Teras Kasi Archive
Thread: News regarding melee geting another nerf.
MotorPsycho wrote:
iijin wrote:
I eat ranged players for lunch.....
on any terrain...
Message Edited by iijin on 10-12-200512:51 PM
iijin wrote:
I have no healing...it is so so, some fights I have lasted some I have fallen fast...
your confusing me, iijin.
mellee has 3 'counters' to ranged snares and roots 1)heals 2)burst run 3)terrain. The first two are getting nerfed. i guess a melee guys first move will be to run (as fast as he can, perma snared) for a building.
The answer may lie in dabbling ina ranged profession with brawlerpre-requisites, this ranged profession would have mods for the melee professions also...meaning it was designed to work together with melee. Two come to mind, both are effective...and wellworth giving up healing for, IMO. I have pondered many template variations when considering the possibilities with these two professions, this "nerf" should be an oppritune time to take a glance at those possibilties.
Message Edited by iijin on 10-17-2005 09:49 AM
I've been pvping with this and even with the fencer snare it almost impossible, you get kited alot, but after using buildings/parwan/the fencer snare I finally got the Mcarb/Squad leader I was fighting after they got me twice, template was TKM/0404 fencer/0030 swords/4004 doc with a blade of nyenth'oris. Also I would mention I was fully buffed/fooded/cobbed, been playing melee for well over a yearand I was prepared, the Mcarb/Msquad leader was a noob without a single buff. What's worse is if they're are CM however, traumatize and snare then they kite you and KD you when they can, your action will be gone from healing, then you die.
Saruun_Mortuus wrote:
You wanna kill ranged? Go TKM/xx34Swords/4xxxDoctor/NoviceSmuggler and carry an ALR. They're gone. End of story. But you'll be weaker against melee players and Jedi. (The surprise on the faces of those poor ranged **edit** would almost be worth it though.)
Mansun wrote:
Giant2005 wrote:
Mansun wrote:
GreekKing wrote:
well our burst run stragetgy against root and snair is kind of gone now but we can still fight just gonna take forever and we might get pwned big time by those mcm.
*puts on flameproff clothing*
All you melee players need to pipe down, your only telling half of the story.. a NEW food is also being introduced, Rancor Acid. For those of you that dont know what Rancor Acid is, its a insta-cure for snares ei. CM Electrolyte Drain, on top of that it also makes the consumer IMMUNE to further snares for a period of time, FURTHER MORE, Rancor acid can be taken pre-battle for snare-mitigrating effects..
If anything this is a nerf to the ranged players, as we allready have a perma snare when wilding our weapons.. the melee PvP supremacy will continue..
Not true, all it does is add resistence to Electrolyte drain - doesn't cure anything, and all other snares still hit for full effect. Believe it or not the big problem is kneecap shot from riflemen, at 80m away we have no hope at all of getting close enough with permasnare on. Either way if Rancor Acid does turn out to be some super food, we are still handicapped in that we have to waste our fill on foods that range have no need to bother with
ok, it only being effective against ED is new to me, but as far as i know it still cures it if ya take it after ED is applied to you.. as for kneecap shot, not everyone is RIfleman, and even if, they still have a huge perma snare with their rifle equipped.. Rifles also have HUGE action drains, and with the med healing changes, action will deplete even faster..
Ranged players arent the onlyone that can snare, get some CM or fencer for a snare, use LOS to your advantage, if you get close to a Ranged opponent they are dead anyway, we need some tools to stay at range. melee players will still be superior in PvP