Swordsman Archive
Thread: Tactics for beginning a fight
Page 1 of 1
mechweb
Sat Feb 12, 2005 6:33 pm
#1
Please list what you use to start a fight against:
1. Medium difficulty mobs
2. High end mobs (NS, Krayt, etc...)
3. PvP
Would it be worth it to use warcry2 to delay while trying to dizzy/kd/intimidate? Also, do you usually dizzy first against another melee mob/person then kd or the other way around?
YeahMan
Sat Feb 12, 2005 6:43 pm
#2
Please list what you use to start a fight against:
1. Medium difficulty mobs: Like 10k Ham? If their NSs, I'm usually kiting em with my T21. If not, I'm using Headhit3
2. High end mobs (NS, Krayt, etc...): Intim 2
3. PvP: HS3
Would it be worth it to use warcry2 to delay while trying to dizzy/kd/intimidate? Only if you can smack em down in one hit.
Also, do you usually dizzy first against another melee mob/person then kd or the other way around? KD then Dizzy, because if their a doc, they just cure it.
SkullBreaker
Sat Feb 12, 2005 6:53 pm
#3
Swordsman don't really have a reliable dizzy or kd attack, 2h hit 3 does dizzy but not often enough to be of a great use in PVP, or PVE against med-high level mobs. And Lunge 2 doesn't do a good job of knocking people or things down either, your better off just pounding them with Head Hit 3 after they are intimadated, and use warcry when you need to heal.
mechweb
Sat Feb 12, 2005 7:06 pm
#4
Well, another question then. I am also working on TKM, should I kd/dizzy with TKM skills then switch to power hammer and spam headhit3? Also, do you guys use both intim1 and intim2 (I believe they stack)?
LaserDood
Sat Feb 12, 2005 9:08 pm
#5
For higher level MOBs, especially protectors and harder:
I usually start off with intim2 until it sticks, then hit mind hit 2 and make em bleed. Then I go with
head hit 3 till they die or need to bleed some more, keeping intim 2 on at all times, sometimes I add
an intim1 but don't think it adds much.
For NS Rangers and below I usually dont even worry about intims, especially in a group,
just area hit until dead.
If something decides to run when its HAM gets low I alternate taunt, head head and lunge2.
I am TKM/MSwords/Mbrawler and I rarely do anythign with TKM unless I get dizzied that I can't get
up and I drop my sword for the increased toughness. I don't find that on harder MoBs that I can
stick dizzy and KD. Elders are invuln to kin so that's not even worth trying. I do use it
when I come on rockshapers that are invuln and use it to KD/dizzy so that I can move on without
them constantly tearing on my armor.
I usually start off with intim2 until it sticks, then hit mind hit 2 and make em bleed. Then I go with
head hit 3 till they die or need to bleed some more, keeping intim 2 on at all times, sometimes I add
an intim1 but don't think it adds much.
For NS Rangers and below I usually dont even worry about intims, especially in a group,
just area hit until dead.
If something decides to run when its HAM gets low I alternate taunt, head head and lunge2.
I am TKM/MSwords/Mbrawler and I rarely do anythign with TKM unless I get dizzied that I can't get
up and I drop my sword for the increased toughness. I don't find that on harder MoBs that I can
stick dizzy and KD. Elders are invuln to kin so that's not even worth trying. I do use it
when I come on rockshapers that are invuln and use it to KD/dizzy so that I can move on without
them constantly tearing on my armor.
BrennenCorbantis
Sat Feb 12, 2005 11:01 pm
#6
if your pvping and using tkm to knock down..... it depends on the opponent. If you simply knockdown and then dizzy..... 9 times outta 10 there gonna get up b4 u dizzy them, and still engage the knockdown timer, so it totaly didnt work in that situation. So normaly i dizzy 3 times then kd and dizzy once more. The only defect isthat most docs heal the dizzy's b4 u can kd them, so again its totaly messed up. But if u get the timing just right, u can knockdown then dizzy, and u wont have to worry about docs, but its a lil risky. for regular opponents though dizzy 3 times then kd and dizzy once more.
TieWalker
Sun Feb 13, 2005 9:24 pm
#7
Whe nyou fight a jedi with heal states you want to KD then dizzy because if you keep spamming dizzy while they are KD then the momnet they heal it they get dizzied again, so they'll stay down
and on what i do to start combat...If it's in PvP or against a cmob that does over 100 damage to me through my armor then i imt 2 and go headhit3. If it's any thing less i just headhit3.
Tolbat
Sun Feb 13, 2005 11:04 pm
#8
1. Medium difficulty mobs-I just whale at it with headhit3.
2. High end mobs (NS, Krayt, etc...)-Warcry2, int2, (headhit3 if solo) (meleehit3 is outdamaging a KS'er)
3. PvP-CoB, int2, blind, stun,dizzy, kd, headhit3-rinse andrepeat.
Naruk_The_Wookiee
Tue Feb 15, 2005 9:37 pm
#9
mechweb wrote:
Please list what you use to start a fight against:
1. Medium difficulty mobs
2. High end mobs (NS, Krayt, etc...)
3. PvP
Would it be worth it to use warcry2 to delay while trying to dizzy/kd/intimidate? Also, do you usually dizzy first against another melee mob/person then kd or the other way around?
1. Like other said...single...hh3...mobs...area3 or spin2...
2. Like other said...inti2...mh1+2...hh3...from time to time warcry2 to heal some bleeds....taunt to keep them agro on me if they try to walk...
3. Depends on opponents weapon/skills...Inti2, Lunge2 for KD, Hit3 for Dizzy, Lunge1 for PC, after doing dizzy flipflop hh3...but each fight and opponent is a different story so there is no "one-in-all" solution for pvp...
Ivon
Wed Feb 16, 2005 4:49 pm
#10
Tolbat wrote:
1. Medium difficulty mobs-I just whale at it with headhit3.
2. High end mobs (NS, Krayt, etc...)-Warcry2, int2, (headhit3 if solo) (meleehit3 is outdamaging a KS'er)
3. PvP-CoB, int2, blind, stun,dizzy, kd, headhit3-rinse andrepeat.
qfe, even if swordsman dont have blind or stun... use it if you have another prof that has it
OmegaZeuS
Wed Feb 16, 2005 5:56 pm
#11
A lot of people fail to see the power of area3 for a KD effect. For me it is fast hitting so I can hit more often than most attacks and the Dizzy/Posture down often works as a Dizzy/KD effect when lunge 2 just isn't working (1 out of 50 times just isn't worth it after you get the first KD)
If I'm alone against an NPC I try for a hit3 dizzy then go for the KD and spam HH3
Something tougher I usually start to use CoB if I'm in trouble or if the beastie is that big. You can't dizzy/KD a critter and higher end mobs shake off dizzy faster than I can stick it so I usually HH3 them into submission. I always start it off with intimidate/warcry and I usually don't stick a bleed because if I'm about to die and try to shake em off the bleed ticks might make them aggro me when they're at 100m, lol. I often find myself spamming taunt when they try and high tail it outta there.
I don't usua;;y PvP and when I do I never win but I always figured trying to get the opponent to stop moving either with KD or posture down would land me a few free hits. While they're down I use one hit 3 and if the dizzy doesnt stick I dont waste time to spam HH3. I also activate my looping macro of CoB/intim2.
If I'm alone against an NPC I try for a hit3 dizzy then go for the KD and spam HH3
Something tougher I usually start to use CoB if I'm in trouble or if the beastie is that big. You can't dizzy/KD a critter and higher end mobs shake off dizzy faster than I can stick it so I usually HH3 them into submission. I always start it off with intimidate/warcry and I usually don't stick a bleed because if I'm about to die and try to shake em off the bleed ticks might make them aggro me when they're at 100m, lol. I often find myself spamming taunt when they try and high tail it outta there.
I don't usua;;y PvP and when I do I never win but I always figured trying to get the opponent to stop moving either with KD or posture down would land me a few free hits. While they're down I use one hit 3 and if the dizzy doesnt stick I dont waste time to spam HH3. I also activate my looping macro of CoB/intim2.
StellarSwordsman
Wed Feb 16, 2005 7:20 pm
#12
I dizzy KD a fencer/TKM defense stacker using Area 3 for dizzy/ lunge 2 for KD......i was really surprised when it actually stuck a dizzy on him...
OmegaZeuS wrote:
A lot of people fail to see the power of area3 for a KD effect. For me it is fast hitting so I can hit more often than most attacks and the Dizzy/Posture down often works as a Dizzy/KD effect when lunge 2 just isn't working (1 out of 50 times just isn't worth it after you get the first KD)
If I'm alone against an NPC I try for a hit3 dizzy then go for the KD and spam HH3
Something tougher I usually start to use CoB if I'm in trouble or if the beastie is that big. You can't dizzy/KD a critter and higher end mobs shake off dizzy faster than I can stick it so I usually HH3 them into submission. I always start it off with intimidate/warcry and I usually don't stick a bleed because if I'm about to die and try to shake em off the bleed ticks might make them aggro me when they're at 100m, lol. I often find myself spamming taunt when they try and high tail it outta there.
I don't usua;;y PvP and when I do I never win but I always figured trying to get the opponent to stop moving either with KD or posture down would land me a few free hits. While they're down I use one hit 3 and if the dizzy doesnt stick I dont waste time to spam HH3. I also activate my looping macro of CoB/intim2.
Page 1 of 1