Bounty Hunter Archive
Thread: Templates
P__Day
Thu Apr 22, 2004 8:27 pm
#27
OK this question has probly been asked a million times, but im still gonna ask it lol. Im currently a TKM/Master Smuggler/novice medic/pistoleer 0-0-4-4. this leaves me with 17 skill points i want to use in the pistoleer tree, and i was wondering which line is more usefull? The marksmanship or the grips line? or a combo of the two?
Han-salloveru
Fri Apr 23, 2004 1:22 pm
#28
Well, for your templateI would rather get the defenses....Dodge along with aircakes...you will be tuff to hit, and u can always find accuracy armor attachments and clothing attachments.
But if you truly want accuracy go the other, this will help out with sticking panicshot, low blow and last ditch to an opponanant but not as much as what a master gunfighter will give yah.
Electron
Sun Jun 13, 2004 1:59 pm
#29
Suggestion: Rifleman. In geo caves especially usefull with disrupter it does acid damage, and the cave is amost entirly vulnerable to that. With my special shot I hit multiple targets, and these things are dropping like flys. The variety of weapons is nice too, T-21, Jawa, Disrupter, and Berzerker are great just to name off a few. I use to be TKM, but found dealing only kinetic was really huting me on my pve portion of things. It's nice because Rifle has a nice array of different resists, energy, heat, acid, and stun. Also I must say I don't have to run after pve things anymore, with melee when the damage is low the animal/npc will makea run for it. Check out rifleman profession and maybe look into this one as a keeper.
akbar_kusan
Sun Jun 13, 2004 3:18 pm
#30
I would say 1/3 of the rebs that pvp on my server have the rifleman/cm and they will all drop it when the combat balance comes and makes rifle specials slow again
go ahead and go pike/carbineer I would say and mix the med tree from tk so you can get rid of disease/poison and get that nifty power boost. I see good things in the carbineers future. Remember play how YOU want to play not what is always the most powerful template.
xcountrystar
Fri Jun 25, 2004 7:49 pm
#31
What do you guys think is the best template for combat? I know that I want to be a master pistoleer but I am wondering what to spend my other skill points on.
Erikiollo
Thu Jul 01, 2004 2:19 am
#32
/bump
I'm also 0404 LS (as i liked the idea of 2 haded LS from the films) and have all the same questions as mentioned above. Also, can you revoke jedi skills after you have learnt them, as you cannot with FS ones.
thanks
Erikiollo
Thu Jul 01, 2004 2:22 am
#33
oh and one more thing, sorry, is nobody thinking like i am that itnmwould be good to have some healother skills to help their friends and allies?
Joshuatree
Thu Jul 01, 2004 12:25 pm
#34
I want to learn if Master Lightsabre is worth taking, because you spend 2 full rows just for the master box. Does the extra speed, block and the last box specials effect significantly?
I am Lightsabre 0404, probably will change to 0044, but 4004 can also target mind, which is a MUST in PvP. So I2m confused.
Healing 4004 is essential, no doubt. And I alsoask for information about the defensive tree. We all know now, PvP is all about defense. If there is a master defender around, can he/she inform us about his encounters against a melee defense stacker. How doesstate resists work? Are they good?
Now I'm a master Fencer with TKA 0204, with some significant state defenses, and my duel with a fencer was good. He couldnot apply posture change or knock down on me. I wonder if Master Defender has the same/or close defenses and worth taking.
Or is it completely useless and gettingonly melee/range defense form defender is enough?
Channel force and meditate seems to be a must.
So I want some ideas from people who will not be Fotm Master LS/Master Enhancer/Healing 4004, but a mix of optimum selections.
Can someone inform please?
I was not a jedi when test servers rolled, so I never had a chance.
OlekSkilgannon
Tue Jul 06, 2004 2:07 pm
#36
Most people argue that master LS is needed for the increased accuracy, speed, block and the additional specials in the master box.
Also, it's suspose to help with grinding out jedi xp, as you do more damage faster etc.. I think it was posted that the polearm master style is 4 or 4.5x damage modifier.
That alone would be worth while for pve and pvp.
The problem I'm having is coming up with a template that is not fotm, or too gimped. Of course, templates are fotm because the work. *shrugs*
Do what you want, you can retrain skills later. If you decide the don't work.
DrekkarStorm
Sat Aug 28, 2004 1:35 am
#37
Rifleman is pointless (close to it) with out master.
If you want to go mainly PvP...rifleman aint all that great...but swordsman and pistoleer make a wicked combo with all the damage types you can dish out.
XaverriJade7
Sat Aug 28, 2004 1:38 am
#38
donThoto wrote:
OK, so I am considering a couple of templates right now...
Template 1:
Master Brawler
Master Swordsman
Master TKA
Fencer 4/4/3/0 <--This is a bit of a waste I'd say unless you change it to 3/4/4/0
Template 2:
Master Swordsman
Fencer 4/4/4/0 <--I'd make this into 4/4/0/0
TKA 0/0/0/4 <--and this into 4/0/0/4 (But what you have is good too)
Rifleman 4/3/0/0 <--useless
Template 3:
Master Swordsman
Master Rifleman
Fencer 4/4/4/0
This looks good, but has no Medic like the previous two. I'd cut Fencer down to 4/4/0/0 here too to make room for Novice Medic.
It would be really nice to be able to solo higher end mobs. I am definitely getting master swordsman, so my question is... Am I useless as a rifleman with template 2? Yes. Do you have to be a master and get the accuracy bonus etc to do it "properly"?Pretty much.
In which case, does template 3 sound OK? I'd say so
Or am I spreading it all to thin by wanting both melee and ranged? Should I just go with template 1 and drop the whole rifleman thing altogether...? Not spreading it too thin, but it will decreaseyour total potential defense by adding Rifleman. However, using the tools Rifleman provides can more than make up for it.
donThoto
Sat Aug 28, 2004 2:35 am
#39
Thanks a lot!
OK, so to build from there...
By getting the second column of fencer two of the boxes are the Melle Mitigation skills, which I already get from being a master Swordsman. So I am pretty much taking it for a +50 versus knockdown (which is an important skill I know, but is it worth a whole column?)
Lets set up this new template:
Master Swordsman
Master Rifleman
Medic 2/0/0/0 (to use stim B's)
Fencer 3/4/0/0
Alternatively... What if I drop fencer altogether for some TKA defense? Their last column is better than the first of fencer...
Master Swordsman
Master Rifleman
Medic 2/0/0/0 (to use stim B's)
TKA 3/0/04
How strong is meditate?