Bio Engineer Archive

Thread: Template Help

tuffness55
Tue Jun 14, 2005 10:47 am
#339

ya your lighting won't be that good either. lighting gets better damage from the rest of powers.

NayrTreppel
Tue Jun 14, 2005 11:48 am
#340


What about Master Defender,Lightsaber 0/4/4/0 (Love double-Bladed), Healer 4/0/2/0, and Powers 3/4/0/0?

or

Master Defender, Master Lightsaber, Healer 3/0/0/0, and Enhancher 0/0/0/2?

or

Master Defender, Master Lightsaber, Healer 4/0/4/0?

I am thinking option 1.

Message Edited by NayrTreppel on 06-14-2005 11:52 AM



Issameaw Treppel- Sunrunner/ Master Teras Kasi/ Master Swordsman/ Doctor 4/0/0/0/ FS Uberness
Tostig Treppel- Sunrunner/ Master Tailor/ Master Bio- Engineer
RogueFettt
Tue Jun 14, 2005 11:51 am
#341






NayrTreppel wrote:

What about Master Defender,Lightsaber 0/4/4/0 (Love double-Bladed), Healer 4/0/2/0, and Powers 3/4/0/0?





Theres really no use for having two types of sabers. If you were to go with the above template change it to LS 0404 or 0044
xicomvaji
Tue Jun 14, 2005 11:54 am
#342


depends on what you like to do in game


if its PvP in a 1 on 1 situation then healer is really useful, channel is good to for that matter


if you PvP in groups then I would say go with your original idea...if you ever get in trouble you can simply cloak and disappear until you have a chance to heal up


you will run into force pool issues but I still think it would be really fun to play a MLS/MD with some cool powers.


if you plan on participating in FRS then you will need to be good in JvJ. Heres where you run into trouble because you will be in a 1 on 1 with MLS/MD with heal and channel, and possibly drain. You will likely lose in these fights as they can simply beat on you and heal their own dmg taken. Something else to consider is taking a little less in sabers to take the heal/enh necessary for JvJ but then again you will be more reliant on your powers dmg output which could work out in the end






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Amuro0079
Tue Jun 14, 2005 12:13 pm
#343


You heard wrong my friend, drain is what you needagainst other jedi in PVP. Sap is useful but not that useful, plus you get sap and shockat xx2x healer. I'll be considering 0424 saber and 4000 healer, droppoing sap completely when they fix stun which stops action regen.

Message Edited by Amuro0079 on 06-14-2005 03:15 PM



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JaclusMajire
Tue Jun 14, 2005 9:23 pm
#344


Is there any Template that letsyou be Melee and still hunt jedi

Message Edited by JaclusMajire on 06-15-2005 09:26 AM



Jaclus Majire

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Liani
Tue Jun 14, 2005 10:40 pm
#345


heal


stim d's can help, but to really be effective you have to regen health damage.


at least in my opinion.





Liani Ivy h Jedi Witch
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JaclusMajire
Wed Jun 15, 2005 5:27 am
#346

bump



Jaclus Majire

Master Bounty Hunter=retired
Master Carbineer=retired

Master Shipwright
Master Archetict
Master Artisan

Former Ace Vortex Pilot/ Ace Corsec Pilot

Wookie325
Wed Jun 15, 2005 5:50 am
#347


I have heard of some people going BH4000 / Master Swordsman / Doctor 4000 and they liked it. But I have never tried it myself

Message Edited by Wookie325 on 06-15-2005 08:50 AM

Nivekious
Fri Jun 17, 2005 8:37 am
#348

i'm considering changing my template to help with the fs grind. i have always been tkm and plan on keeping this. i also want to take up master bh. this still leaves me with some skill points left over. i am debating over whether to use them on pistoleer 0-0-0-4 for the root, smugler 0-0-4-0 for feign death and the unarmed bonuses. any opinions?



- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
bikebum
Fri Jun 17, 2005 8:44 am
#349






Nivekious wrote:
i'm considering changing my template to help with the fs grind. i have always been tkm and plan on keeping this. i also want to take up master bh. this still leaves me with some skill points left over. i am debating over whether to use them on pistoleer 0-0-0-4 for the root, smugler 0-0-4-0 for feign death and the unarmed bonuses. any opinions?




Um, I don't think you can master TK and BH and have enough skillpoints to get up past another elite novice box. That said, I don't think you will want to remain TKM if you master BH as your skillpoints are better spent in other ranged professions.
Ronaj
Fri Jun 17, 2005 8:45 am
#350

There's actually not enough skill points for either of those, on both of those once you hit Novice you'll only have 3 skill points left. Personally I'd recommend some healing like doc 4000 or even MDoc over the MBH for the FS grind.



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Nivekious
Sat Jun 18, 2005 7:43 am
#351



SordDaPlaya wrote:

I take it that the reason he wants BH is to get the ability to trade BH points instead of combat points, since it's a 1:1 ratio....so he would have to be 3000 BH and then TKM with some pistols if he wanted.

I would advise against going BH just to help with the force sensitive, just grind it out in grinding groups instead of always hunting down marks on your own. Its more fun to be in groups. belive me

-sord






i plan to group anyway. i just want bh because it allows me to max the most xp types without having one collumn here, one collumn there. the reason i thought i could have the pistoleer or smuggler collumn is that i orgot tk requires two-handed now. the only extra thing i could take a collumn in it seems would be commando. thanks for the advice everybody, i'll take it into consideration.



- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
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