tips, this is how I normally do it. Hope it helps



Darkallah Supreme
TKM
Businessman
"Yes, I am Echko's slave"

Tyrst
Sat Aug 14, 2004 5:45 pm
#21






Darkallah wrote:

I have no problem in pvp with high dmg pikes. Since most of the hardcore pvp'ers on my server are docs, I usually save my mind fire for jedis. If I'm outnumbered, I will relly heavily on my dots, but when going after a single pc, I will run up, lunge to hopefully get them kneeling, and stop the inevitable running away. At this point, I'll que up a couple of the area dizzy hits (I forget the name of the one I use, just know its place on my toolbar). If hes within range, one of the dizzys will usually stick, in which case I'll sweep then dizzy. If the sweep doesnt hit, Ill repeat with a sweep and dizzy (I dont spam sweep to avoid posture changing them back up). If hes still running, Ill use lunge to get him kneeling then down, otherwise as long as he's dizzy Ill use polearm hit 3 to get him kneeling and subsequently on the ground. This is the only time I use polearm hit 3. Once hes on the ground, Ill keep spamming the area dizzy hit, rather than polearmh3 (to avoid posture changing him back to standing). If you know your opponent isnt a doc, you might do otherwise, but as previously stated most rebs I fight have doc, so I keep dizzying to prevent them from healing the state effectively. If they seem to be flopping around unable to cure dizzy, then Ill switch to a dot pike for fun, and dizzy with that. Granted, the lowest pike ill ever use in pvp is 900 max, so this technique might not work as well if you are useing the less damaging dizzy attack with a crafted pike. This is a normal pvp encounter I have, one on one, or in a group where I'm able to target a single player without having his allies blasting me at range. When dealing with multiple players, I would use fire and poison on the first guy, and once hes down and dizzy, switch targets and use a similar approach on whoever else is doing the most damage (or if ones a cm Ill target him next to prevent mind heals on the others, then doc is next priority after cm's). Its key to remain fluid and be able to adapt, as the strategum mentioned above is sort of a best case scenerio. Things will not always go as plan, and only experience will let you change tactics without even thinking. Just my 2 cents for someone who asked for tips, this is how I normally do it. Hope it helps






Great tips. Im new to pike so this helped me.



Teer Sanbar
Widow Makers

The Emperors Servant
Tmar
Sat Aug 14, 2004 7:35 pm
#22

very similar approach to me, although if vastly outnumbered (for example the 10 vs 2 fight i was in today ) I'll wait out of line of sight and let them come to me.


Then once they are about to round the corner and come into my LOS i'll burst into middle of group, hit sweep followed by area dizzy with a dot pike. That will normally leave one of two down and soon to be dead and most of the others in range in a bit of trouble.


Than I'd tend to go for Jedi -> CM's -> Docs -> Riflemen -> Everyone else. Lunge two helps alot too tbh, with its 20m range. Best bet i find is to make sure they are all ticking with some kind of dot (or as many as poss) that way their focus is not to damage you, but to heal themselves allowing you time to get in and kill them off one by one.










T'mar Chekios - Pikeman
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// USP Bio Food and drink vendor -5315 3419 (naboo)
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station1
Sat Aug 14, 2004 11:54 pm
#23






Tyrst wrote:


Thunderheart provided a list of all states and what they affected. Intimidate has no effect on defenses, it only reduces the amount of damage a target can cause. Stun is just a weaker version of Intimidate. If you want to cut down defenses you need to blind your opponent.





Incorrect. Initmidate doesnegate secondary defenses (Dodge, Block, Counterattack).


Don't believe it? Find a higher level mob like a NS that does all 3 alot. Watch the combat window as she dodges, blocks, and counter attacks. Intimidate her. No more dodges, blocks, or counterattacks. Let it wear off. She starts dodging etc again.


As far as Blind, I have neverseen it alter defenses. It does significantly affect your accuracy though.


TH is the guy thatthinks Commando is overpowered, and who didn't know that Stormtrooper armor was factional. Not sure if I'd trust his list.




zanzanEXPO
Sun Aug 15, 2004 4:20 am
#24

had a duel with a rifleman today i learned a few good things
dont spam KD attacks

and...DOTs are the way to win, i do mind poison then switch to a action fire, dizzy/KD then do leg hit, it works till they burstrun away




gggggggggggggggxnnntnnnxggggggggggggggg


deltar66
Sun Aug 15, 2004 4:41 am
#25

OOO im glad to see this board is growing out of the we suck make us uber set of mind,Pike is awsome if you can strategize and have the right weapons.




EGORR NUPERLUT

SWG Community Griefing Representative
Tyrst
Sun Aug 15, 2004 10:39 am
#26






station1 wrote:






Tyrst wrote:


Thunderheart provided a list of all states and what they affected. Intimidate has no effect on defenses, it only reduces the amount of damage a target can cause. Stun is just a weaker version of Intimidate. If you want to cut down defenses you need to blind your opponent.





Incorrect. Initmidate doesnegate secondary defenses (Dodge, Block, Counterattack).


Don't believe it? Find a higher level mob like a NS that does all 3 alot. Watch the combat window as she dodges, blocks, and counter attacks. Intimidate her. No more dodges, blocks, or counterattacks. Let it wear off. She starts dodging etc again.


As far as Blind, I have neverseen it alter defenses. It does significantly affect your accuracy though.


TH is the guy thatthinks Commando is overpowered, and who didn't know that Stormtrooper armor was factional. Not sure if I'd trust his list.











Sorry you are correct. I went back and checked the thread and you are totally correct about intimidate. I went ahead and posted the state info here so that Pikemen can benefit from it.


Nova, were you able to determine if just asking for basic definitions of what the state effects do would any more acceptable as a question, without the internal mathematics revealed?


There are states, postures and modifiers.Some combat conditions, such as Knockdowns, are actually postures.The states and their simple descriptions are as follows:


Aim: Gives an attack bonus, it can be used up to three times to get the maximum bonus and lasts for three shots.
Berserk: Increases attack modifiers and increases unarmed damage.
Blind: Lowers attack and defense modifiers.
Center of Being: Adds to the chance that block, dodge or counter-attack will go off.
Conceal: Allows a rifleman to attack a creature without it attacking them. A higher skill modifier improves this chance.
Dizzy: Adds the chance for the character to fall back down when attempting to stand.
Intimidate: Greatly lowers damage potential and slightly lowers defense modifiers.
Rally: Increases attack and defense modifiers.
Stun: Lowers attack modifier and slightly reduces damage potential.
Take Cover: provides a bonus to defense.
Tumbling: Increases defense modifiers.
Warcry: Adds a delay to the targets action queue.


Please see this thread.
http://forums.station.sony.com/swg/board/message?board.id=dev_archive&message.id=46993




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