Pikeman Archive
Thread: PVP tips :)
MurDeKi wrote:I beg to differ. I got this for 700k
Tmar wrote:hehe, i must be the luckiest pikeman alive or something...Bought a 260 str mind fire pike (87% pot) for 900k
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
I beg to differ. I got this for 700k
Tmar wrote:
hehe, i must be the luckiest pikeman alive or something...
Bought a 260 str mind fire pike (87% pot) for 900k
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."
MurDeKi wrote:
I beg to differ. I got this for 700k
Tmar wrote:
hehe, i must be the luckiest pikeman alive or something...
Bought a 260 str mind fire pike (87% pot) for 900k
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. ![]()
zanzanEXPO wrote:
we should share tips with each other so here are some
use intimidate[the brawler ability] alotit 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!
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
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.
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
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.
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