Bio Engineer Archive

Thread: Template Questions

Tataomm
Tue Feb 03, 2004 7:46 am
#1

Please forgive me if this has been posted somewhere, but the search engine here sucks.

I am in the process of becomming a master TKM. Currently I am 0/1/1/3. I would like to create a template that is not exclusive to either PvP or PvE, but combines the best of both worlds. I'm not interrested in pairing Doctor or CH with my TKM, so what does that leave me with?

I want to use this character long after the def-mod patch hits, so I would like to take the expected changes into consideration now.

My original plan was to take TKM / Master Pistoleer(Mainly for the Def vs. XXX mods and the +dodge attributes) / Smuggler Dirty Fighting 4 / Medic. Do the pistoleer mods work while unarmed? Will they work after the patch hits? I have heard a lot of discussion about TKM/Fencer being changed. Will that change affect TKM/Pistoleer?

If I will not get any defensive benefit from Pistoleer while unarmed, is it still worth taking it to master? Would I be better off with only a few skill boxes from pistoleer?

Currently my complete skill breakdown is: TKA(0/1/1/3) / Pistoleer(0/0/4/0) / Smuggler(0/0/4/0). If possible I would like to add enough medic to heal myself out in the wilderness.

If the pistoleer profession does not add defense to my melee minded character, would it be wise to add Commando(0/0/4/0) for the DOT attack to the above template instead of mastering pistoleer?

Finally, I took smuggler for Fein Death, is that worth the skill points that I spent on it?

Thank you for your input,

Tataomm
Tataomm
Tue Feb 03, 2004 10:49 am
#2

Please?
Jee-bo
Wed Feb 04, 2004 1:02 am
#3

My understanding is that defensive modifiers will not stack in the future unless you are using a weapon of the appropriate type, so Pistol/Pistoleer bonuses will only work when you have a pistol in hand and unarmed bonuses only when you are unarmed/VK.

However, TKM/Pistoleer is not necessarily a bad combo. It gives you options and I think that is a very powerful thing in PvP. You can shoot them from afar, bleed them, and get that pistol dodge bonus while you close in for some unarmed action. Or should they manage to get out of unarmed range, just shoot the cowards in the back.
Of course TKM/Rifleman might be even more deadly. The rifle will make them want to get close, and the TK will make them want to get away.

It all depends on your play style.



Jee-bo Mak
Tailor/Merchant/Armorsmith
JAO Enterprises
Traveler's Respite, Tatooine (1812 -4747)
Don't worry about people stealing your ideas. If your ideas are any good,
you'll have to ram them down people's throats. - Howard Aiken
TechBoss
Thu Mar 18, 2004 2:47 pm
#4

I really like the concept behind the BE, but don't think it will fit my play style. Anyway, here is the template I was thinking about:


Master BE

Master Scout

Master Medic

Doctor 0-0-0-4


Things I like:


- maxed mask scent

- maxed medical experimentation

- ability to make all drugs

-reasonable healer


Things I don't like:


- no combat skills (can't kill stuff for resources)

- no artisian skills (survey and vender)

- no creature handling skills





-----------------------------------------------------------------
"List?..... Where is this "list" you speak of. Writing something on toilet paper and then wiping your ass with that same paper doesn't constitute as a list." from BH forums in regards to combat balance list of issues.
Lyekka
Thu Mar 18, 2004 3:28 pm
#5

Not a bad template. Here's what I'd suggest to solve some of your problems: Lose the Survival and Trapping trees of Scout, they won't do you much good. Then you'll have enough points to pick up some Artisan, probably surveying,and some CH. This way you can place harvesters for resources, and train and use some of your own pets for self defense and maybe even a bit of hunting. You can always make some BE tissues for clothing to give you a bonus to your mask scent. Doesn't get you a vendor, but it would help a lot with getting the resources you'll need.



Aurorra Lightstar Master Artisan Master BE
A to Z Enterprises -3747 3579 SE of Theed, Naboo Tarquinas
Ranged Weapon Power-Ups, Crafting Tools, Fishing Poles, Vehicles and More! BE Tissues for Clothing available

Lyekka Master Swordsman Ranger
Corellia Lowca
ChillyUK
Mon Mar 29, 2004 12:05 pm
#6

im template will soon be TKM, master fencer, smuggler 0-1-1-0, novice medic.

still working on fencer.


ive soloed alot of the big stuff in this game. acient rancor bulls etc..

all accept the 300k ham types of stuff.. krayts, NS elders etc.

simply cos TKM hasnt quite been enough.


will master fencer along with TKM help me solo such things.

im really wanting to be able to solo at least juvanile krayt dragons.


i feel i have to conquor these beasts


is it possible? am i going to need some elite armor?

any ideas on tactics to take?

moves to use?

foods and drinks to use?


cheers






,---.|    o|    | Farstar       
| |---..| | , .
| | ||| | | |
`---'` '``---'`---'`---|
OlympusMons `---'


KnukMung
Wed Apr 28, 2004 11:31 am
#7



Hi there, looking for adivce.


Right now I am a Master Pistoleer, 4/3/4/0 medic, 0/4/0/4 Marksman, Master weaponsmith, 4/0/0/0 Artisan.


I am untraining the WS/Art and beginning to rebuild into a PvP template.


Was looking ata combination in the Melee lines, such as,


Master Sword

0/4/4/0 Fencer

4/3/0/4 TKA

4/4/4/4 Brawler

0/0/4/0 Pike

Nov Medic


Now I have been reading that Pistoleeris supposed to stack well with Melee, and I already have that. However when I check the

def numbers, the 0/0/4/0 pike is nearly as good, but takes less SP. However, I would lose the Dodge points in pistol.


How important is dodge, and is there something I am missing? I am dropping Pistol as I find it is useless in PvP. Unless your doing mind damage, you aren't in the fight, which is why I chose MSword over MFencer, but maybe I am wrong?


How good is the Meditate skill vs having actual med ability?


The other combo I looked at was


Master Fencer

3/0/4/0 Sword

4/3/0/4 TKA < Or 0/3/0/4 w/ Nov Medic instead of Meditate

4/4/4/0 Brawler

Pistol 0/0/4/0

0/4/0/0 Marksman


Ideas, sugggestions?

KnukMung
Wed Apr 28, 2004 11:35 am
#8


Hi there, looking for adivce.


Right now I am a Master Pistoleer, 4/3/4/0 medic, 0/4/0/4 Marksman, Master weaponsmith, 4/0/0/0 Artisan.


I am untraining the WS/Art and beginning to rebuild into a PvP template.


Was looking ata combination in the Melee lines, such as,


Master Sword

0/4/4/0 Fencer

4/3/0/4 TKA

4/4/4/4 Brawler

0/0/4/0 Pike

Nov Medic


Now I have been reading that Pistoleeris supposed to stack well with Melee, and I already have that. However when I check the

def numbers, the 0/0/4/0 pike is nearly as good, but takes less SP. However, I would lose the Dodge points in pistol.


How important is dodge, and is there something I am missing? I am dropping Pistol as I find it is useless in PvP. Unless your doing mind damage, you aren't in the fight, which is why I chose MSword over MFencer, but maybe I am wrong?


How good is the Meditate skill vs having actual med ability?


The other combo I looked at was


Master Fencer

3/0/4/0 Sword

4/3/0/4 TKA < Or 0/3/0/4 w/ Nov Medic instead of Meditate

4/4/4/0 Brawler

Pistol 0/0/4/0

0/4/0/0 Marksman


Ideas, sugggestions?

MagnusOg
Wed Apr 28, 2004 2:15 pm
#9

I am kinda working out my template for more pvp involvement too atm. I am starting from TKM though.


As far as losing dodge bonus from Pistoleer,asIunderstand it thedodge bonus would only apply if you are holding a pistol or fencer weapon. So I would think you would not even miss it if you plan to use a Swordsman weapon mostly. And for the second template with Master Fencer you wouldn't need the dodge from Pistoleer since Fencer gets some healthy dodge bonuses of their own.


Meditate vs Medic skills. Can look at it like this. Meditate is great for after fight wound heals(at Meditate 4), Powerboost (which is quite good) and recovering mind faster. All of this after the fight is over. Medic skills are useful for in fight stuff as in keeping you alive. So I guess you must decide which is more important to you.






Anga Zogg
Teras Kasi Master
Sotaudi
Wed Apr 28, 2004 4:04 pm
#10






KnukMung wrote:



Hi there, looking for adivce.


Right now I am a Master Pistoleer, 4/3/4/0 medic, 0/4/0/4 Marksman, Master weaponsmith, 4/0/0/0 Artisan.


I am untraining the WS/Art and beginning to rebuild into a PvP template.


Was looking ata combination in the Melee lines, such as,


Master Sword

0/4/4/0 Fencer

4/3/0/4 TKA

4/4/4/4 Brawler

0/0/4/0 Pike

Nov Medic


Now I have been reading that Pistoleeris supposed to stack well with Melee, and I already have that. However when I check the

def numbers, the 0/0/4/0 pike is nearly as good, but takes less SP. However, I would lose the Dodge points in pistol.


How important is dodge, and is there something I am missing? I am dropping Pistol as I find it is useless in PvP. Unless your doing mind damage, you aren't in the fight, which is why I chose MSword over MFencer, but maybe I am wrong?


How good is the Meditate skill vs having actual med ability?


The other combo I looked at was


Master Fencer

3/0/4/0 Sword

4/3/0/4 TKA < Or 0/3/0/4 w/ Nov Medic instead of Meditate

4/4/4/0 Brawler

Pistol 0/0/4/0

0/4/0/0 Marksman


Ideas, sugggestions?







The secondary defenses of Dodge, Counterattack, and Block are weapon specific. That is, Dodge works if you are holding a pistol or a 1H weapon, but not if you are holding a 2H Weapon. While holding a 2H weapon Counterattack will work. So if you are trying to stack the secondary defences, you will want to match Pistoleer with Fencer, Carbineerwith Swordsman, or Pikemanwith Rifle because Pistol and 1H weapons both use Dodge, Carbines and 2H weapons both use Counterattack, and Polearms and Rifles both use block.


Also, Dodge, Counterattack, and Block as well as Ranged and Melee defenses now all cap at +125. So if all you are trying to do is stack defenses, pay attention to that. For instance, your second template has a +115 to Dodge as it stands. Thus, you would not need more than 1 x x x from Pistoleer to get to +130 and be 5 over the cap.


As to the importance of Dodge (or any other secondary defence), the way it works is that your opponent'saccuracy (personal accuracy, range accuracy modifiers on the weapon, and accuracy enhancements like /aim)is compared to your melee defense (or ranged defense for a ranged attack) and any bonuses/penaltiesyou may have there. These bonuses are non-weapon specific, although a melee character gets To-Hit bonus against people holding a rifle that negates just about any melee defense they can stack. If the attacker overcomes the defense, then the secondary defenses (Dodge, Counterattack, or Block) are brought into the picture. If that defense wins, then the attack falls under the rules of the secondary defenses. Right now they all work pretty much the same, but Dodge (the one that works the way it is supposed to) makes the opponent automatically miss.


That said, Dodge works pretty well when it is applicable (when you are holding the right weapon). In fact, the whole reason for the defense cap was that people were stacking Dodge and Melee defenses to insane levels, making it near impossible to hit them. Note that a Master Pistoleer/Master Fencer can get to something like +210 Dodge, and they capped it at +125. That should tell you something about how well it works.





Sotaudi Crestlighter
Master Rifleman / Master Combat Medic
"The Physician's Pain Reference"

Former Professions
Master Doctor | Master Swordsman | Master Brawler
Master Scout | Ranger



schmeds21
Thu Apr 29, 2004 2:34 am
#11

whatever melee template u decide on, i URGE u to include master brawler!! intimidate2 is a 50% damage reduction...and it lasts a long time...also u get a 20m KD move from master brawler(lunge2) i PvE, and PvP...intimidate2 is PRICELESS!!!! if ur lookin MHS(if u wanna rule PvE also) try this one out:


MHS, TKM, MasterBrawler, pike0/0/4/0, fencer1/4/0/0....


but if ur lookin pure brawler PvP: master fencer, TKM, Master brawler, pike defense, and some medic seems to b the way to go...



T'Assassin <nMe> Flurry


MHS | Master Pikeman | Master Brawler | TKA





T-Assassin <Guile> TheAssassin
Jedi Knight
<Rebel Mercenary> Master Bounty Hunter
(gggggggggggggggggggggWXnn]]]]]]]]]nWX
"You may not like it, but you better learn to love it, 'cuz it's the best thing going, today!"

Tajia
Thu Apr 29, 2004 10:36 am
#12

Hmm. I feel differently about that. Mastering Fencer gives you +105 dodge, and having Pistoleer to defend yourself in a ranged manner is useless, as it's offense is pitiful. If you're going to have Pistoleer and you want to keep it, you need to have the pistol column in Smuggler, too. And if you're going to master or indulge in any melee elite, it's a good idea to master Brawler, for the Lunge2's given to each profession, which KD. Fencer is a righteous Profession to Master with TK or Swordsman. If you're not going to use a certain weapon all out, there's no use in getting the +speed columns, in my opinion. As a melee person, you WILL get kited. Don't for a minute think that anyone with a gun who decides to pick a fight with you will stand still to shoot you. Running adds more complication to their fighting. If you Master Fencer and attain that much dodge (Centering makes you nearly invisible, apparently. I NEVER get hit while centered..Godly.) You can chase them until they fumble/stumble, and knock them over. In the time, if they're not dizzy, that it takes them to get up, with the 1.0 second speed that you can attack with, you can have them down to an inkling of their former HAM. Swordsman has head hits, which are very valuable, as well as the whole profession being grotesquely strong.. it'd be good to do with Fencer. Excellent, really. Anyway. I'm totally rambling. xD Just trying to be SLIGHTly helpful... if not confusing and annoying. o_o



tajia [ ©'s your mother. ]
kind of a traitor.. i guess. ©
ososinsk
Thu Apr 29, 2004 12:21 pm
#13

I don't like the idea of two melee professions... master one melee and one ranged and it'd be more powerful i think..
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