Bounty Hunter Archive

Thread: Template Idea

Maltrix
Sat Jun 19, 2004 3:36 pm
#1

post opinions if you want http://swgcb.yogn.net/report.php
Glasi
Sat Jun 19, 2004 4:04 pm
#2

That link only works for you because the template you created is in your computers cookie info. shows 0 out of 250 skill points used for the rest of us.



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Maltrix
Sat Jun 19, 2004 5:20 pm
#3


oh I am sorry hehe


Master Brawler

tka 0004

fencer 4400

swordsman 0040

Pikeman 0040

Marksman 4004

Rifleman 0404


My goal was to make an combo that had good defences, and what i got was


Skill mod Summary:

Alertness+10
Berserk+20

Block+95
Combat Equilibrium+10

Counterattack+75
Cover+80

Defense Acuity+71
Defense vs Blind+20

Defense vs Dizzy+20
Defense vs Knockdown+85

Defense vs Posture Change+80
Defense vs Stun+20

Dodge+30
General Ranged Aiming+30

Intimidation+20
Meditate+15

Melee Defense+208
Melee Mitigation+4

Ranged Defense+187
Ranged Mitigation+2
Taunt+40

Warcry+20

elfsorrow
Sat Jun 19, 2004 6:48 pm
#4

that quite good but remeber things like dodge and counter attack only work with the correct weapon equiped


and so i am lead to believe the ranged and melee defense is caped at 125 and the best mitagation u can get is with a master eliet class and thats only mitagation 3
Tranqlizer
Sun Jun 20, 2004 7:11 am
#5

Nice defense, where is your offense? Where is your accuracy and what profession are you going to use to kill anyone with that template?


TK? No. You missed the speed and damage tree.

Fencer?Swordsman? Pikeman? No offensive skills there

Rifleman? No. You got some speed but no accuracy.


Not a good template. Way too much Ranged and Melee defenses since they are capped at 125. No mitigation 3 for melee or ranged.


If you are looking for a defensive template with that still has offensive power check out this template.


TK 0404 / Fencer 3440 / Master Pikeman / Pistoleer 0040


Defense vs Blind +110

Defense vs Dizzy +125

Defense vs. KD +140

Defense vs P. Change +130

Defense vs Intimidate +20

Defense vs Stun +105

Dodge +100 when Pistol is equiped.

Block +110 when Polearm is equiped.

Melee Defense +146

Ranged Defense +126

Melee Mitigation 3

Ranged Mitigation 2


Master Pikeman is great for PvE and Area of Effect hits. Pistoleer 0040 gives you the best pistol specials, 2 health bleeds and acces to a variety of damage type weapons.

I think Pikeman are going to be much better after the ReBalance, but if you dont like polearms you can easily switch this templates Master Melee skill to TKM or Master Fencer with minimal changes to the defenses. Keep pikeman 0040 at a minimum and switch your skill points into TK trees or Fencer trees.


Just my opinion.






Europe-Infinity Character Names: Dev'Illish and Dee'Monic
Intrepid Character Names: Tranqlizer and FarStryder
Europe-FarStar Character Names: Z'Dara and Xavier
May the Force Be With You


Heimdall_Surtr
Thu Jun 24, 2004 11:49 pm
#6

4004 Combat Medic

4030 Doctor

Master Rifleman


1 SP Leftover


Cure Disease, Fire, Posion

Good Mind Damage


How will my combat medic abilites be though?



Heimdall Surtr
Master Fencer / Master Rifleman
Consul

Arcore Lightningflier
Mayor of Mandalore
Master Polotician / Master Doctor
Pahdbacca
Fri Jun 25, 2004 12:23 pm
#7



Copy and past of a copy and paste.....




Pahdbacca wrote:

From an earlier post, so some of it may not make sense........



CMs get a skill mod called CM effectiveness that increases as they train up the range tree. Effectiveness is used to determine a multiplier that is applied to combat meds.


All combat med DoTshave a range and effectiveness (damage per tick)rating. The multiplier is appled to these ratings to determine the range and damage per tick.


Novice CMs do 1.05 time the range and effectiveness of a stim's rating.


ACM with ranged 1 does 1.2x the stim rating


ACM with ranged 2 does 1.35x the stim rating


ACM with ranged3 does 1.5x the stim rating


ACM with ranged4 does 1.75x the stim rating


AMaster CM does 2.0x the stim rating.


For example, a single mind poison C has rating of 34m range and 320 effectiveness. A CM with ranged 3 can throw that stim for 1.5 x 34m = 51m and have it do 1.5 x 320 = 480 damage per tick. A master CM with the same stim can throw it for2.0 x 34m = 68m and have it do2.0 x 320 =640 damage per tick.


This is explained in the FAQ if you want to look up the specifics and/or the equations.


With a CM med use of 75, you should be able to use everything but Area C DoTs just fine. Area C DoTs can be experimented down, but will do only about the same damage as area B DoTs at that point.


As for your question, that is up to you to determine if you want to go CM or Doc. Shop around and see what kind of stims you can buy and/or have a friend make for you. Also, keep in mind that CM med use tapes do not work. I have been told that effectiveness mods do work until you reach +100, but I have never been able to confirm this myself. Also, CM mind heal does not work on yourself.





Couple of additional things to keep in mind....



  • To ge a CM med use of 75 you need all 4 boxes of CM support....IMO if youu don't get this you can't use very many meds to make it worth you trouble.

  • To be able to use diseases you need ranged healing distance 2 (this is the same line that changes the distance/damage you stiims do)

Good luck with your toon






Edit: More copy and paste.......





Pahdbacca wrote:


  • First line in CM increases your range and distance...you need at least the second box to use diseases.

  • Second line is speed...you need the4th box to use mind heal (which you can't use on your own)

  • Third line is crafting

  • Four line is TN and your med use skill....need all 4 boxes of this to be worth it IMO (Gnuut will disagree, but he has FAR more PvP experience than I do...if you are concerned about PvP, listen very closely to whatever he says)






Message Edited by Pahdbacca on 06-25-2004 03:41 AM



-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
Rebster
Sat Jun 26, 2004 6:28 am
#8


hi all thinking of a trying a template master marksman master rifleman master fencer medic 1/0/0/0 any ideas if this is descent?



Art3y B00m
FallAM
Mon Jun 28, 2004 9:37 am
#9

its weak, well not really but sorta



I seem to have no end of luck
Stuwie
Fri Jul 09, 2004 11:18 pm
#10

What do you guys think of this hunting template?


1.Master Swordsman- for Offence

2. Master Brawler - Needed for other skills+intimidate 2 and beserk 2

3.Fencer [2-4-4-0] - For Defence

4.Pikeman [0-0-4-0] - For Defence

5. Teras Kasi [4-0-3-0] - For meditate and knockdown

6. Novice Medic - For basic Healing skills

Jaxin_Riens
Fri Jul 09, 2004 11:35 pm
#11

you mean tka 4300 nice template though
AjaxDoomStrike
Sat Jul 10, 2004 12:01 am
#12

I have been reading all the ideas about templates and I have one I would like some feedback on.



MBH, Commando 0040, TKA 4004. Unfortuanatly I lose the elite carbine but I gain a flamer and "?????" pistol.. Forgot name.



Ajax



A'jax DoomStrike
SkepticalJS
Sat Jul 10, 2004 12:13 am
#13






AjaxDoomStrike wrote:

I have been reading all the ideas about templates and I have one I would like some feedback on.



MBH, Commando 0040, TKA 4004. Unfortuanatly I lose the elite carbine but I gain a flamer and "?????" pistol.. Forgot name.



Ajax







Its launcher pistol... and you need to tell us what you want this template to do...


If its to PvP with, then until the Combat Balance in Publish 11(?) this template wouldn't be very viable. It would be better to do master carbineer and max out your carbs or master pistoleer to max out your pistols. Or some combination of the two.


Then again, it would be ideal to have some melee skills (TKM) as the melee classes rule PvP right now.




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Stupidity should hurt.
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