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Infiltration Shadow PvP Opener

STAR WARS: The Old Republic > English > Classes > Shadow / Assassin
Infiltration Shadow PvP Opener

SirGusto's Avatar

02.06.2013 , 04:29 AM | #11
Just like others have said, the openers are all situational. FiB is a great opener if your rushing to save a node with the 30m range, or a group is close together and you can hit all of them.

I tend to use spinning kick in more 1v1 situations where no one is going to white bar the opponent for me. Spin kick, a low slash a few seconds later, then the final stun after that wears off will all fit in a resolve bar if in that order. The enemy cant kill you in a stun lock.

Przemo_No's Avatar

02.06.2013 , 05:37 AM | #12
I truly admire all those who remember who actually hit you with what skill when you are fighting next to the node and you are in a midst of 7 people hitting, casting and doing whatever moves....

In 1 on 1 it's easier, because you can at least make SOME plan, especially being in stealth, but then depends on the situation what you are gonna do actually?
Cap the node? Plant a bomb? interrupt capping?
Depending on the situation you use different opener.
i used to stun people and wait for others to come, or just move further to see who's HP bar goes down to use my project or SS to finish them..

Well, to be true it's hard for me to see which opener is the best...
CS x 2 is way too slow to have project crit
Low Slash always helps to keeps some opponents in place.

In general it's all WAY to fast
Dark side is a pathway to many abilities, some consider to be unnatural.