[GUIDE] Open Mode: A Saberist Experience

Discussion in 'Tutorials and Guides' started by Sammy, Dec 20, 2016.

  1. Sammy

    Sammy Master of Whispers Donator

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    Guide: Open Mode Saberist
    If you're new to MB2, I will first start off in saying that playing Jedi/Sith in Open mode, despite what others may tell you, is NOT easy for beginners and can be challenging at times. Don't let this discourage you at first, saberists can be a deadly force in open mode and can also serve as a viable support class as well. I will also say this is NOT a dueling guide and therefore will not cover the dueling aspects nor many things about BP. I wrote this guide because I wanted new people to learn how to use Saberist in open, but I also grew tired of it being used as a 'spammy' play-style (running around to get kills while mindlessly swinging ;))

    This guide is still in the works and will be updated from time to time. Any information feel is missing or should be added, please let me know.


    The Basics
    [​IMG]
    This is a picture of grave importance -- this is your Force Points (FP) & Block Points (BP). Force Points are the blue bar, while Block Points are the red bar. Force Points, as the name implies, is what lets you use force powers, but it also lets you block projectiles. It is important to note that you take increased force drain from projectiles while running. Holding block will give you increased force defence, however limits your mobility. The maximum amount of force you can be drained from one projectile is 50 FP. This means that if you are running and you are, say, hit with a projectile rifle's shot while running, you will not be drained over 50 FP. Please take into consideration however, that this is a large amount of FP and you should most likely retreat to regenerate.

    Block points are used to block enemy sabers, and if you have none of it, will die to saber swings. That is all that will be covered about BP in this guide, however know you must walk/block to regen your BP, and that jumping/swinging/wall acrobatics will drain your BP.

    You regenerate the quickest with your saber away (meditation will greatly speed up the regeneration aswell). If able, you should find cover and regenerate this way. If you are shot, a debuff will occur, and your fp regen will be slowed down from normal levels for a few seconds. It will return to normal if you are not shot again.


    Tactics:
    When Fighting a Gunner:

    If you are put in a situation where you're against a gunner (which happens nearly all the time) there are a few things you can do to increase your chances of winning the encounter. Knowing when you hold block and when to run is a crucial part in combating enemy gunners as a saberist. Try and time your blocks when you know they will shoot, and run when you have some time to not be barraged with projectiles. Many gunners are smart however, and will catch onto this. Switching up your style (different times of running and blocking) can help confuse the opponent and help you go in for a kill. DO NOT AND I REPEAT DO NOT RUN AT THE GUNNER MINDLESSLY AND SWING TO GET A KILL, if the gunner is half-decent they will kill you due to flinch. Flinch is a mechanic where if you fail to *swingblock while swinging, your swing will be interrupted and you will be staggered. You will also take health damage. A good strategy would be to jump in the air (hold block while you're doing so) and then push. Inexperienced gunners or gunners who panic, will run once they see you in the air, and they will be knocked over for you to swing at.

    *Swingblock: Swinging then afterwards holding block. Can be used to prevent flinch (your swing will be interrupted, but you will not take damage)

    When Fighting a Saberist:

    Sometimes you'll be in a situation when you are fighting another saberist as a saberist (and both of you have no gunner support.) In this situation, it would boil down to whomever is more skilled. If you are facing someone more skilled than you, it would be wise not to engage (unless you can gain the upper hand due to a backwhack or sidewhack.)

    When Fighting Enemies (when you have gunners to support YOU):

    If you have gunners to help you out, and I cannot stress this enough, HELP THEM. Do not try and go for the kill; let your gunners get the kill. You are there to help push grenades and rockets away from them, along with enemy gunners. If they push, you push. You are essentially a wall to protect them. Time and time again, I see saberists in open mode try and go for the kill, completely ignoring their gunner and in turn getting shot by their team for getting in the way. Seriously, just help your team, you'll all benefit from it.

    When Fighting a Saberist that has Gunners to Help:

    Unless you have gunners to support you, it is unwise to engage gunners on the enemy team that have a saberist to back them up. It is best to bring yourself gunners to back you up, so they the threat will have an equal opponent.

    Which Styles to Use:
    While any style is good in Open, it should be known some are more useful than others.

    • Style's Uses

      • Red: Useful versus other saberists, wookies, and SBDs. Slow speeds packed with powerful damage, this style (accompanied by nudge) can be used to kill gunners, however is quite slow without nudge.
      • Blue: Low damage but quick swings. Great versus soldiers, however takes 2+ swings to kill gunners (more for stronger classes) Great for dueling given it's quick jabs in open mode.
      • Yellow: The most balanced style. Good speed and one shots all classes except wookiee and SBD. Recommended style for new players.
      • Green: Quick swings and hard to read by enemies. Has a wider defence arc and can one shot all classes but wookiee and SBD. Not recommend for new players.
      • White: Moderatly-speeded swings and hard to read by enemies. Has a wider defence arc and can one shot all classes but wookiee and SBD. Great for fighting multiple enemies. Not recommended for starting out.
      • Cyan: Low damage but quick swings. Great versus soldiers, however takes 2+ swings to kill gunners (more for stronger classes). Great for dueling given it's quick jabs in open mode.
      • Purple: High damage, but slow swings. Same as Red essentially, but one handed.
    Pushing Grenades & Rockets Properly:

    A good method for pushing grenades and rockets is to have timing. Wait too long to push, it could go past you, push too early and you'll be out of range to do so. Once you get timing and distance down, keeping flying objects away from your team will become habit. It is good habit to push then jump or jump then push. Moving once you have pushed will make it harder for enemies to shoot you through your weakness window (after pushing, you will be open to be shot or sabered for a second or two.

    Countering Grip Whores:
    It is quite easy to counter a grip whore if you have good timing and assumption. Once you have been gripped, you can push, pull, or mindtrick out of it. Some enemies may let go instantly once gripping you, making your push/pull useless. Pushing/pulling before they grip you can sometimes lead to good timing in which they are pushed over before they have time to react. MindTrick is still a great tool against grip however.

    Countering Wookies/SBDs:

    Wookies can sometimes be tricky to defeat if they know what their doing, but the number one thing I see new users do is get barged over by wookies over and over, then killed. To counter this, all you need to do is crouch and swing with good timing. The same can be said about SBDs, you need to crouch to avoid the knockdown of the slap, and also swingblock to avoid the shots from the SBD. It is unwise to engage an SBD alone if they have support.

    Swings needed to kill a wookie:
    • Red: 1 (unless they are in rage mode, then two if at full health)
    • Blue: 4 (unless they are in ragemode, then 5-6 swings if at full health)
    • Yellow: 2 (unless they are in ragemode, then 3 swings if at full health)
    • Green: 2 (unless they are in ragemode, then 3 swings if at full health)
    • White: 2 (unless they are in ragemode, then 3 swings if at full health)
    • Cyan: 4 (unless they are in ragemode, then 5-6 swings if at full health)
    • Purple: 2 (unless they are in ragemode, then 3 if at full health)

    Technical Details on Force Powers:
    Please note this is a guide on sabers and force powers used in conjunction in Open Mode; Repulse will not be included.

    • Main Force Powers
      • Force Push [1.4.4]
        • Level 1: 40 FP Cost (Use: Pushes objects such as grenades & rockets. Does NOT push over gunners or other force users whom are force-focused or have insufficient force block.) This level has a smaller area of effect by the push.
        • Level 2: 20 FP Cost (Use: Pushes objects such as grenades & rockets. Does NOT push over gunners and other force users whom are force-focused or have insufficient force block.) This level has a smaller area of effect by the push.
        • Level 3: 20 FP Cost (Use: Pushes objects such as grenades & rockets. Does push over gunners and other force users whom are force-focused or have insufficient force block.) Has a larger area of effect. Can push over wookies (without strength) or SBDs (whom are low on battery.) Can be used to push out of grip.
      • Force Pull [1.4.4] - Note: Force power only affects one person at a time.
        • Level 1: 40 FP Cost (Use: Pulls weapons from enemy gunner.)
        • Level 2: 20 FP Cost (Use: Pulls weapons from enemy gunner.)
        • Level 3: 20 FP Cost (Use: Pulls weapons & also pulls down running gunners. If you force focus an enemy saberist, or their force block is insufficient, then it will pull the saberist down. It will NOT disarm their saber. Can be used to pull out of grip.
      • Force Sense [1.4.4]
        • Level 1: costs 15FP for activation, then 5FP/s for duration of use. Allows you to see enemy blips on the radar.
        • Level 2: costs 10FP for activation, then 5FP/s for duration of use. Allows you to see enemy blips on the radar, and also allies and enemies through walls (with a blurry image surrounding the character model)
        • Level 3: costs 5 FP for activation, then 5FP/s for duration of use. Allows you to see enemy blips on radar, allies and enemies CLEARLY through walls (enemies will be coloured red, while allies will be green). Note: Level 3 will allow you to dodge Projectile Rifles, Mandalorian EE3 (snipes only), Disruptor shots (charged) and Arc M5 snipes. You can also dodge these while you are not facing enemies. You CANNOT dodge these projectiles if you are blocking, meditating, swinging, or crouching.
      • Force Superpush [1.4.4] (possession of Pull 3 & Push 3)
        • To perform a superpush, you must first be in melee. Next, you must pull an enemy down (gunner or saberist) with pull, then instantly after you must push. If performed correctly, the enemy will either die or take damage by hitting a wall or nearby surface.
    • Sub Force Powers
      • Force Grip [1.4.4]
        • Level 1: Requires 70 FP to be activated (does not cost 70 fp outright). After a short time, disables gunners and prevents saberists from swinging or defending. Saberists can defend from this with MindTrick, Pull, or Push.
        • Level 2: Requires 70 FP to be activated (does not cost 70 fp outright). After a very short time, disables gunners and prevents saberists from swinging or defending. Saberists can defend from this with MindTrick, Pull, or Push.
        • Level 3: Level 2: Requires 70 FP to be activated (does not cost 70 fp outright). After an extremely short time, disables gunners and prevents saberists from swinging or defending. Saberists can defend from this with MindTrick, Pull, or Push.
      • Force Lightning[1.4.4] - requires 50 FP to begin using
        • Level 1: Small arc of lightning that affects one person. Enemy is stunned for a very short time (gunners cannot shoot, and if a saberist is force focused or has insufficient block, cannot swing or block projectiles.)
        • Level 2: A bit bigger of an arc, can affect multiple enemies. Usage can last until FP is drained completely.
        • Level 3: Much wider arc and can affect many enemies. Usage can last until FP is drained completely. If used w/ Force Push 3, can knock down vulnerable enemies for TWICE as long as normal knockdown. Doing this will cost an extra 20 FP due to the push.
      • Force Speed [1.4.4]
        • Level 1: 25 FP activation, then 15 FP/s.
        • Level 2: 25 FP activation, then 10 FP/s. Gives user the ability to lunge (but not attack) with Jump 3.
        • Level 3: 25 FP activation, then 5 FP/s. Gives user ability to lunge attack with Jump 3. Does more BP damage than usual and can kill gunners. Punches also do more damage & are quicker.
      • Force MindTrick [1.4.4] (MindTricks force users whom are force focused or have low force block and every other gunner map-wide. Sense 3 can be used to counter this however. Mind Tricked enemies will have a cyan glow above their head. Users who can see you have a purple glow above their head.)
        • Level 1: 50 FP activation, lasts 2.5 seconds.
        • Level 2: 30 FP activation, lasts 2.5 seconds.
        • Level 3: 30 FP activation, lasts 4 seconds.
     
    Last edited: Dec 21, 2016
  2. Smee

    Smee

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    Good guide but I think you forgot about purple?
     
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  3. Sammy

    Sammy Master of Whispers Donator

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    Added, thanks!
     
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  4. Antraxo

    Antraxo Donator

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    Awesome guide and nice to read through also loads of info one small question can you push out of grip with push2 ? Or only with push3 ?
     
  5. Sammy

    Sammy Master of Whispers Donator

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    Nope. Push 2 & 1 will only slightly knock back a sith, but the grip will continue.
     
  6. Lessen

    Lessen Childpuncher Movie Battles II Team

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    You didn't mention the whole half-swing-after-shot-block thing, which is, in my experience as a gunner, the main skill that moves an enemy saberist from being a plausible kill to being an unstoppable dick, penetrating my defenses.
     
  7. Sammy

    Sammy Master of Whispers Donator

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    That's a nudge/insta-swing off of being shot, and from what I've experienced isn't 100% necessary. Imo not good to rely on such a strat.
     
  8. Lessen

    Lessen Childpuncher Movie Battles II Team

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    It lets you half-swing while running full speed through enemy fire at close range, making it way better than nudge for that specific context. The timing for it is pretty tight, though. It's not strictly necessary to do well, but mastering it sure is one way to do very well, and it doesn't seem to be openly acknowledged enough.
     
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  9. Antraxo

    Antraxo Donator

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    Thank you. Yeah tested it today guess I'll stay with P3 then :p
     

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