Bio Engineer Archive
Thread: Template Help
Otin
Mon Mar 01, 2004 6:15 pm
#27
Hey all I have been a MHS for about 2 1/2 months now and have no intentions of dropping it. However having found that I suffered in PvP I have also picked up Master TKA (UBER boring IMHO). Right now this is what my template looks like:
Brawler- 4040
Swordsman - 4444
TKA - 4444
Medic - 4444
Here is my question. Should I drop Diagnostics and Organic Chem in Medic in order to get Exploration in Scout for the Terrain Negoation. Thus making my template as follows:
Brawler - 4040
Swordsman - 4444
TKA - 4444
Medic - 4340
Scout - 4000
Or should I instead of getting Scout pick up Master Brawler instead. With the nerf comming on Intimidate and Warcry getting Master Brawler again isnt looking like the best option. Hopefully you guys will be able to help me out a little. Also any other possibly better templates would be greatly appreciated.
Note: I DO NOT want to get Rifleman. I hate ranged combat.
bell1202
Mon Apr 12, 2004 8:54 am
#28
I have been playing around with different template ideas and came up with three possible combos. Each have their own merits, while essentially the same. I want to be a Master Smuggler/Master Pistoleer, so those two are the only two constants
Version 1
Master Smuggler
Master Pistoleer
Novice Medic
Scout 4/0/0/0
Tera Kasi Artist 0/0/0/4
This would allow me to heal myself when solo, increase my speed over the terrain while on foot, and give some defenses
Version 2
Master Smuggler
Master Pistoleer
Novice Medic
Scout 1/0/0/0
Fencer 4/0/0/0
Same as Version 1, but with increased Ranged Defense at the expense of Terrain Negotiation and Mask Scent
Version 3
Master Smuggler
Master Pistoleer
Fencer 4/0/0/0
Tera Kasi Artist 0/3/0/4
No self-healing and no Scout skills at all. Basically, this would be for the defenses and nothing else.
While the choice will ultimately be mine, I was wondering what other Smugglers thought. Also just how important do you think Terrain Negotiation and Mask Scent are; and the ability to heal yourself in combat; compared to the defenses gained.
Thanks in advance.
bpphantom
Mon Apr 12, 2004 11:07 am
#29
Could go the triple master route.
Master Smuggler
Master Pistoleer
Master TKA
Shi_Dira
Mon Apr 12, 2004 4:32 pm
#30
bpphantom wrote:Could go the triple master route.Master SmugglerMaster PistoleerMaster TKA
I put my vote on that too, since I went that route. Truly depends on how you want to play this game though.
Otin
Tue Apr 20, 2004 6:22 am
#31
Well guys I have finally decided to settle on a template. Here is what I was thinking:
Master Weaponsmith / Master Smuggler / Pistoleer 0404
I was thinking this would be the best way since I can get the Speed and Accuracy mods in order to use my Smuggler skills more effectively. The other option would be to get 0440 and forego the speed bonus. Just wanted to hear what you guys thought about the whole thing.
MasterAkujin
Sat Apr 24, 2004 3:29 am
#33
i am currently tkm/fencer/medic 4444 (need 20 ap to master) and i was wondering if anyone mite know a good template i could have for swordsman. i dont want to be master doc/ms i was thinking somwhere along the lines of ms/brawler and some tk/fencer skills thrown in. the thing is i dont know what tk/fencer skills would be best for me to have. so could somone please give me some advice?
Stormbilly
Sat Apr 24, 2004 5:07 am
#34
I'm going master brawler, master swordsman/master fencer, TKA 4300, novice medic might want to try that. Or if you just want to play as a swordsman, just pick up the defense lines in fencer and put the rest into medic.
Message Edited by Stormbilly on 04-24-2004 07:07 AM
Snicle
Sun May 30, 2004 8:23 am
#36
I am planning on getting MBH...what profession compliments MBH for the most fun value? I have heard ranger tracking (Investigation help I assume) as well as getting some pistoleer or carbineer.
Can any Master Bounty Hunters weigh in on this?
Hiram777
Sun May 30, 2004 5:55 pm
#37
with the points left over yeah the pistoleer and carineer options are there, but fun you say? well you could get Ranger tracking skills an Creature handling skills that would allow you to pick up a decent bio-engineered pet with a strong DoT attack!
-robaroo-
Sun Jun 20, 2004 2:18 am
#38
Please help with advice.
Im currently Master riflemen and creating a character that would be effective in PVP combat. I want to go CM to be able to apply poisions and disease but on the same han want some doc skills to be able to cure poison and disease.
Template would have to look something like this i think:
Master Riflemen
CM 4304
Doctor 4000
1. Would this work
2. What strength could i exspect from poision and disease at 4304
3. What are my chances of healing disease and poison at doctor 4000
Thanx anyone for the fast reply. I already started grinding CM hehe
David25
Sun Jun 20, 2004 2:36 am
#39
I'd suggest you look at the combat medic templates thread...
I'm not quite sure, but the problem with doc 4000 is med use, and
4304 CM can do pretty good range+use, but can't get to the area disease/poison c's.
I think what people do is 3004 Doc, MRM, and something in combat medic....
Sry cant help too much 