Bio Engineer Archive

Thread: Template Advice

Riemei
Tue Aug 16, 2005 12:00 am
#235

Melee speed is really the only FS skill you're likely to get much out of, in my experience. +12 accuracy is negligable and you won't even notice the extra +20 defense with icob running.
Movil
Tue Aug 16, 2005 12:11 am
#236

Can you actually notice difference with Melee speed?
Riemei
Tue Aug 16, 2005 12:19 am
#237

Yeah, sort of. Well, to put it another way: +12 melee speed has more of an impact on your general speed than +12 melee accuracy does on your general accuracy.
Thryss
Fri Aug 26, 2005 1:37 am
#238

I think it's a combination between my template and lack of experience but I'm having a very very very very difficult time with lvl 82 marks. That's all I've been getting too. My current template is:


  • 0044 Artisan (I survey/sell resources)

  • Novice Merchant

  • 4000 Scout

  • 0404 Marksman (I think)

  • Master Pistoleer

  • Master Bounty Hunter

I've also been using aircake, blob candy, crispic, kanali wafers, booster blue (in an emergency) , and 1.2k stim D's... oh and doc buffs


5k kinetic 7k energy resist Ubese


I have two high capacity scatters... one a Pre-CU conversion... both with powerups on them


My modified stats (including P'up):


Speed 1.56 DPS 449.68 SAC: 84 (converted pistol)


Speed 1.31 DPS521.02 SAC: 110 Bonus: +10 Ranged Accuracy



Both of my weaps eat my action so fast after about 30 seconds, especially w/ my 110 SAC I'm drained. I'm lucky if I get my mark to 1/2 health before I run away. My tactics go something like this:


Run up to max range of weap (35m). Duelist stance. Intim shot. Underhand shot. Critical Shot. Improv. Burst shot. Body shot. Disarming shot. Then I sit and auto attack with placed shot until I need to use stopping shot to get out of there. I might be able to get a 2nd underhand/crit in there, and I try to keep intim and stun on them.... also try to keep duelist stance on. It basically looks like someone pulled the plug on the drain on the left side of my action bar and see itdisappear inno time.


I'm not particularly attached to pistoleer or xxx4 Artisan. I may be able to drop novice merchant and perhaps Business IV. This gives me 25+63..... 88 SP to work with. Hmm also the 14 points in marksman for pistols, but I won't add those in as I'll only be shifting them to another ranged prof if I don't keep pistols. I'm tired of dying / getting incapped 10x before I can finish off my mark. I need advice. Tactics? Weapons? Templates? Anything is appreciated. TYVM




- I support keeping & balancing the original combat system
Signed Petition Line #15020 www.swgpetition.com
Exo_Icto
Sun Aug 28, 2005 3:04 pm
#239

bump



advice?





qExo Ictoq
XMaster CommandoX
>Professional Nuker>
Exo_Icto
Sun Aug 28, 2005 4:19 pm
#240

after dinner bump




qExo Ictoq
XMaster CommandoX
>Professional Nuker>
HeartlessHunter
Sun Aug 28, 2005 4:27 pm
#241

I was only this temp for like a day. Personally I did not care for carbs that much. The only thing it has going for it is the excellent DPS on their weapons in addition to the snare. One thing I think you will find that your lack of healling will seriously gimp you in a hunt. Unless you are running a stim ruby biel macro. The most popular templates as you have read are MBH with MCM or MR. Then from their it is either mixed with Pistols XXX4 or Rifles 4xxx or (CM 4xxx, CM x4xx, CM xxx4). I am a MBH MCM and I love the temp. You just really have to see what works for you.But if you are going carbs I would advice MBH/MCarbs CM 4xxx. Good luck with your temp.




>H O T U R I>
The Man With a Graveyard Tan
XAzalus MurishiniW

Urae
Fri Sep 02, 2005 11:40 am
#242

Okay Im a new jedi and would like to have advice from the seasoned jedi out there on a template.


I really like MLS but from there Im open.


I have been thinking of the following:


MLS, M Enh, Pwrs x4x4


MLS, def xx2x, enh 4xx4, heal 2xxx, pwr x4x2


I also thought of getting MLS to get the 4th gen sabre and then ditching for:


LS x4x4, mdef, enh2xxx, pwrs x4x2, heal 2xx


Any thoughts and feedback would be appreciated.


Thanks



Urae

(gnn[[[[[[[]nnnWX|]:=|ggggggggggggggggggggggggg)

Light Elder Jedi || Rebel Ace Pilot

FS : April 23, 2005 || Jedi Initiate : August 7, 2005

Triple Master (Swordsman, Teras Kasi, Fencer), Master Lightsaber, Master Bounty Hunter

Liani
Fri Sep 02, 2005 11:44 am
#243

All that is fine...pluses and minuses to every template.


What is more important is you learning to play it.


Being Jedi is harder than it looks...it is more than a flashy weapon and cool looking robe.


And....do yourself a huge favor. Grind every single point of xp while you are at the keyboard.





Liani Ivy h Jedi Witch
Galactic Security Agency Riverbend, Nabooze
sememon
Fri Sep 02, 2005 11:46 am
#244

There are a few nice template guides in the stickes.


Try This and This




-<>- Sememon -<>-
-<>-9 Ace Pilot-<>- TDV Council Member -<>-
-<>-Pilot of the KSE Firespray "Entropy"-<>-


Urae
Fri Sep 02, 2005 11:48 am
#245


No AFK grinder here. Actually I am glad I did a triple master of TKM, M Swordsman and M Fencer. It really taught me how to handle mobs up close and use all my skills.


I just want advice on what makes sense since I dont just want to grind forever and I want to learn from others mistakes.


Message Edited by Urae on 09-02-2005 01:49 PM



Urae

(gnn[[[[[[[]nnnWX|]:=|ggggggggggggggggggggggggg)

Light Elder Jedi || Rebel Ace Pilot

FS : April 23, 2005 || Jedi Initiate : August 7, 2005

Triple Master (Swordsman, Teras Kasi, Fencer), Master Lightsaber, Master Bounty Hunter

Urae
Fri Sep 02, 2005 11:57 am
#246


sememon thanks great link!



Urae

(gnn[[[[[[[]nnnWX|]:=|ggggggggggggggggggggggggg)

Light Elder Jedi || Rebel Ace Pilot

FS : April 23, 2005 || Jedi Initiate : August 7, 2005

Triple Master (Swordsman, Teras Kasi, Fencer), Master Lightsaber, Master Bounty Hunter

Kitibacca
Sat Sep 03, 2005 12:08 am
#247


MLS, M Enh, Pwrs x4x4


MLS M Enh'ers do very well I think, but don't get powers 0404 -- if you want it you can get powers 0400 for the cloak, which rocks, but otherwise powers is simply not a dabbling profession. The 0004 branch gives you a couple force attacks (which suck) and force throw -- which looks way cool but ultimately is just an area state attack for (stun?) -- not worth the points. I'm master powrs, btw .. so I'm not one of these let's bash powers people .... I just know that with master powers I do marginal damage with my attacks .. dabblers have the worst of both worlds in it (except for cloak -- which as I said ROCKS)


MLS, def xx2x, enh 4xx4, heal 2xxx, pwr x4x2


See above for comments on that fourth powers branch (same here). Also, by doing Defender 0020 and heal 2000 you will be missing out on what I think the main point of those two branches are -- improved aura, improved infusion and that 1500 point heal. Just 12 more skill points gets you heal 4000 and defender 0040. The difference in infusion is about double I think .. same with the increase in aura (500 instead of 250) but also the timer is double ... at least on aura .. not sure on infusion but I think it is. This means 1/2 the force cost to keep either going since they last twice as long. Also, about double the effectiveness. In this template I would definitely drop pwrs 0002 (which is 14 skill points to have) and use it for defender 0040 and heal 4000. Also, force meditate is nifty ... but you can't use it mid-fight, so it's a down-time skill and so a bit of a luxury (but only 2 skill points). For a MLS that improved root from enh 4000 should be quite helpful.


I also thought of getting MLS to get the 4th gen sabre and then ditching for:


LS x4x4, mdef, enh2xxx, pwrs x4x2, heal 2xx


Same thing on dropping pwrs 0002 -- take those skill points and use them to get enh 4000 and heal 4000. Enh 3000 gives you improved speed -- which will make up some of what you lose from dropping MLS. pwrs 0002 isn't useful for a dabbler, same as above on heal 2000 instead of 4000 ...


Any thoughts and feedback would be appreciated.
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