Armorsmith Archive

Thread: Question.....

Gnuut
Fri Mar 12, 2004 4:13 am
#14







Magnum062 wrote:
I'm currently MCarbine /MDoctor
However getting throuh buffs in pvp isn'tthe easiest thing to do in pvp with a carbine. About the only way i ahve to do any dmg is a fast carbine and hope to wear them down or scatter 2 and hope it hits the mind now and then.
My question is this:
Ive been pondering dropping the craft line of doc and picking up the knowledge line of CM and jsut buying my supplies.
With this setup how effective at range helaing will I be and also how effective will this line of CM be for me.
Should I not ever bother?
Im jsut looking to toss couple poisons/disease to help my carbine dmg along.

Thanks in advance




Doc 4440/Master Carb and CM 0003 is the max you could get to since that leaves you with 1 SP to spare. That will give you 50 Combat Medicine Use (CMU).


You would be limited to Class-A AE poisons (100ish tops without spider venom) and Class-B Single poisons (170ish tops without spider venom). The damage you would do with them would be the listed effectiveness with a 5% bonus and the range would be maxed at listed range + 5% bonus. If the meds are experimented for ease of use then you might be able to use higher level poison/diseases but the damage would suffer too much to remain efficient.


For heals you would be limited to Class-A AE Stims which average 47 CMU and can average from 200-400 base heals. Ranged Stims you would be limited to Class-C Ranged Stims with 47ish CMU but can be made to have heal bases of 400-800ish. Max range would be the listed range + a 5% bonus.


You may want to look over your template to see if you can surrender a point somewhere so you can at least max out the CM Support tree and gain +25 to CMU. This will let you use a wider variety of more powerful CM meds.




Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

Joker9125
Tue Dec 07, 2004 7:38 am
#15

Its been awhile since I last leveled CH but if you have a +4 stored pets in your skill mod list that means you can only have four pets in your datapad right?



http://forums.station.sony.com/swg/board/message?board.id=creature_handler&message.id=218063">Clicky To My Sticky

"If nothing else, I've got time to explore some of the other games my friends are playing. It could easily be argued that the NGE is the best thing ever to happen to guild wars" - Me

Velitham MCH
Joker9125
Tue Dec 07, 2004 7:55 am
#16

If this is a case I think I stumbled across an explot last night cause I had 4 pets in the datapad and only had a +4 stored pets and I was able to get a fifth.



http://forums.station.sony.com/swg/board/message?board.id=creature_handler&message.id=218063">Clicky To My Sticky

"If nothing else, I've got time to explore some of the other games my friends are playing. It could easily be argued that the NGE is the best thing ever to happen to guild wars" - Me

Velitham MCH
MarlonB
Tue Dec 07, 2004 7:58 am
#17






Joker9125 wrote:

Its been awhile since I last leveled CH but if you have a +4 stored pets in your skill mod list that means you can only have four pets in your datapad right?







I think it is skillmode +2 .....as you can keep 2 as non-ch ....


My SkillMod is 20 .... but I have 22 pets... (correction)

Message Edited by MarlonB on 12-07-2004 09:51 PM



.
.
*********************
MarlonB - Farstar
*********************

Joker9125
Tue Dec 07, 2004 8:03 am
#18






MarlonB wrote:





Joker9125 wrote:

Its been awhile since I last leveled CH but if you have a +4 stored pets in your skill mod list that means you can only have four pets in your datapad right?







I think it is skillmode +2 .....as you can keep 2 as non-ch ....


My SkillMod is 22 .... but I have 24 pets...







Ohh.........darn and I thought id found a cool sploit



http://forums.station.sony.com/swg/board/message?board.id=creature_handler&message.id=218063">Clicky To My Sticky

"If nothing else, I've got time to explore some of the other games my friends are playing. It could easily be argued that the NGE is the best thing ever to happen to guild wars" - Me

Velitham MCH
Oahn
Sun Mar 13, 2005 8:10 am
#19

Has anyone ever heard of a droid that automatically recharges and doesn't require batteries (not a power droid)?

If so, can someone pleasetell me which mods are the ones that give the droid unlimited power???


Thanks!






RaReece DavisaR
=|Sabers Make Me Hard|=
gnn[[[[[[[[[[]nnnWX9gggggggggggggggggggggg
Davis LTD. Mos Themis Tat. -4734 6951
=|Buy my Shiz!|=
HRRNighthawk
Sun Mar 13, 2005 8:31 am
#20

nope, every droid requires power. There is currently a visual bug though that makes it look like many droids stop losing power at 75%, but they are still using power and require recharging. How long a droid stays charged was recently increased for some types of droids also (some went to 4 hours...some stayed at 1 hour), but they still will require recharging.





Night Hawk - Bloodfin Server
Master Droid Engineer - Master Artisan - Master Marksman
*Night's Cybernetic Industrial Services*
Located at -4435, 3420...900m from Theed, Naboo.
Straker_Atrella
Sun Mar 13, 2005 12:13 pm
#21

Seconding the above poster. Such a droid as you say, does not exist.



-------------------------------------------------------------------------------------------------------------------------
Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
ETtech73
Tue May 31, 2005 7:07 pm
#22

So, I just picked up Novice BH. I go to a Mission Terminal to get my first Bounty and I figure since I am CL16, I will take a smaller mission to get my feet wet. I travel up to Doaba from Coronet, find another Novice and we decide to head out together. We find my mark and he is a CL57???? I shoot once and get instant incap, my new friend soon to follow. I get up, incap, times 2.... Death. Is this a bug? If not, how in the world am I supposed to complete any mission? Any advice would be highly appreciated. Thanks.


Bota

Novice BH
EnalaMasterDE
Tue Jul 26, 2005 3:23 am
#23

hi, i'm recently new to AS, and i have bin messing around with the profession calculator, and realised that smuggler might be very helpful aswell so i can buy faction perks at discount, but then tailor might be useful aswell cause i can make my own synthetic cloths and reinforced fiber panels....could anyone help me out with a nice template that'd suit me, i plan to start off a small business ofc, but will be crafting armour for guildies etc.... but in the end (as i have done b4) i plan to make a large well-known business runnning, could anyone help out wit the most appropriate template pls



Enala Ote/Ikodu Ome
Dark Jedi/12pt AS
'Knowing is not enough, we must apply. Willing is not enough, we must do!'
I desire power above all else! I will not hesistate to strike thee down!
The Rancho Shopping Experience: 12pt Weapons (& PUPs), 12pt Armour, Resources, Loot, Stims
Naboo -3696 5131 (near Theed)

pykescylla
Tue Jul 26, 2005 6:16 am
#24

If you aren't concerned about combat ability, you could try

Master armorsmith
4000 Smuggler (for buying faction points for schematics plus the ability to pull a trigger and wear armor)
0300 Tailor (lets you make all the tailor components required for armor)
0004 Merchant (10 vendors with a total of 1750 items on them)
4444 Artisan (for all the crafting prereqs and surveying)

In merchant, you might want to go up the hiring tree and make some nice vendors for your shop (Hiring 4 lets you put clothing and armor on them). Then drop all of hiring (your vendors will be fine) and go up to advertising 3 and list your vendors on the planetary map (some people will say this is useless now that we have the vendor search, but I still think it's nice). You can then drop the entire advertising line, and your vendors will stay registered.

I use one vendor for each of the three types of armor plus one more for PSGs. I also use one in my workshop for storage. Some people have vendors for faction armor or for special orders.



Pyke Winoda
Retired Master Armorsmith w Reformed Smuggler w Former Mayor
Twelve-Point Smith w RIS Certified
DREADNOUGHT Armor w Saldara, Dantooine 6690 -4626

Frenzi
Tue Jul 26, 2005 7:30 am
#25

Hmm, nice self-proficient template.



____________________________________
Frenzi / Armourer
Cancelled due to the 'NGE'
They destroyed the game we love

pykescylla
Tue Jul 26, 2005 1:38 pm
#26

Hmmm, if I can get rid of tailor , I'd do

Master Armorsmith
Master Artisan (You can make the two PSG components this prof makes)
4000 Smuggler
0004 Merchant

and have 14 points left to play with, which I'd use to go up and down the merchant trees, say getting 3004 to list my vendors, then 0043 to dress them up, then going back to 0004 merchant and 4300 smuggler just to play with slicing a bit.

Or

Master Armorsmith
4044 Artisan (Get someone else to make PSG components)
4400 Smuggler (More combat level and the ability to do some nice slices)

And have 18 skill points to play with. You could go 4440 smuggler for a bit more offense. Or pick up novice scout and a box of hunting to accompany groups on hide gathering expeditions. Or go 0404 merchant so you can get another vendor, place merchant tents, and get a 20% discount on all structure maintenance.

Those 18 skill points would be a lot of fun. You could constantly drop and pick up helpful skills as you need them. Stay at 4000 smuggler and you'd have 32 free skill points.



Pyke Winoda
Retired Master Armorsmith w Reformed Smuggler w Former Mayor
Twelve-Point Smith w RIS Certified
DREADNOUGHT Armor w Saldara, Dantooine 6690 -4626

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