Bio Engineer Archive

Thread: Template Questions

KauriChumm
Fri Apr 30, 2004 7:14 am
#14

Along the same lines as the previous poster, but hopefully easier to read


Master Brawler - For the bonuses to melee, as well as Warcry/Intimidate 2


Master Fencer - Defense is insane, and stun damage is cool. Even in stun gets nerfed, it will still be a strong prof


Master Swordsman - Ridiculous in PvE, and you can pound min in PvP. Defense is awful, but that's why we got fencer.


4300 TKA. - Meditate to heal wounds and disease/poison, and the TK defenses


This takes 235 SP, leaving 15 points for Novice Medic when PvPing, or switch to novice scout if you need to harvest or just want the terrain negotiation when doing PvE


Overall a balanced template, great defenses and good at PvP as well as PvE, plus 3 different damage types (Stun - Stun Batons, Blast - Power Hammers, Kinetic - Everything else)


I just started a second account that will use this template. I'll post me results after I grind it out



Chumm Forsalmon - Master Armorsmith/Master Merchant/Master Artisan
Scruff Forsalmon - Trying to kill stuff...
???? - Jedi Initiate patiently waiting for Publish 9
Members Of Foundation Stone
KnukMung
Fri Apr 30, 2004 11:02 pm
#15

Well, I have done some modifications from doing research, etc. As for stacking Pistol/fencer, or whatever, since carbine and pistol are essentially useless at the moment, rifle would be the combo to use, here. This is apparenet in how many rifle hybrids are running around out there. Since SOE has to do something to rifle, and seeing as how they completely destroyed pistol by nerfing, rifle can't be far behind.


The problem with stacking a melee and range profession is that you use a lot more sp than you need to, or so it seems. The extra 15 for nov marksman, +14 for the weapon line leading to the range weapon of your choice.


It figures that SOE would make melee skills non-complimentary and Melee/range skills complimentary, considering they have nothing to do with each other.


What I am looking at now is:


MBrawler


Msword


0/3/0/4 TKA


2/4/4/0 Fencer


0/0/4/0 Pike


Nov Medic


This seems to give the best rounded set of defenses, a few weapon choices, and some decent damage output in sword. Melee Def will be over the cap at 144, Range 117, KD, 115, PC 110, CA 110, Dodge 90, Stun, Dizzy, block 85, Blind 80.







KnukMung
Fri Apr 30, 2004 11:06 pm
#16


Well, I have done some modifications from doing research, etc. As for stacking Pistol/fencer, or whatever, since carbine and pistol are essentially useless at the moment, rifle would be the combo to use, here. This is apparenet in how many rifle hybrids are running around out there. Since SOE has to do something to rifle, and seeing as how they completely destroyed pistol by nerfing, rifle can't be far behind.


The problem with stacking a melee and range profession is that you use a lot more sp than you need to, or so it seems. The extra 15 for nov marksman, +14 for the weapon line leading to the range weapon of your choice.


It figures that SOE would make melee skills non-complimentary and Melee/range skills complimentary, considering they have nothing to do with each other.


What I am looking at now is:


MBrawler


Msword


0/3/0/4 TKA


2/4/4/0 Fencer


0/0/4/0 Pike


Nov Medic


This seems to give the best rounded set of defenses, a few weapon choices, and some decent damage output in sword. Melee Def will be over the cap at 144, Range 117, KD, 115, PC 110, CA 110, Dodge 90, Stun, Dizzy, block 85, Blind 80.

SlasherZet
Sat May 01, 2004 12:53 am
#17



Here'swhat I think is good:


Brawler - Master -> Warcry2,Intimidate2,One-hand lunge2,definitely worth having master

Marksman - 0/4/0/0 -> Just for pistoleer

Medic - 0/0/0/0 -> You never know when you will need heal in combat...

Fencer - Master -> I don't like swordsman and this template combines dodge modifier from pistoleer and fencer,plus fencer has huge defenses and overally I think it is awesome ^_^

Pistoleer - 0/0/4/0 - Defense line is awesome,+40 Defense vs. Blind,Dizzy and Stun,+50 Defense vs. Knockdown, +20 Posture change (down),plus you gain +10 dodge at Novice which stacks with Fencer dodge.

Teräs Käsi Artist - 4/3/0/4 - Meditate is usefull and defenses even more

Message Edited by SlasherZet on 04-30-2004 10:05 PM

DavidGX
Fri May 14, 2004 11:06 pm
#18

I have a few questions actually.

1. Is block working.. at all? I've heard some conflicting information on this.

2. If I get, say, 0/0/3/0 pikeman, will the block stack with rifleman block giving me (after the cap) 125 effective block? Or will the pikeman block not work unless I'm holding a pike?

3. And about mod stacking.. does it still work at all? If I got a line of pistoleer that gives def vs X mods will they work when I'm holding a rifle?

4. If you were master rifleman, master marksman, 4/0/0/4 tka..what would you spend the rest of the points on to make yourself a better rifleman?

Thanks.

DavidGX
Sat May 15, 2004 6:31 am
#19

/bump

XaverriJade7
Sat May 15, 2004 6:50 am
#20








DavidGX wrote:
I have a few questions actually.

1. Is block working.. at all? I've heard some conflicting information on this.


It may or may not have been, but it sure is now. There were problems with it in not saying the right thing in the combat box. This has been fixed and, currently, Block is 'Working as intended'.

2. If I get, say, 0/0/3/0 pikeman, will the block stack with rifleman block giving me (after the cap) 125 effective block? Or will the pikeman block not work unless I'm holding a pike?


They will stack. Also, due to high ranged defense, you should Block much less often when holding a rifle than a pike. However, it is better to be missed entirely than to Block and stop 50% of the damage. Only hold the pike if you plan on using it. Should your ranged defense let something through, the extra Block from Pikeman will help when holding a rifle.

3. And about mod stacking.. does it still work at all? If I got a line of pistoleer that gives def vs X mods will they work when I'm holding a rifle?


Yes, it works. Just don't get any Dodge or Counterattack. Everything else will stack with Rifleman defenses.



4. If you were master rifleman, master marksman, 4/0/0/4 tka..what would you spend the rest of the points on to make yourself a better rifleman?


Leaves you with 47 skill points, right? Get Novice Medic if you want to heal yourself and putting the rest into defenses stacking in Fencer wouldn't be a bad idea. If you don't want to mess with healing, I'd put it all into Fencer. You could get one full line of it and 75% of another. Check out the skill tree and see what you'd prefer to have more of.

Thanks.


You're welcome. I hope this was useful.












Kezia Sunshade
RIS Certified - Master Armorsmith - 12 Exp. Pts
Vendor locations:
Outland, Naboo (7013, 3646) - Kashyyykian Hunting Armor & Imperial Prototype PSGs
Elexis' Hard Wars Cafe in Paradox, Lok (1330, -305) - Kashyyykian Hunting Armor
DavidGX
Sat May 15, 2004 6:33 pm
#21



XaverriJade7 wrote:


DavidGX wrote:
I have a few questions actually.

1. Is block working.. at all? I've heard some conflicting information on this.

It may or may not have been, but it sure is now. There were problems with it in not saying the right thing in the combat box. This has been fixed and, currently, Block is 'Working as intended'.

2. If I get, say, 0/0/3/0 pikeman, will the block stack with rifleman block giving me (after the cap) 125 effective block? Or will the pikeman block not work unless I'm holding a pike?

They will stack. Also, due to high ranged defense, you should Block much less often when holding a rifle than a pike. However, it is better to be missed entirely than to Block and stop 50% of the damage. Only hold the pike if you plan on using it. Should your ranged defense let something through, the extra Block from Pikeman will help when holding a rifle.

3. And about mod stacking.. does it still work at all? If I got a line of pistoleer that gives def vs X mods will they work when I'm holding a rifle?

Yes, it works. Just don't get any Dodge or Counterattack. Everything else will stack with Rifleman defenses.


4. If you were master rifleman, master marksman, 4/0/0/4 tka..what would you spend the rest of the points on to make yourself a better rifleman?

Leaves you with 47 skill points, right? Get Novice Medic if you want to heal yourself and putting the rest into defenses stacking in Fencer wouldn't be a bad idea. If you don't want to mess with healing, I'd put it all into Fencer. You could get one full line of it and 75% of another. Check out the skill tree and see what you'd prefer to have more of.

Thanks.

You're welcome. I hope this was useful.








It was, thanks a lot

Holbrook
Sat Jun 12, 2004 4:19 am
#22

Ello, just started in SWg about 2 weeks ago and ecide to try som fo the melee skils, was wonder this temple is any good TKM/MF/MSM/MB


would mastering all 4 of these be too much or a waste of skill pts? I planned on using ym TK skills as my main fighting skills



thx in advance

imadork
Sat Jun 12, 2004 4:34 am
#23

you couldnt master brawler as well as the other 3 but TKM/MF/MSM is a good combo it has the defenses and variety for enemies thats why i did this
Jenky
Sat Jun 12, 2004 5:20 am
#24

That is a good combo.


Equip Power hammer - you got the defenses from fencer! You got the meditate from TKA, and you can do the damage from Swordsman.....


Would could go wrong.....?



______________________________________
Regarding Star Wars Episode III: "Right or wrong this is my movie, this is my decision, and this is my creative vision, and if people don't like it, they don't have to see it." -George Lucas

"What we do in life, echos in Eternity" - Gladiator
Holbrook
Sat Jun 12, 2004 11:31 pm
#25

I was checkign out power hammers ingame and they are really slow, like 4.6-5.3, wont this hurt my comabt usign a slow weapon? or am im missing something?

Orleka
Mon Jul 19, 2004 12:15 am
#26


I want to have a really good pvp template, but also a good pve one..


so far I am TKM, some of fencer, some of rifleman, and some medic....I am thinking of doing TKM/master fencer/ master brawler/medic


I'm not sure if I should drop rifleman, I'm thinking i wont have much need for it once i maste brawler, for the 20m KD


any input would be greatly appreciated.



Rokur Gepta
Page 2 of 11