Bio Engineer Archive

Thread: Template

Toszik
Wed Mar 17, 2004 11:55 am
#144


I am currently a master brawler, tkm and working on master smuggler. I will have enough skill points remaining to get novice fencer and three skill boxes in one tree. Is it better to go up the stances and grips tree for the ranged/melee defense or is it better to go up the techniques tree for the dodge?
Xodar
Wed Mar 17, 2004 12:50 pm
#145

Neither, you're a day late and a dollar short. Stacking has been nerfed
Tlk
Wed Mar 17, 2004 2:36 pm
#146

Stacking is not nerfed!!!! They are revamping the entire combat profession to make it mroe equittable and fix alot of teh bugs in the various professions. Wish people will stop saying that.


Now for the orignal poster,the dodge will only help while you are equipted with a one handed weapon or a pistol. So, it depends on what you plan to fight with. If you want to play TKM, then get the range/melee defenses (keeping in mind that they too may become capped at 125). If you plan to use a pistol or 1-H weapon, the dodge is nice. Ultimately the decision will be based on what you are trying to accomplish, but do keep in mind that 2nd (block/counter attack/ and dodge) are capped at 125, so anything you get over that is not used, unless you want otehr benefits from that box. One thing you may want to consider is combat equilibrium, since you have TKM, the combat equilibrium will stack from fencer and TKM. This may be a better option for you if you like teh unarmed fight.


tamer_bourne
Wed Mar 17, 2004 3:16 pm
#147

yes, stacking was nerfed. check patch notes






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Toszik
Wed Mar 17, 2004 3:58 pm
#148

Thanks for the info. I kinda thought dodge would only work if I had a pistol or 1-handed weapon armed, but just wanted to make sure. I know that they have hard capped dodge, but from what I have heard and read, it doesn't affect the ranged/melee defense.......YET.
Terreur69
Wed Mar 17, 2004 9:14 pm
#149



And because you cant get benefit over 125 now is a good reason to NOT take additionnal skill in another line that is not pulling you over that limit, or even if that is raising you over the limit, that give you other skill and modifier that are usefull???


You guy have a strange way of thinking .. "part of it got nerfed, it is useless now!!! forgetaboutit.."


Try to not only see the negative side and build something with you have currently, not mourn about what you lost. Its not because it is less effective than before that its useless now
lurch277
Thu Mar 18, 2004 7:14 am
#150

I'm master fencer now working on the TK meditate line, even after the pub. critters are still having a hard time hitting me even with my VK's equipped




So I assume ANY dodge you might have will translate to other weapons from just this observation.



P__Day
Sun Apr 25, 2004 8:46 am
#151

Ive decided to go swordsman but i wanna keep the TKA meditate line, and master smuggler., but what is best to get xtra melee defence from pistoleer or novice medic?
JarekTiwood
Sun Apr 25, 2004 9:59 am
#152

I would go with Novice Medic definitley, because lets face it, it is pretty necessary to heal your damage right away.



___________________________________________
Darron Tiwood
First Lieutenant
If you show up to a fair fight, you're wrong.
SageX15
Tue May 04, 2004 2:57 pm
#153

Iam going formaster pist. master mark. medic 3000 scout 4040 brawler 4000 and smug. 0040. My question is should I get rid of master pist and go 0404 in it, giving up the extra spped for the meditation line in TKA?



------------------------------------------------------------------------------------------


So says Kenther Dedrick, of the line of Eld.
mafiree
Tue May 04, 2004 5:42 pm
#154

get rid of sum of the marksman get rid of carbines and rifles



Golfballer
Sunrunner Riflemen/TKM (nOOb)

Vileakaomei Eclipse Swordsmen/Doctor (ECHO)
Atmosk Jedi ????? (ECHO)
superbike
Wed May 05, 2004 7:38 pm
#155






SageX15 wrote:

Iam going formaster pist. master mark. medic 3000 scout 4040 brawler 4000 and smug. 0040. My question is should I get rid of master pist and go 0404 in it, giving up the extra spped for the meditation line in TKA?





couple thoughts to think about in doing this.. how many docs are in your guild and how often are they online. if docs are not online then get to atleast powerboost. go to meditate 4 if you really want to fix your own wounds. im currently master pistol, master smuggler, master marksman commando 0030.. (eek yeah no nov medic) i originally thought this would be a good template for pvp as the docs seem abundant when pvp comes around. but im not really sure now if the master marksman bonus for pistol speed and accuracy really matters that much and i have never used overcharge 2. i thought i would share what my template iis so you have an idea of someone elses. fwiw. i am thinking of dropping master marksman and rifle and picking up enough carbine to get some state effects. i am kind of tired of having to rely on last ditch for a state effect. (i cant recall any pistoleer moves that do state effects)



i am smuggler, fear my cork guns
episode II: i am no longer smuggler i no longer fear the cork guns or the delay on the delay for the revamp.. leave a message after the beep when revamp comes and then i shall return. but then maybe i will show them and do a delay on my return.. ha!!! take that soe (if they have not frustrated me more then i already am)
Seph_Iroth
Wed May 05, 2004 7:47 pm
#156

yeah id say drop rifles and carbines, pick up tk meditate and with any left over points go up the line in tk that gives ranged and melee defense. that will do you much better than master marksman.



Y || Seph || Y
Yippy! Just the thought makes me giggle like a little school girl.
I hear the horses' thunder down in the valley below,
Im waiting for the angles of Avalon, Im waiting for the eastern glow.
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