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PVP GUide : Star Wars Galaxies Nerfed Info

Posted: June 6th, 2005, 5:03 am
 
tault_jarryd999
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DEFENSIVE STATS/ABILITIES:
o Ranged Defense: Prevents you from getting hit from range

o Melee Defense: Prevents you from getting hit from melee

o *Dodge: Second chance defense after ranged/melee fails, you avoid tacking damage.

o Block: Second chance defense after ranged/melee fails, you take less damage.

o **Counter-Attack: Second chance defense after ranged/melee fails, you avoid damage and counter-attack.

o **Defense Acuity: Second chance defense after ranged/melee fails, combination of Dodge/Block/Counter-Attack.

o Toughness: Reduces damage taken with the corresponding weapon in hand.

o Defense vs. (state effect): Reduces chance of (state) applying.

o Mitigation: Reduces the damage of the enemy's weapon by reducing the range between the min and max damage, corresponding to weapon type. (IE: Range / Melee)


OFFENSIVE STATS:
o Accuracy: Chance to successfully hit a target with corresponding weapon.

o Speed: How fast you swing/fire your corresponding weapon.

('*' These second defenses ONLY work if you have a weapon that corresponds with that skill. IE: Dodge will only work if you have a pistol or a one-handed sword equipped!)

('**' Not sure if the skill is doing what it is supposed to.)

How end game PvP is done is the people who participate take a careful look at every combat profession, and decide what is best to mix and match to get the most efficient number of useful defenses for the right situations with the limit of 250 skill points.

A very common template is the Master Fencer / Master Pistoleer / Smuggler 0/0/4/0 and Novice Medic. Let's break that template down and see what it is that makes it so good by listing the more important stats for PvP.

Master Fencer: Ranged Defense: 71 Melee Defense: 76 Dodge: 105 Defense vs. Knockdown: 50 Defense vs. Dizzy: 40 Melee Mitigation: 3

Master Pistoleer: Ranged Defense: 5 Melee Defense: 45 Dodge: 105 Defense vs. Knockdown: 50 Defense vs. Dizzy: 40 Ranged Mitigation: 3

Before we go further lets see exactly what we have now.

Ranged Defense: 76
Melee Defense: 121
Dodge: 210
Defense vs. Knockdown: 100
Defense vs. Dizzy: 80
Mitigation Melee and Ranged: 3

Now you can begin to realize how powerful this template is. The dodge reaches 210 making those of you who get through your significantly high ranged/melee defenses miss much more. The state effect defenses almost assure your not going to be effected on the first hit or the three attempts after.. and mitigation for both Melee and Range makes you take less damage period from both types of damage!

That sounds pretty great, but that's not even the half of what makes this combination so nice. The two professions abilities and specials work together. Fencer mainly targets the health pool, with two bleeds to the health and health targeted attacks. Pistoleer is the same, two health bleeds and health targeted attacks. Both weapons use the dodge modifier, meaning no matter which weapon you decide to use, your godly dodge is always being activated.

It really seems as if the two classes were made for each other, both are the fastest of their category (ranged/melee) and both target the same pools, both use ham from the same areas, and both have huge defenses in the same areas which stack. The Smuggler part of if really doesn't offer much towards the stat part, but what makes it so useful are the abilities that happen to work very well with the master pistoleer stats.

Low Blow is a ranged Knock Down attack used with a pistol. Last Ditch is a VERY strong pistol special with a modifier of x7 (Stopping shot is x5), and the best one of all, panicshot. Panicshot is a ranged delay attack that always works as long as you hit your target; it's also Area of Effect too! You can chase someone shooting high damage specials, if they keep out of range from fencer then knock them down with low blow while shooting with last ditch getting more damage because they are knocked down all the while closing into melee range. Once in melee range you can dizzy them and lunge, to keep them on the ground and pummel them with the stun baton, a stun damage type weapon that goes straight through armor. If they get up and away for some reason panic shot so they can't do anything for 10 seconds, including burst run and heals, and then burst up to them or KD them again with low blow.

Now you're starting to see what is involved with building a PvP template, but you might be wondering, "What? How can anyone beat that!?" well, we will go over more templates and you'll soon see what will need to be done against these powerful PvP templates, remember everything is going to have a weakness, and building a template with no weakens while keeping the strongest strengths is really the goal of the PvP template.


Common PvP templates:
I will now list most of the most common and more powerful templates for you to look over. I am not going to discuss each one individually, with help from above you should be able to look each one over and see exactly why it is so powerful.

Master Pistoleer, Master Fencer, 3/0/0/4 TKA, 0/0/4/0 Smuggler
Master Riflemen, Master TKA, 4/4/0/0 Fencer, Novice Medic
Master Riflemen, 3/0/0/4 TKA, 4/4/4/0 Fencer, 0/0/4/0 Pistoleer

These are some of the more common place templates now because of one main reason, stacking. Each of these templates stacks beneficial stats together combined with a proficient form of combat to be nearly un hittable and reasonable at taking down an opponent. With out a very high accuracy mod you are going to miss these templates a lot, and they still have means of dealing damage back.

Of course those are very focus on stacking defense stats; here are some other also very good templates that focus on either: offence or just complimenting abilities.

Master Combat Medic / Master Riflemen
0/4/4/0 Bounty Hunter, 0/0/4/0 Pistoleer, 0/3/0/2 Carbineer, Novice Medic
3/0/0/0 Doctor, 4/0/0/4 Combat Medic, Master TKA

A lot of the hard core PvP'ers will be any variation of the above templates. At first it might seem that once buffed they are untouchable. But a closer look at each template shows that they have a weakness. A big one for example is that every one of those templates except for one will be vulnerable to combat medic mind poison. We will get into fighting with and against these templates later in the guide.


PvP Template Combat:
Ok, this is where it starts to get tricky. You got the template you enjoy, made your own modifications and understand what your strengths and weakness are, like weather you are a good dodger, or just great melee defenses, or maybe you immobilize your target before they can shoot etc.

The first thing you should always do is find out what all exactly your template has to offer. DON'T over look anything, find out what everything is and or what it does. This is what will make you better then your opponent, understanding what you have to use and applying it better then him. Lets analyze the above templates strengths and weakness.


DODGE/COUNTER-ATTACK/BLOCK:
These templates are dependent upon their dodge, block or counter-attack skills to keep them alive. These templates should almost always have a primary melee type profession for the added CoB skill and skill bonuses. CoB is a very important skill and makes very good use of your high second defense bonuses.

STRENGTHS:
o Takes very few hits.
o Usually posses both mitigations.
o Can outlast his/her opponent.

WEAKNESSES:
o Dependent on second defense skill.
o Dependent on CoB for great effect.
o Low damage output.
o Low maneuverability.

Great, now you can see a little better what your up against with this sort of template. Of course they could tweak the template to loose or gain a littler more weakness for strength etc. but they are generally the same. This is a very poor template choice for 1v1 because of the mediocre damage output. If you can get through that second defense then the fight is yours, of course if you can't then they will more then likely out last your character and win. Here are some tips when fighting one of these templates:

Intimidate them!
Intimidate will actually NULLIFY their second defenses. Making their dodge/block/counter-attack have NO EFFECT taking away their greatest strength. After that is gone the fight is yours!





Keep your distance!
These classes are only really good when they activate CoB meaning they are mainly a melee profession. Of course they will have some ranged, it shouldn't be their main focus if it is then you may have a whole different situation on your hands. Otherwise keep a good distance and kite away, they will take a lot but their mediocre damage output should be shrugged off.

Bleed!
The second defenses will not stop bleed, fire, or poison from getting through!






RANGED/MELEE DEFENSE STACKERS:
These are the real PvP challenges. You know these guys, the ones that you miss just about 9 out of 10 times, only to get taken out with a quick 300 - 500 damage consistent shot? Yes, these can really seem invincible, but they are no where near godly. Most of the game is ranged, so having a huge ranged defense and keeping out of melee range is what most of these templates focus on. It just so happens riflemen have a +78 to ranged defense, making master riflemen almost a must for this template style. Here is a run down of strengths and weakness.

STRENGTHS:
o Takes very few hits.
o Can do substantial damage.
o Defense can not be nullified.
o Usually target the mind pool for damage.
o Well rounded fighter defense and offence wise.

WEAKNESSES:
o Dependent on ranged defense mostly.
o Not very high status defenses.
o Dependent on mind food/spice mostly.
o Low maneuverability.

Yea, these guys really seem like an end all beat all class. They have great damage, with a stun rifle, primarily because of focusing on the riflemen profession; if they so choose they can become proficient with the fencer profession adding the stun baton to their arsenal as well. With all that they stack a huge amount of ranged defense, and catch a pretty good amount of melee defense as well. These templates can really reach up to 180+ ranged defense and that makes one VERY hard to hit class.

Fighting a template like this may seem a little bit near impossible, but with the right abilities and skill it can be done. Remember they rely on their mind stat, so if you can deplete that then you've won. Not as easy as it sounds but there are ways to do it IE: Combat Medic. There melee defense is not as high as their ranged, and they depend on keeping out of melee range, but we all know how that goes and if a melee can sneak up on these guys the melee really has a chance of winning. Anyways here are some tricks to help defeat these monster templates:

Warcry + Warcry2 / Panicshot:
Yea, they can't kill you when they can't shoot! Delay them for as long as you can and burst on them. They can't do anything for that time period, including heal or burst so use that to your advantage you melee'rs! Not getting shot for 30 seconds is also nice!





Intimidate / Stun:
Yea, guess what halfing that 500 damage to 250 is VERY useful. Not to mention stun ALSO lowers damage and they DO stack. So stack em up, with intimidate and stun you can lower a master riflemen shooting headshot 3's at a constant 60 - 100 damage with a dmg power up!





Poison:
Unlike normal bleeds poison will not miss! (So long as your potency is about 100). Toss a Poison C that ticks 575 dmg and if you have time stack a B right on top! Yea C,B,A version of poisons stack. You can get two separate mind poisons going one for 575 and another for 300 with some good poisons! That will tear up that mind pool in no time!

Those are some special abilities that a lot of different templates could apply to affectively defeat one of these opponents.


DAMAGE / IMMOBALIZERS:
I'll put the rest of the templates in here, because this is pretty much where they fall. These templates don't care for the defense mods and go for accuracy stacking and hitting the speed caps on their weapons. Since they really don't take hits very well they tend to go for immobilization. I'm sure everyone has been hit with the great KD+Dizzy combo, that's one of the trade mark moves for this template. The more efficiently and the faster they get you on your back and dizzied the better.





STREGNTHS:
o Hits fast.
o Hits hard.
o Hits often.
o Keeps his opponent from attacking.
o Good at soloing.

WEAKNESSES:
o Easy to hit.
o High ham costs.
o Low state defenses.

The thing about these guys is in a push of a button your out of the fight, whether your running around delayed for 30 seconds, on your back dizzied taking damage or have a 500 tick mind poison on you. Every one of their shots means everything to them. They shoot at the speed cap always and don't usually miss, because of stacked accuracies. They will also generally hit pretty hard and not have much problem killing anyone but a defensive template. Immobilization is their key to winning so if you take away that then you've got a pretty easy target; also remember that these templates are usually buffed because of the huge ham costs for their specials. The combat medic templates fall here, as it's their main tactic to throw a poison and out last you. Poison is a really great immobilization tool.

Warcry + Warcry2 / Panicshot:
Yea, use their own tactic first. If you can get your self time to shoot at them with out them shooting you, you will have a huge advantage since they are not very defensive they will take a beating.

Poisons:
Hey, if your going to be down all fight you might as well be doing something! Poisons again stick and do some great damage. If you can just hold out for 20 seconds then they are going to go down with that poison on them.





Doctor 2/0/0/0:
This probably isn't the most practical thing, but anyone who can cure poisons will beat any combat medic. All a CM can do is poison so once you take that away, your left fighting his other skill points which could go into a ranged profession but he wont have any beneficiary skills. Most of the time the rest of their points are in doctor or stacked defenses meaning you pretty much win.

Other than that your best bet is to not get hit, by being a defensive template because when you're delayed for 30 seconds or KD'd for 30 seconds there isn't much you can do but get killed, which makes this a very powerful template. With keeping people from fighting you nullify the damage dealers, and you get more time to beat on the defensive guys, which makes this a good all around template. Of course the template dies when it can't do its job, and that's your goal when facing these guys, to keep them from doing what their good at!


SUMMARY:
There is no summary; it's all dependent on who or what you're fighting against. Below are the end game battle tactics, you will probably depend more so on those than anything else, infact the above are just end game battle tactics that you would probably want to make use of when fighting specific templates. When you are in the end game PvP other templates are nothing, it's these or none and the rest will just get brushed off and die every time. You're not a pistoleer CH or Commando TKM those are not good PvP templates and are easily dealt with.

End Game PvP Tactics:
This is what it's really all about. In here are all the tips and tricks of end game PvP how to counter them and a lot of unused or unheard of tactics. Knowing these and when to use them will make anyone a much greater PvP'er. So here they are, listed in no specific order.

Chargeshot:
This is a carbineer skill that knocks down an opponent. The thing with this skill is that it almost always succeeds when hit and is spammable. There is NO timer at ALL on this attack. This skill is currently "Working as intended".

We'll, there really is none except just not getting hit. Even with 100 KD defense you will get knocked down in the 2nd to 3rd hit.

Dizzy + KD:
When a target is dizzied and tries to make any posture change, whether they are in that posture already or not, will have a small chance of succeeding, other wise they will fall on the ground and not be able to get back up. The combination of Dizzy + Knocking someone down will make it so they have to get lucky to stand otherwise they fall, effectively keeping someone on their backs for a good amount of time.

A lot of people don't seem to fully understand how the dizzy works. You CAN get back up, just type /stand ONE TIME. Then if you would wait a second it will let you know whether you got up or not, if you didn't it says, "Your are dizzy and fall back down." Or something like that, if you succeed your character just stands back up. Now, what a lot of people do is they spam the stand command, so when they do successfully get up, stand gets used again and it makes a check they fail the check and fall back down repeating the cycle. DO NOT SPAM /stand.

Chargeshot + Dizzy:
This will effectively let you keep anyone down as much as you want. When they stand apply dizzy and charge shot them, down they go and they have to go through the process of getting back up again.

As soon as you stand you will see the animation before your opponent, since it's on your computer so you know you got up before him, this gives you the chance to get 1 or 2 attacks, if he is really slow, off. If you have any delay ability then as soon as you realize your guy stood you should immediately use a delay attack. As soon as you succeed in standing you can start issuing commands even though you are in animation. If you can get off a Panicshot or a warcry then that will give you some time to heal your dizzy, run, dizzy+kd back etc.

Heal state:
This is a skill that novice doctors get. What it does is allow people to heal their status effects. Status effects are one of the biggest things to watch out for in PvP and having a skill like this can be very powerful, specifically to heal dizzy. While dizzy you cannot burst run, and when you are KD it is very difficult to get back up, being able to heal that state whenever you want is very useful.

If your opponent can heal his/her own dizzy and you are dependent on KD dizzy that can be a problem. The best thing to do is once they are KD + Dizzied then make sure that you spam chargeshot as soon as you see them start standing, or keep them delayed.

Intimidate:
This is a novice brawler skill that when used on an enemy will lower their damage by half (I am pretty sure it is half). This has a range of 30m. You can spam this special on people all you want until it finally sticks, and it does stick pretty often on players. This WILL stack with stun and can drastically lower an opponent's damage output. Also something to keep in mind is that while intimidated your opponents second chance defense bonuses (Dodge, Block, Counter-attack) will NOT work, good to toss on those fencer/pistoleers!

Not to much you can do against this except stay out of range. You can however buy BE clothes or use skill attachments to raise your defense vs. Intimidate and stack some skills from other profesions. Even with those options, your best bet still is to keep out of 30m range if you really want to avoid getting hit by this skill. Don't worry to much at the moment, this skill is HIGHLY underrated and not to many people use it.

Stun:
This is intimidates little brother. Disregard what the description says, like most skills it does nothing like what the description mentions. It is not as powerful as intimidate, but it is also used in many special attacks, meaning you can apply it from any range. This DOES stack with Intimidate and can drastically lower an opponent's damage.

Also like intimidate the best you can do is count on your defense vs. that state, but if it's spammed enough it will eventually get to you. You can get some BE clothes as well to help with the defenses and skill attachments.

Poison:
I probably don't need to go over this one, I'm sure everyone has dealt with this awesome skill. It puts a tick of about 6 seconds on a person that can do upwards of 550 damage with singles, and can also be made to apply in areas of 30m affectively being able to poison 20 people at a time if they were all grouped up. This is an EXTREMELY powerful PvP tool, infact so powerful that if you fighting a CM and don't have a doctor or a CM your self, your group is going to loose. Also you can stack poisons together as long as they are not the same type. Example: You can stack a mind poison C, a mind poison B, a mind poison A, a health poison C, a health poison A, and so on… but you cannot stack a mind poison C, an area mind poison C. Not to many people know about that and with 2 poisons one ticking 550 and another ticking 450 you can tear up almost anyone.

THE best possible thing anyone can do to combat a CM is to have a delay move and 2/0/0/0 doctor for poison cures. Not to many people will have the doctor but a lot of people have the delay move, all melees have the delay move, warcry. Your best bet with the delay move is to target the CM, then keep out of sight, use LoS (Loss of Sight). Then when you think the CM isn't focusing on you run out very quickly and hit your delay while running right back into LoS. If you time it right and the CM is slow or not ready you will effectively delay them and they can't toss poisons, not immobilize the cm and kill him before he can get up and toss a poison. Also, now I cannot confirm this, but I have heard that the + to bleed and poison resists etc. work by lowering the tick count. So say you had a +6 to poison resistance and poison ticks every 6 seconds, then with that mod you should tick ever 12 seconds. I am not sure if this is true, just what I have heard this is definitely worth testing out!

Panicshot:
This is a pistol AE special that when used will delay anyone hit within its range for 10 seconds. This is a very valuable PvP tool, as anytime your opponent is doing nothing your getting the chance to immobilize/kill him. This WILL stack with warcry1 or 2. It does have a 30 seconds timer after it is used.

You don't resist this, the best you can do is not get hit. So unless you're a defense template don't expect to be able to resist this attack. Just be sure to take advantage of that 20 second window when it wears off.

Warcry:
This is a skill that novice brawlers get. This is a HUGLEY underrated skill. It will delay your opponent for 10 seconds, 20 seconds if you have warcry2. It is spammable until it sticks, and it does have a 30 second timer AFTER it sticks. It also has a range of 30m. It does NOT stack with warcry2.

There is no defense for this so grab some BE clothing if it is really important to you, but your best bet is to just try to keep out of the 30m range.

Buffed:
A good PvPer will always be buffed, infact it's usually a smart thing to migrate ALL of your stats to your mind stats then put the rest wherever you want. This way when you are buffed your mind is as high as possible unbuffed and musician buffs will have a greater effect. This is more of a hardcore PvPer tip but if you can manage you will be better off then those who don't.

Stun damage:
If you have the choice of a stun weapon vs. you strong weapon take a moment to look them over and decide or test which one will actually be stronger. For instance a lot of people have counter BH eyeshot with a strong acid resist helm, if you use the tangle pistol then you might actually pull off more damage out put. The Jawa Ion Rifle is definitely THE best PvP rifle. It's range isn't to big so mitigation doesn't effect it as bad as the other rifles, and it is AP1 stun resist layers wont help until about 25% resist. Fencers also get a stun weapon, the stun baton. Make sure you use these when necessary.


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Posted: June 10th, 2005, 8:34 am
 
tault_nethel
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Way to go... this is pre CU.


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