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Triple Threat: PvP Guide 1.3   [ Edited ]
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EnderUK
Pilot
Posts: 1420
Registered: 02-06-2004


PA: Dark Warriors of Valor
Server: Valcyn


This version of the guide is thanks to Nicolas_Frost who without the kick up the back side I would have let this rot. This version has expanded on equipment and prepartion also some colour and Sun Tzu quotes. If I ever decided to expand on this it will be on the later topics though I doubt this will happen before the CURB. I will do rough edits when I read over it in a couple of days time. I only read over it quickly before posting so not sure or grammer and spelling, both are not my strong points as you might know Please if you notice anything major could you contact me and I'll fix it. If you would like to expand on any of the information please do so by posting. If I haven't made something clear you can contact me and I'll try to explain it better.
 
Last I'd like to point out I am now a non-combat smuggler but most of this information comes from first hand experince in over 6 months of fighting as a triple master and many suggestions from other respected smugglers and former smugglers. I'd like to thank them all for their knowledge and my guild that helped me practice so much
 
The Triple Threat: PvP Guide 1.3
 
Contents:
History of the Guide
Introduction
Equipment
Preparation
Know yourself
Know your Enemy
Defence is the best offence
Role in battle
Tactics against Races and Classes
 
History of the Guide:
 
 
Indroduction:
 
So you have become the triple master, Smuggler, Pistoleer, Teras kasi Artist and are looking to take on the bad guys with your excellent skills. You go overt, go on a raid and die in seconds to the Poison throwing Jawa rifle shooting freak. This little guide is the help you defeat that l337 dood with a little dirty fighting
Equipment:
 
The art of war teaches us to rely not on the likelihood of the enemy's not coming, but on our own readiness to receive him; not on the chance of his not attacking, but rather on the fact that we have made our position unassailable.- Sun Tzu
 
The most important thing in a PvP battle is your equipment. What it boils down to is you want the best of the best. We are lucky here as we can slice our own weapons and armour until we obtain a slice we are happy with. I can buy items one at a time off a vendor and slice it, were as someone else has to buy multiple items find a smuggler to slice them and they still might not get the slice they want.
 
Weapons of War:
Vibro-knuckler: The basic and only choice of weapon for a TKM, our melee profession. There are 3 main types of VKs to look out for. Standard VKs which sell for a few thousand for a set. You are looking to get a high damage slice on these since TKM is speed capped at master. Nym VKs have a slightly higher max damage to them so are slightly better than the standard VKs. I’ve seen these sell from 100k pre-sliced to 1million upwards for a 225+ damage sliced. The last set of VKs is the Nightsister VKs. These are slightly rare to come by, as the units to produce these only drop every so often from a specific high level nightsister. The beauty of these is that the minimum damage is increased as well as the maximum damage. This increases the dps (damage per second) greatly against professions with melee migration 3 which reduces your maximum damage but not your minimum damage. These sell upwards of 3 million pre-sliced so if you want these then you spend a lot of cash or loot them yourself. Impossible for our template to solo unless you have around a week to spare and unlimited buffs. The one downside to all these VKs is that they are kinetic damage which most pvp armour has high protection against.
 
DX2 pistol is your standard economic pistoleer weapon. It is an acid based weapon which PSGs are venerable to, however most people weae high resist composite armour for pvp which will limit the damage of this weapon greatly.
 
Modified Republic Blaster: This is a second choice weapon which is energy type damage. PSGs and Composite both have high resists to energy which limits the Republic damage. There is a bonus of a health bleed which can be stacked with your pistol bleed specials however.
 
Geo Blaster: If you can afford this gun then your pistol skills in pvp are greatly improved. Stun composite armour protection offers a maximum 43% against stun though that is now limited to 39% as opposed to 69-90% on all other damage types available to us. The down side to this weapon is that unlike the DX2 and MRB it is not armour piercing 1 but 0. Therefore the damage this weapon is slightly reduced against armoured opponents with stun protection. It is still the most effective weapon for the pistoleer.
 
De-10: This is the master pistoleer’s new toy. It is a very slow but powerful energy pistol. These are by far the highest damage pistol we have in our arsenal. There slow refire rate however mean that unless you are speed capped the dps will not be that great.
 
The above four pistols can all be enhanced using krayt tissues to increase the damage and speed. This is done during the production of weapon by the weaponsmith. Please also note that if you have not speed capped pistols by pistol speed tapes totalling +20 then you will not fire these weapons at the highest dps with specials from pistoleer or smuggler. A high speed slice wil in fact increase dps greatly compared to a high damage slice for a non-speed capped profession.
 
Power Ups: These are limited use items which are placed on a weapon and can improved the weapon up to 33% on a primary stat, 16% on a secondary and can increase third and four stats as well. If you are not speed capped I highly recommend that you obtain a 33% speed power up over the 33% damage power up for your pistols. If you are fighting a ranged profession with pistols then a 33% minimum damage power up is more effective then a 33% maximum damage power up due to range migration 3 which they will have. I tend to have 3 types of power up, two for my pistols which are a 33%max damage 16% min damage and a 33% min damage. I have one type of power up for my VKs which is a 33%mind cost 16% max damage (you can not obtain a 33% max damage melee power up) Always put power ups on weapons before a fight and a have a few spare ready to equip if a power up on a weapon runs out. Remember, you can not remove these from crates while in combat.
 
Armour:
It is no good have a Krayted 500 damage geo-blaster firing last ditch every second if you are sent back to cloner before you realise your even in a fight due to having poor armour. If you are serious about pvp then you need to obtain yourself composite armour with a stun layer. Regular composite does not have a stun layer and if you fight a rifleman, fencer or pistoleer then they will take you down in a matter of seconds with stun weaponry. If you can try to get good base slices on the armour. 30%+ base slice will take most stun armour up to and above 80% base which is what you need. You have the advantage here as you do not need to buy multiple sets of suits and take them to a smuggler. You can buy each piece and slice it till you are happy with it. If you can not afford a full stun set then I at least recommend buy a helmet a chest piece if possible. The helmet will save you from that Jawa rifle wielding mad man I spoke of before. The chest will help some against fencers and pistoleers, though without a full stun suit they still have an advantage.
There are two schools of thought on the best stun armour. One is the heavy stun lower base, usually with around 39% stun protection 80% base after it’s been sliced for high base. This has a higher protection against stun weaponary so when fighting fencers, pistoleers and riflemen you will take less damage. The down side is the slightly lower base protection, you need a very high base slice to get the armour’s base to 80%+ and the encumbrance is greater making your specials cost more and your regeneration slower.
Light stun is around 4-12% stun and can reach 90% base with a 29% base slice. It is lighter and though 4% seems like so little compared to the 39% of the heavy stun armour there is only a small difference when fighting against pistoleers and fencers. This is due to the Geo blaster and stun baton being AP0 while your armour is AR1 and that alone greatly reduces the amount of damage they do to you. Rifleman’s Jawa Rifles are AP2 so if they are aiming for your body then you will notice the difference in damage but luckily most riflemen aim for your head.
The suit I personally wear for general pvp is 4% stun 90% base for all body and leg parts. My helmet is 39% stun 88% base but this is an enhanced helmet to get the base so high. This means that when a Rifleman does aim for my head with a Jawa rilfe, which most of them do, I get that extra stun protection for my mind while for the most keeping my secondary modifiers high due to low encumbrance but am still protected from pistoleer and fencer stun weapons that aim for my body.
I also have a 4% stun 70% base very low encumbrance suit which I use in some situations, mainly when fighting a mixed group of Jedi and none Jedi were I find the extra regeneration plays a greater roll then protection.
 
Note: There is currently a BUG, which means you only require a helmet, chest, boots and gloves for protection for PvP. I do not take advantage of this bug and if I go out to pvp then I will have full armour or nothing. This BUG will be eventually be fixed.
 
Personal Shield Generators:
You also want a create of Personal Shield Generators or PSGs, These protect you against energy and the deadly stun damage. Get the best ones you can afford, be warned they are expensive and do not last long. Again slice them till you get a few good base slices, encumbrance is useless here. Once you get a few at 55%+ you are good to go.
PSGs will block only a limited number of shots before they break and fall apart. There stats also shift when moving over server boundaries so it is recommended that you unequipped and re-equipped the PSG before a fight as sometimes the PSG will fail to work otherwise. If you are in a large scale battle you may need several PSGs ready to equipped as most rifleman can destroy PSGs in a couple of shots.
 
Some people are putting there 12 month anti-decay kits into high base PSGs to stop them decaying from damage so lasting forever. To get the anti-decay kit back from the PSG you simply need to destroy the PSG and the anti-decay kit will return to your inventory.
 
Never Fight on an Empty Stomach:
Food, Drink and spice: This is what you need to last in a fight without medic in your template. There are several out there that befit our professions. The normal is vasarian brandy and vangnerian canape which boost the mind stats which helps against riflemen, bounty hunters, fencers, TKM and swordsmen that all attack the mind and will delay you dieing from combat medics. Check out good chef vendors or make friends with one. Pikatta pie is useful as dodge food, you will be hit only a few times with the dodge mod from pistoleer as well. The cocktail of food and drink is up to you. Find out which works best for you. If you find yourself getting knocked down a lot get some Thakitllo which anti-knock down food. Cho-nor-hoola is used to reduce poison in PvE, tester have declared it is useless PvP. There are foods out there that help. The only spice worth mentioning are moun and pixie and if you don’t know what these are then what are doing with smuggler
Personally I take a synthsteak before I go into a fight. It takes around 10 minutes to clear your stomach and lasts an hour or the amount of hits it states it will protect. This reduces the damage done to you for a limited amount of hits. I usually fill my drink bar with two brandies as soon as the fight starts. Since there is no medic in the template I use double buff verticpui which adds 1000+ to all your Primary HAM and lasts around 10 minutes. I tend to take one at a time unless I desperately need to take the second one. Likewise spice is a last deprate boost, if my mind is going then I use moun, health then pixie. It might look impressive dropping all that stuff at once but those 5k HAM will only last 10 minutes and when the downer kicks in you’ll be in trouble.
Once again have food, drinks and spice removed from crates before the fight starts.
 
There is always room for improvement and training.
Skill tapes are also a wise investment for people looking to get into PvP. These are looted items that can be added to armour and clothing to increase your skills. The first tapes you are looking for are to obtain pistol speed totalling +20. This will speed cap all your specials including last ditch with all your pistols. This will greatly improve your damage per second. Pistol accuracy, accuracy while standing, accuracy while moving are also useful and will increase your chance of hitting. These can be increased to a total of +25.
Defence vs states are also benefit your template as well as dodge. Again these can be added to clothing or armour to an increase of +25 each.
 
Once more have all this stuff ready for a fight. It’s no good having the moun in a crate when entering a fight as you will not be able to get it. Have it out in your inventory and ready to use. I like using the third tool bar for my foods, spice and PSGs ready to take with a touch of a button.
 
Preparation:
 
The general who wins a battle makes many calculations in his temple ere the battle is fought. The general who loses a battle makes but few calculations beforehand. Thus do many calculations lead to victory, and few calculations to defeat: how much more no calculation at all! It is by attention to this point that I can foresee who is likely to w in or lose. -Sun Tzu, the Art of War
 
It is no good rushing into battle as soon you have all this gear, you need to prepare and get use to a certain way of fighting before you take on someone experienced in PvP. You need to have your controls setup and your skills at your command ready to use. Have patience and practice against NPCs first. You should have a good and comfortable toolbar setup that you can use.
I took a break from SWG and played everquest 2 for a while. When I came back I could not use the SWG controls anymore. I bind my Key map to the everquest style in the options with my number pad being linked to my tool bar instead of the F-keys. This means my left hand controls my movements with W A S D and my right my specials. I’ve bound the q key to flip my toolbar to my pistol specials and my e key to my TKM specials. If you are comfortable with the normal SWG setup use it you can tweak them by binding keys in the control options. I also complied a list of macros which I use to use. However since changing my controls I now use very few of these macros but here they are.
 
Macros:
There are whole guides to making macros and there uses. A few useful macros I use in PvP are:-
 
Combat:
 
*Centre of Being (This will keep you alive longer, use it always when using unarmed. Does not work with pistols)
Macro name : CoB
/ui action clearCombatQueue; (clears combat queue) /CenterofBeing; /pause XX ( this is found by looking at your coB duration skill and adding +1 to it for example 36 + 1 would make for a 37 pause) /m CoB (avoids the /ui action toolbarSlotXX command to loop)
 
States (Will increase the damage you do on an opponent and lessen the damage he does on you, get all these states stuck on)
Macro name : States (Very important and most people forget them. If intimidate sticks. If toon is a wookie add wookieRoar) /ui action clearCombatQueue; /intimidate; /intimidate; /unarmedStun1; /unarmedBlind1;
 
Dizzy + Knockdown (This increase the chance a opponent will be dizzied and drop to the floor, the posture change from unarmedLunge1 is useful against people that have taken knockdown food or pistoleers and fencer who have higher defence to knockdown than posture change.)
Macro name : DKD /ui action clearCombatQueue; /unarmedDizzy1; /unarmedKnockdown2; /unarmedLunge1;
 
Bleed (Adds two nice health bleed to distract your opponent, bleeds 1 and 2 stack) Macro name: bleed /ui action clearCombatQueue; /healthshot1; /healthshot2;
 
*DeathBlow (saves time to having to use the menu)
Macro name: DeathBlow /deathblow;
 
Tool Pane Switching (Usefull for quickly switch tool bars)
 
Macro name : TKM /ui action toolbarPane00;
 
Macro name : Pistoleer /ui action toolbarPane01;
 
Macro name : Foods /ui action toolbarPane01;
 
Feign Death (Only useful if TEFed or if you are in a group that’s going to last longer than you)
Macro name: PvPFeign /ui action clearCombatQueue; /ui action toolbarSlotXX (This points to a armour remove macro which is very important and you don’t want to feign with armour as it will get trashed.) /pause 01; /feignDeath;
 
Powerboost (used to cut down on toolbar space, pause timer can be used witch tells player when pb is about to run out)
Macro name: Powerboost /sit; /pause 1; /meditate; /powerboost
 
PanicShot
Macro name: PanicShot /ui action clearCombatQueue; /lowBlow (choice to add this line. Some prefer it in, some do not) /panicshot; /peace;
 
Armour/Clothing  (Macro can me found in any macro guide.)
 
The Macros I’ve marked with a * are the ones I still use. My example tool bar set up is the following.
 
ToolbarSlot00 bound to E key which also equips VKs 1/Intimidate 2/unarmedStun1 3/unamredHit3 (high chance to blind) 4/unarmedKnockdown2 5/unarmedLunge1 6/unarmedDizzy1 7/unamredcombo1 8/unarmedheadHit1 9/deathblow 0/ui action clearCombatQue //fiegnDeath */forceofWill
 
ToolbarSlot01 bound to Q Key which also equips Geo Blaster 1/Inditimate 2/healthShot1 3/healthShot2 4/lowBlow 5/Geo Blaster 6/De-10 6/Dot Geo 7/fanshot 8/lastditch 9/deathblow 0/ui action clearCombatQue //fiegnDeath */forceofWill
 
ToolbarSlot02 A selection of foods, drinks, spice and PSGs
 

Ternque01 wrote regard of version 1.2:
Pretty nice, but I'm of the school that says a combat que should never have more than three lines in it. My personal opinion is that macros will get you killed in PvP.  What if one line doesn't stick in the macro?  You have to reapply the whole macro to hopefully restick the state.  This is alot of time wasted, and time is very precious in PvP.   As a triple master I had this as my toolbar on top:   F1:Stand,  F2:Low Blow,  F3: Last Ditch,  F4: Healthshot2,  F5:Unarmed Headhit1,  F6: Unarmed Hit3,  F7: Lunge1,  F8: KD2,  F9: Unarmed dizzy,  F10: Unarmed Blind, F11: Unarmed Stun,  F12: Intimidate   There is no need for macros with this setup.  If you need a state or an attack it is right there.  Furthermore important attacks are located at the ends of the F-key groups so you can easily "feel" where they are in combat.   This setup feels very intuitive to me.  My second toolbar had weapons, spices, fiegn death, and force-of-will.   F1-4 gives all the pistol specials you will need F5-8 gives all the unarmed attacks you need plus all the KD's/posture changes you will every use F9-12 gives nothing but state attacks   I've never needed a macro, and if I need any kind of attack at any moment, I hit it.

Buffs:
Now you have everything setup the way you like it and you can kill that meatlump with easy you are almost ready to go and declare yourself ready for battle. However first of all you want to get fully buffed. That does not mean just go to a doctor and get your health and action primary and secondaries buffed, it means get fully 11 stats buffed. I here you cry 11? I only have 9 bars that I can buff. To which I say, that may have been true according to my old guide but as someone pointed out that needed updating. You know also can get your poison and disease resists buffed to help reduce the chance of the enemy sticking those Damage over Times (DOTs) on you.
 
So first go get your dancer and musician buffs. These last for two hours and though your main doctor buffs will last for up to three and a half hours your resists will only last an hour.
 
HAM:
Most non-jedi PvPers like to have before enhancement HAMs of H400/S400/C400/A400/Q400/S400/M1000/W1000/F1000 as mind is the most important stat in pvp and 9/10 the lost of your mind bar will be what incaps you, which leads to the death blow.
 
Remember you have power-boost to increase your primary HAMs as well.
 
Now get into that heavy armour you could not wear and slip on that set of VKs and get that de-10 holsters and now you are starting to look like a pvper my young friend.
 
Know yourself:
 
All warfare is based on deception. Hence, when able to attack, we must seem unable; when using our forces, we must seem inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near. Hold out baits to entice the enemy. Feign disorder, and crush him. - Sun Tzu, the Art of War
 
Okay so you’re buffed, equipped and ready to pick a fight. Before you do, think of what your template can do and what it can’t do. I view the triple master as leaning closer towards defensive rather than offensive. This does not mean that you can not do serious damage at the right time, you do however have to use more tactics than the person who throws poison then head shoots you till you are dead. What you are is tank that can take damage and shrug it off. You put every state on the opponent within four seconds. Stun lowers the opponents defence, blind lowers their accuracy and prevents certain actions, intimidate will lower the damage your opponent can do to you. Keep them busy taking everything they throw at you while you wear them down till they panic and make a fatal mistake. You will find you are hardly ever knocked from your feet or when you are you can get back up very quickly. States will not stick to you as easily as they do others. Your best offensive is your dizzy state and your 4 knock downs and 1 posture change down move, use them. You get this person on there back for ten seconds then that is ten seconds they will not be firing at you. If there mind is low use unarmedheadhit1 otherwise use unarmedCombo1 as this is the greatest dps to health a TKM has.
If you find that TKM is not taking down those HAMs then it is time to switch to your pistols. Last ditch with a geo blaster or de-10 is a killer if you are speed capped it also has a stun state effect that will allow you to hit an opponent more often. This is a great benefit against stackers as it lowers their defences. Use bleeds and any DOT pistols you have till they stick. If people see they have every state on them as well as a bleed and poison ticking they will be concentrating on that rather than you no matter how little it ticks for. If you are using pistols kite the person using your low blow and panic shot or switch back to TKM and try to get them on the floor with another dizzy knock down.
Note Last ditch vs Fanshot; Last Ditch = 6.0 Damage modifier, 4.0 Delay. Fan Shot = 4.0 Damage modifier, 2.5 Delay. Unless you have skill tapes you will not hit speed cap when firing last ditch without a 1.0 pistol. High speed slices and speed power ups help to reach the 1.0 pistol.
Panic shot  and warcry is useful in delaying actions of an opponent, it gives you a chance to heal up or change your weapons or simply run away. It is effective at stopping Combat medics from throwing poisons for 10 seconds if peace is hit straight after. This will frustrate those CMs from happily throwing there poisons at your group. Just make sure you do not attack them for a further ten seconds or they will be able to attack you once more. Panic shot is also useful against close formations of enemies delaying groups of opponents while the rest of your team mop them up.
Use terrain to your advantage. You are a close in fighter, if you see your mind starting to drop because a rifleman of bounty hunter is firing off head shots then run for cover. Draw them in close to you so you can knock them off there feet. If you are fighting in a city that has a base of your faction then draw them into it, the NPCs will distract them. If you are in the opposing faction city avoid the bases. Don’t be drawn into them, avoid fan shot here.
Feign death is a useful tactic, do not dismiss it as useless in PvP. If you are in city you can feign and still invite people into your group who then can attack any overt due to Group TEF. While they are distracted, Force of Will and you will have all you HAM back ready to fight again. Use it to rid yourself of a TEF if you do not wish to fight, useful in raiding bases for Faction Points. Be careful as an opponent can still attack you when you are feigned are can cause wounds “Black Rot” your HAMs, cause bf and destroy your armour. You might want to add an armour removal macro before hitting feign death.
 
Know your Enemy
 
If your enemy is secure at all points, be prepared for him. If he is in superior strength, evade him. If your opponent is temperamental, seek to irritate him. Pretend to be weak, that he may grow arrogant. If he is taking his ease, give him no rest. If his forces are united, separate them. If sovereign and subject are in accord, put division between them. Attack him where he is unprepared, appear where you are not expected. - Sun Tzu, the Art of War
 
If you are besieging a city always watch the radar for red dots, use the TAB key to find any enemies or TEFs that are around. Try to fight one opponent at a time, if taking on more than one opponent check to see which is the weakest, one might not have a doctors buffed, or not taken food to buff there mind, take them out first, they are a distraction but could be a threat if they stay in the fight. As you spend more time PvPing you notice that you come up against the same people time after time. You will know if you can defeat these people or not from past experience. The hardcore PvP will have the best equipment for their template and maybe more experience than yourself at fighting. These people will more than likely easily defeat you simply because they know what they are doing. Watch and learn from them, they do this every day and better people than you have fallen to them. I have fought people that have beaten me one day only for me to beat them the next because I am ready for their tactics.
 
Defence is the best offence:
He will win who knows when to fight and when not to fight. He will win who knows how to handle both superior and inferior forces. He will win whose army is animated by the same spirit throughout all its ranks. He will win who, prepared himself, waits to take the enemy unprepared. He will win who has military capacity and is not interfered with by the sovereign. -Sun Tzu, the Art of War
 
You are a defensive template and as such the use of an offence tactic will more than likely be the death of you. Do not be afraid to run away to heal up or to leave a hostile city when your foods begin to run out or your about to have a moun downer. You will not last long standing around while so vulnerable. Run, hide, heal up wait till you can take the food and spice again then head back. The hit and run tactic is one of the most effective tactic in history. Do not run after that rifleman that is kiting you with a T21, stop run for cover and wait for him to get impatient and come to you. This will sometimes end up as a stalemate with the rifleman waiting for you to come out into line of site and you are waiting for the rifleman to come into range of your knockdown. You will be not doing as much damage as those heavy weapon professions but you will absorb a lot more damage than they can. If you are smart, patient and well prepared you will eventually win the day.
 
Role in battle:
 
Fighting with a large army under your command is nowise different from fighting with a small one: it is merely a question of instituting signs and signals. - Sun Tzu
 
Personal I do 1 of 3 things in battle as of follows:- 1 Go crazy and rush into a group of enemies hitting them with states and knockdowns while ranged support mop them up. 2 Use dot pistols and spam fan shot into a groups of the enemy. 3 Camp the cloner door. This is a very low and dirty job but someone has to stop the unlimited source of defenders. Use knock downs to hit people as soon as they are at the door and watch them fall to the ground. If only one person has tried to rush past you then finish them off, otherwise target the next and hit them with dizzy. Pay close attention to them CMs that are cloning. Make sure they drop before they are out of the cloner door throwing their chemical death. Taking off your VKs will extend your range for knockdowns.
 
Tactics against Races and Classes:
 
Hence that general is skillful in attack whose opponent does not know what to defend; and he is skillful in defense whose opponent does not know what to attack. - Sun Tzu
 
Riflemen: apply blind and they won't hit you. Keep them on there backs. Combat Medic: With a “Full Buff” (Doctor, musician, dancer, cocktail of foods, spice) you can usually surprise them as they are not expecting you to survive long. I’ve had my mind regenerating almost as quick as a poison was ticking and defeated the CM. Another tactic is to run unequip armour macro, FD, wait for the CM to get bored and go away. Refusing to fight most CM's will annoy them as most take up this profession to kill as many enemy players as possible. Denying them of your 22 faction points will greatly upset them. Now wait until they are distracted (possibly by another target or bordom, stand up and scaper and heal up. Fencers or Pistoleers: You will nearly be evenly matched but I find the triple master usually has the better advantage. Use those states but especial stun as the defences that define these classes will greatly diminish.. These can be very long battles. Swordsman: Keep them on there backs and you will have no problems against them. Commando/Bounty Hunters/Pikeman/Carbiners: Keep them on there backs, apply states, you should have little problems with these. Medics/Doctors: Make sure Blind sticks to them. They will not be able to heal group members. TKM: Kite them with pistols, or switch to TKM. They should have little success against you as you should have great defences. Other Triple Masters: Hope that you are more skilled, have better equipment and preparation. If all this is equal it will come down to a long fight with the winner being who is the luckiest. Jedi: Always use TKM, they will block shots from your pistols. Remove armour unless there are non-Jedi opponents fighting you as well. Armour is useless against lightsabers and the regeneration you get from not wearing it is better. Apply states, put them on their backs with knockdowns and lunges. The jedi will use up force power constantly trying to heal these states. Also DO NOT concentrate on just one HAM bar unless it is about to incap them. It takes far more force power to heal all three bars then it does just one of them. The trick with fighting Jedi is to make them use their force powers. Without force power a Jedi is a novice brawler with a fancy glow stick.

Message Edited by EnderUK on 03-07-2005 11:13 AM

Message Edited by EnderUK on 03-07-2005 11:15 AM

Col. Kenney Ender | Imperial Rogue, Scoundrel and retired Ruffian
WOII.Tig Ender | Teräs Käsi and Swordsman of the Imperial Army
"You know what's even more annoying? Having a skill that no one freaked out about till a group of phallus-wielding freudians decided to abuse the hell out of it till it got Oz style bum rushed." - Joras/Fishbrains
02-12-2005 03:41 PM   Report Abuse to a Moderator
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Re: Triple Threat: PvP Guide 1.3
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Nicolas_Frost
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Just a note, but shield generators are supposed to be the only form of "armor" that has Lightsaber resists. Its armor belts that occassionally pick up the bugged Lightsaber resistance, due to the fact that both occupy the same space when equiped.

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02-12-2005 10:39 PM   Report Abuse to a Moderator
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Re: Triple Threat: PvP Guide 1.3
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Quonzy
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Registered: 07-06-2003


PA: TUA
Server: Chilastra


good stuff

 |    Quonzy - Assassin    |    Elite - Rogue    |    Calo - Doctor    |
"It's time to prove to your friends that your worth a damn, sometimes that means dying,
and sometimes that means killing a whole lot of people."

TUA4Life
02-13-2005 01:07 AM   Report Abuse to a Moderator
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Re: Triple Threat: PvP Guide 1.3
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fishbrains
Wing Commander
Posts: 5183
Registered: 06-26-2003


PA: Sunrunner: unguilded / Bria: EP
Server: Sunrunner


Excelent work as allways Ender

Joras Kal'lan
Smouldering with Generic Rage since Server Launch. --Master Smuggler/Master pistol/TKM-- Member of Team Low Blow for the Combat Balance Sandbox.
The Smuggler Community's Johnny Cochran*
"If the revamp doesn't fit, you must quit!"
*Applying the Chewbaca Defense wherever applicable. Any connections with Ewoks are purely coincidental and rediculous. 'Now look at the monkey!'
02-13-2005 06:38 AM   Report Abuse to a Moderator
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Re: Triple Threat: PvP Guide 1.3
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SpinningCloud
Wing Commander
Posts: 3082
Registered: 06-29-2003



wow!
 
Seriously? If you destroy an item you used the anit-decay reward on you get it back to use on something else?
 
That's great! When I get a better DE-10 I can destroy this one and use the anti-decay on the better?
 
Has this been confirmed?

-----------------------------------------------------------------------------------------------
At least Dancers can dance!
At LAST Smugglers will smuggle!
Master Smuggler since September 2003.

02-13-2005 10:59 AM   Report Abuse to a Moderator
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Re: Triple Threat: PvP Guide 1.3
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EnderUK
Pilot
Posts: 1420
Registered: 02-06-2004


PA: Dark Warriors of Valor
Server: Valcyn




SpinningCloud wrote:
wow!
 
Seriously? If you destroy an item you used the anit-decay reward on you get it back to use on something else?
 
That's great! When I get a better DE-10 I can destroy this one and use the anti-decay on the better?
 
Has this been confirmed?



don't know anyone has tried it yet but one of the devs said that Jedi could put their kit into something else till they fixed the bug with it not working on a lightsaber. To get the kit back they would destory the item and the kit would return into their inventory. They were not to destory the kit itself or it would be lost.

As for the PSGs. I've always been told that the lightsaber resist to them was a bug and should not be their. When it first happened 6 months ago that was the official response and I haven't heard anything else about it.

Col. Kenney Ender | Imperial Rogue, Scoundrel and retired Ruffian
WOII.Tig Ender | Teräs Käsi and Swordsman of the Imperial Army
"You know what's even more annoying? Having a skill that no one freaked out about till a group of phallus-wielding freudians decided to abuse the hell out of it till it got Oz style bum rushed." - Joras/Fishbrains
02-13-2005 11:15 AM   Report Abuse to a Moderator
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Re: Triple Threat: PvP Guide 1.3
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Vrond
Squadron Leader
Posts: 884
Registered: 07-26-2003


PA: D V
Server: Ahazi




EnderUK wrote:


SpinningCloud wrote:
wow!
 
Seriously? If you destroy an item you used the anit-decay reward on you get it back to use on something else?
 
That's great! When I get a better DE-10 I can destroy this one and use the anti-decay on the better?
 
Has this been confirmed?



don't know anyone has tried it yet but one of the devs said that Jedi could put their kit into something else till they fixed the bug with it not working on a lightsaber. To get the kit back they would destory the item and the kit would return into their inventory. They were not to destory the kit itself or it would be lost.

As for the PSGs. I've always been told that the lightsaber resist to them was a bug and should not be their. When it first happened 6 months ago that was the official response and I haven't heard anything else about it.



Please please post if you can confirm that this destroy to get the ADK back works

I am not so rich i can afford to risk it my self

Vrond Novawolf

Just a Thug
02-28-2005 02:31 PM   Report Abuse to a Moderator
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Re: Triple Threat: PvP Guide 1.3
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EnderUK
Pilot
Posts: 1420
Registered: 02-06-2004


PA: Dark Warriors of Valor
Server: Valcyn


striked out the fiegn death stuff in the guide
 
Oh yeah this is now sticked in the important linkes thanks Wes.
 
Yes the ADK are returned when you destroy an item with it installed. Do not destory the kit itself

Col. Kenney Ender | Imperial Rogue, Scoundrel and retired Ruffian
WOII.Tig Ender | Teräs Käsi and Swordsman of the Imperial Army
"You know what's even more annoying? Having a skill that no one freaked out about till a group of phallus-wielding freudians decided to abuse the hell out of it till it got Oz style bum rushed." - Joras/Fishbrains
03-07-2005 02:53 AM   Report Abuse to a Moderator
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Re: Triple Threat: PvP Guide 1.3
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yimaz
Pilot
Posts: 4907
Registered: 02-19-2004


PA: Yimayz Samoot
Server: Eclipse


Great post.
 
One thing you should include is the use of FD (smuggler) with FOW (TKA) this has saved me in PVE even now with the "bug" on FD being fixed. You just have to be fast and use it with HAM to spare, check it out:
 
PVE - If you are in a situation where you are not buffed and not ready to fight and are getting taged by say faction enemys you can FD then hit FOW, your stronger HAM's (the ones not hit in the attack) will balance the weakest one and break you out of FD giving you enough time to pop spice/food/drink or buy time to run. I've avoided DB's from  tuskins and ST's a like time and time again with this combo.
 
PVP - I've not had a chance to test the above in PVP since the FD change but I would think if you FD before your HAM drops too low and FOW fast (before you are incaped) you may be able to beat out the other player's DB again buying enough time to run or get the upper hand. Back before the "bug" fix I used this combo in PVP all the time and it was unstoppable. People thought I was trying to avoid the DB and many ran when I jumped back up with my HAM bars boosted because I had worn them down but just not enough before I FD'd. See if this still works in PVP and you FD the othet player will let his/her guard down and may no heal seeing his DB in sight this gives you a shot at taking him down. The 2 used together is a little known and very dirty fighting trick!

Col. Yimayz Samoot
Master Teras Kasi N Master Smuggler N Master Pistoleer
Pilot for the Smugglers Alliance
03-07-2005 11:17 AM   Report Abuse to a Moderator
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Re: Triple Threat: PvP Guide 1.3
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Jarkatoo
Pilot
Posts: 1663
Registered: 12-05-2003


PA: Homeless Now
Server: Flurry


WAIT THERE ARE MORE THAN 1 TYPE OF VK!!!!!!!!!!!!!!!!!!! I have never heard of any other types... nightsister VK?

Colonel Jarkatoo Karkanan - Force Sensetive Smuggler Extraordinar - I slice all items for free!!!! But i do charge a SMALL fee to return the item. Trying to smuggle since Oct-03

Zylee - Force Sensetive Wookie Witch Doctor, SwordsWookie
03-07-2005 11:21 AM   Report Abuse to a Moderator
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Re: Triple Threat: PvP Guide 1.3
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hemlock555
SWG Petty Officer
Posts: 73
Registered: 09-09-2003


PA: Imperium Inquisition
Server: Shadowfire


Great Work!!!
 
 

Colonel Kamyn Darksky
Master Smuggler | Master TK | Pistoleer
Praxis Emporus, Dantooine | Shadowfire
Imperium Inquisition

03-07-2005 12:16 PM   Report Abuse to a Moderator
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EnderUK
Pilot
Posts: 1420
Registered: 02-06-2004


PA: Dark Warriors of Valor
Server: Valcyn


They are all basicly called the vibroknuckler however they are enchanced with different moters much like who use krayt tissue to make powerhandlers to go inside your enchanded guns. The name of the vk is usualy derived by the moter placed inside it . Think of them as Krayted VKs, still the same VK but better

Col. Kenney Ender | Imperial Rogue, Scoundrel and retired Ruffian
WOII.Tig Ender | Teräs Käsi and Swordsman of the Imperial Army
"You know what's even more annoying? Having a skill that no one freaked out about till a group of phallus-wielding freudians decided to abuse the hell out of it till it got Oz style bum rushed." - Joras/Fishbrains
03-07-2005 03:37 PM   Report Abuse to a Moderator
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Re: Triple Threat: PvP Guide 1.3
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Dragon942
Wing Commander
Posts: 734
Registered: 07-03-2003


Server: Bloodfin


Wow, great post, 5* for you.
 
Also, for our pistols, someone has made a great calculator for Average DPS (of each type of shot).  It is great for seeing the impact of increasing the damage and speed of your pistols, the impact of getting more SEAs, and which shot given your skills and equipment is going to be most devastating damage-wise.
 
 
DPS Calculator

Starscream Sapphire Bloodfin

03-08-2005 12:06 PM   Report Abuse to a Moderator
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Re: Triple Threat: PvP Guide 1.3
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fishbrains
Wing Commander
Posts: 5183
Registered: 06-26-2003


PA: Sunrunner: unguilded / Bria: EP
Server: Sunrunner




EnderUK wrote:
They are all basicly called the vibroknuckler however they are enchanced with different moters much like who use krayt tissue to make powerhandlers to go inside your enchanded guns. The name of the vk is usualy derived by the moter placed inside it . Think of them as Krayted VKs, still the same VK but better



well sort of but not quite.  The NS 'motors' as most call them are actually the vibro blade unit (the component the motors go into).  In fact base NS vibro blade units will actually get you a worse than base damage knuckler.  It is only with higher than base drops that you get the buer 250+ damage VKs.  And take it from someone who camped Axkva for 2 months(yeah, coffe is good ), the drops of those types of NSVBU are few and far between.

Joras Kal'lan
Smouldering with Generic Rage since Server Launch. --Master Smuggler/Master pistol/TKM-- Member of Team Low Blow for the Combat Balance Sandbox.
The Smuggler Community's Johnny Cochran*
"If the revamp doesn't fit, you must quit!"
*Applying the Chewbaca Defense wherever applicable. Any connections with Ewoks are purely coincidental and rediculous. 'Now look at the monkey!'
03-08-2005 03:16 PM   Report Abuse to a Moderator
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