Teras Kasi Archive

Thread: Could I please have a few pointers.

teaguewatson
Mon Sep 13, 2004 6:45 am
#1

I am fairly new to the game (4 months) and have recently transfered from DE to the combat professions. Right now i have Master Swordsman, TKM, and am working on Master Fencer. I am basically taking a shot at the melee profs to see if i like it or not. So far PvE the template is working out great. My question lies along the PvP and higher level PvE category. I have dueled a few guildies and such and read the boards a bit, but I would like to find a few suggestions for tactics that would be good for these three profs. I read the PvP guide for TKA and saw that the states were very important. Makes sense and noted. What changes, as far as tactics,once the other two profs are thrown in? I would like to get a little better at PvP by LEARNING about professions and how they are to be used, so any kind of help would be appreciated. Thanks everyone.
teaguewatson
Mon Sep 13, 2004 6:56 am
#2

Sorry to tack on more, but if I wanted to practice some of the strategies what kind of NPC should I look for? I am a norm in the solo Mokk culling game, but dont really think they are going to help me there. Night Sisters? Sure it wont be the same as fighting a PC but you dont get loot from PC's either and I still want to practice
Ryutek
Mon Sep 13, 2004 7:22 am
#3

You really won't be able to practice that well on NPCs because they are predictable. The best thing to do is have a friend or guildmate duel you over and over so that you get the hang of it (preferably at a cloning center just to avoid the hassle of running back every time).

Primarily you'll want to make certain you stun and intimidate at the least. From there it depends on the situation. If they are unbuffed target the lowest pool (or use UA Hit 2 or Combo 1 as they use the least HAM of the more powerful moves and do decent damage). Dizzy and KD are great, but they do not always decide who the victor is if your opponent has good defenses and can get back up rather quickly (although as soon as you see them stand up try a lunge to get them back down).

If you are fighting a Ranged Opponent make use of the terrain and break LoS (line of sight) and make them come to you, don't be fooled into chasing them.

Other than that it pretty much comes down to practicing and seeing firsthand what works for you.



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



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Kyodor
Mon Sep 13, 2004 8:28 am
#4

General stuff:

You need the following -

- Doctor Buffs, Musician Buffs, Dancer Buffs
- Synthsteak
- Thatkitillo (sp?)
- 50 fill 1k + Vercupti
- Vasarian Brandy
- Vagnerian Canape
- Parwan Nutricake

As for strategies I can really only advise you on Melee:


Go for the following in order:

- KD2 (Land Dizzy - repeat until Dizzy)
- Lunge 1 (If KD2 dosen't KD)
- Warcry
- Intimidate
- Stun
- Unarmed hit 3 (until blind)
- Combo 1/Head Hit/Unarmed Hit 3 for damage.

Keep the states on, keep on Brandy, Synthsteak and Thatkitillo, and use the Vercupti when low on HAM.

5 Stars for you - stop the 1 Star troll.



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Atama
Mon Sep 13, 2004 3:27 pm
#5

I wouldn't take Kyodor's advice, not to the letter at least.

The only foods among those he mentions that I use are synthsteak and brandy. I take 2 brandy drinks and an ahrisa along with a synthsteak, that way I don't have to hunt for entertainer buffs. Doc buffs are a must of course. Don't forget to keep powerboost up.

As for the order of attacks... I try to intimidate first thing, you can do that at range and it makes things safer for you as it reduces their damage output. KD2 is fine to follow up, try really hard to get the dizzy to stick. Try out a stun attack, that will help if you can land it. UAH3 until blind and use headhit on them since they probably won't be able to heal their mind.

Don't warcry after knocking them down. When they are on the ground, that is when you have to get in as much damage as possible because you get a substantial damage bonus when you do so, and once they get up it can be a while before they're down again. I use warcry sometimes to stop their attacks so I can get intimidate on them (which doesn't break the warcry) and then try to KD/dizzy.



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Kyodor
Mon Sep 13, 2004 3:34 pm
#6

I only really mentioned the fact of Entertainer buffs because with Musician Buffs I can leave space for emergency foods, in case things go wrong, and I use Dancer buffs simply because of the factI almost always die from incapacitation by the mind pool. Although realistically, I don't use half those foods, its just preparation in case things go incredibly pear shaped.



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Atama
Mon Sep 13, 2004 3:47 pm
#7

Yeah I prefer entertainer buffs when I can get them too. It's just that when getting ready for PvP it often takes too long to find an entertainer, wait to get into a group with them, and wait for the buff to finish.



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Tathizar
Tue Sep 14, 2004 12:08 am
#8

he has the right stuff, but if you are PvP'n.... i find it much more useful to warcry in the beginning so you can land the intimidate. then land a stun, then try kd2 until dizzy. if he isn't kd, then try lunge1 if his def seem really high even with stun on, then i wouldn't try so hard to lay a kd, just keep at focusing on mind or combo1 if the situation calls for either.



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