Smuggler Archive
Thread: Good Begining Combos
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TimSpork
Thu Apr 28, 2005 3:44 pm
#1
Ok I only had a little time to test out some pvp by dueling guildmates before I went to work, so please expand onthis. I tested this both armored and unarmored with both "a"ed and un"a"ed opponents. I finished each fight with over half my health left. Also all opponents where the same level (80)
Right now I'm a MS/MBH so I'm using specials from those proffesions.
At the start of a duel I use underhand shot to knockdown followed by concussion shot. I then throw in an eye shot for fun and follow up with reckless shot and critical shot (?correct name?) At this point I only need maybe one more reckless shot and it's over.
The only professions I had trouble with was a CM/Pistol beacuse he got a paralyze on me before I could shoot, and a jedi with master defender beacuse we where bugged and I stopped attacking for no reason in the middle of the fight.
Anyway that's my thoughts so far on begining combos anyone else want to post some others?
maxtheusher
Thu Apr 28, 2005 4:26 pm
#2
hm, well, there's already quite a few threads on this, and I think I've already posted in them all. But anyway, like I've been saying, MS/MBH is a good combo.
I think the main reason is, while other templates are either very strong, or very defensive, they all have a template that can counter their effectiveness. MBH/MS doesn't seem to have a counter to it, so while it's not the best tank, or the best nuker, it does its job and then some.
It's been what I've been using the entire time I've been on TC, or at least since they put in the elite trainers (phase 2), and I've liked it the whole time.
I originally chose novice carbs for my supplemental points, but I'm thinking MAYBE I'm taking the grenades tree of commando, for a few more states. I tend to find myself more successful if I just stick with one weapon though... so probably novice carbs.
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