Bounty Hunter Archive

Thread: PvP Template

Ghost_Warrior
Mon Mar 29, 2004 9:29 am
#40

Master Commando/Master Fencer with some medic seems to do the most all around damage. If I get hit with the dizzy/kd I am up in usually one tick, if you run I will set you on fire, if you get away I will blast you or chuck a grenade at you. If all else fails get out the jawa and lay waste



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[Imperial Colonel] Ghost-Warrior - Master Arse Kicker
[Imperial Colonel] Cain- Master Poo Flinger
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einar-leehi
Mon Mar 29, 2004 11:03 am
#41

those defenses are nice, but no healing? and someone could just kite over terrain.



Galactic Merc: Einar "Dozen Fingers" Leehi
Bounty Hunter for Hire Scourge of the Mittens
Specializing in choking the life from Marks

XingYuen
Mon Mar 29, 2004 11:27 am
#42






Sebraak wrote:

This is my plan for a template:


Master Fencer, 4/4/3/4 TKA, 0/0/4/0 pikeman, and 1/0/4/0 pistoleer. This will cap melee and ranged defense, give you melee damage mitigation 3 and ranged mitigation 2, 105 defense vs dizzy, capped defense vs. knockdown, 120 defense vs posture down, 110 defense vs. blind, all the tka meditate bonuses (powerboost and force of will), and 71 defensive acuity (which will increase your chance to dodge).


THAT is a template.








So what are you going to do about the guy at 60m?




Xing Yuen

loophole
Mon Mar 29, 2004 11:44 am
#43

Master Pistoleer / Master Fencer / 4-0-0-4 tka / novice medic. - +25 dodge attachments, +25 one handed speed attachments.


You cap your dodge, ranged defense, melee defense, both mitigations at 3and are over +100 on vs kd, dizzy, blind. Those are the most important ones in my opinion. You also get the damage thingy that I cant remember the name of. Some guy said it in a few posts up.





Rotciv Navillus
EisMan_Buckeye
Mon Mar 29, 2004 5:07 pm
#44






loophole wrote:

Master Pistoleer / Master Fencer / 4-0-0-4 tka / novice medic. - +25 dodge attachments, +25 one handed speed attachments.


You cap your dodge, ranged defense, melee defense, both mitigations at 3and are over +100 on vs kd, dizzy, blind. Those are the most important ones in my opinion. You also get the damage thingy that I cant remember the name of. Some guy said it in a few posts up.









With all due respect...


Anything over +90 Def vs. ____ is useless. No matter what your skill mods are, the attacker will allways have a 10% chance of landing those attacks.


The +25 in One Handed Speed attachments are useless as well. Master Fencer get's a +90 in One Handed Speed. That's enough speed to hit the cap with any weapon that has 4.0 speed or faster on every special move. I have never owned a one handed weapon that was slower than 4.0.


You will also cap out on Dodge well before you master the second of Pistoleer or Fencer. In all, you get +105 Dodge in each, but the cap is +125. I'm not to sure if the attachments will alow you to rise beyond the +125 capto +150 in Dodge or not, but my best guess is that it will not. This I may be incorrect about, perhaps someone that knows for a fact or not can reply.





__________________________________________
EisMan Buckeye [COG]
Mercenaries do it for money
[Master of Carbines] [Retired Mercenary]
__________________________________________


Sebraak
Mon Mar 29, 2004 7:52 pm
#45

my bad. i wrote 4/4/3/4 tka, i meant 4/4/1/4 tka. that gives you enough points for the pistoleer.


as for the guy at 60m? the solution is simple, really... don't fight at 60m. take it inside. since i'm mainly raiding bases it's also easy for me to just stay inside and guard slicers while i let the ranged defend the outside.



Achillez
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Operation:SHADOWHAND (3 of 7)

capzyL
Fri Apr 16, 2004 3:01 pm
#46

Actualy the dodge attachments can bring it up to 150. And i also think master pistoleer is a waist of point if your not planing on using the pistols, the only reason to take pistoleer further than 1.x.4.x that i can think of is raged mitigation 3, and thats not that important imo cuz you will stil lose VS a rifleman if you fight him on his grounds


No proffesion is allround, within 20m fencer is supreme, above riflemens rule. (not counting CMcuz i cant classify it as anything)


hope i dident spell to wrong





NSwift'å
äPikeweaverN






Vurtorax
Fri Apr 16, 2004 7:27 pm
#47






Sebraak wrote:

This is my plan for a template:


Master Fencer, 4/4/3/4 TKA, 0/0/4/0 pikeman, and 1/0/4/0 pistoleer. This will cap melee and ranged defense, give you melee damage mitigation 3 and ranged mitigation 2, 105 defense vs dizzy, capped defense vs. knockdown, 120 defense vs posture down, 110 defense vs. blind, all the tka meditate bonuses (powerboost and force of will), and 71 defensive acuity (which will increase your chance to dodge).


THAT is a template.






Good Idea, but do you really need Power Techniques from TKA? Since you've got Master Fencer, I'd suggest dropping the afore mentioned skills because there's no need for Unarmed Damage and Speed (unless you plan on actually using teras kasi in combat). You could pick up some more pistol skills or smuggler 0/0/3/0 for a ranged KD.




VURTORAX

BOUNTY HUNTER

BANE OF JEDI - PVP GOD
Tocy
Mon Apr 19, 2004 4:13 am
#48

master TK/Master Fencer/pistoleer 1/0/4/0 and 1/0/3/0 medic works well for me



TIMMIE BRADY
(Role Playing for Change)
This game is only as good as you make it.

Master Fencer, Master Brawler, and a few other things......
**Jedi Initiate - 4/1/2/3**
zenon-
Mon Apr 19, 2004 5:52 am
#49

here is what I use master marksman/commando 0040/master fencer/tka 4420



Now where did I put my flamethrower?
XingYuen
Mon Apr 19, 2004 7:29 am
#50






Jeikon wrote:
Master Carbineer + Master fencer ranged dizzy kd and run up with a stun baton = 1 dead person






The most effective template I've found. I wouldn't trade it for anything right now.




Xing Yuen

Vincentarasin
Mon Apr 19, 2004 9:34 am
#51






XingYuen wrote:





Jeikon wrote:
Master Carbineer + Master fencer ranged dizzy kd and run up with a stun baton = 1 dead person






The most effective template I've found. I wouldn't trade it for anything right now.







Well Said. That is the hidden half of my profession, and man does that nym's sound sweet as it thwaps the sounds of doom and destruction as fencers with inferior weapons run, and just can not seem to dodge



Rifleman pretymuch dominates ranged, but if your smart, they dont get that ability much, and well, with carbines... its not tomuch of an issue for me




Vincent' Arasin
______________________

First Master Fencer of Bria
______________________
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Nagabacca
Mon Apr 19, 2004 11:21 am
#52

Master Fencer
Pistoleer 0043
Doctor 4000

My new PvP template.


Defenses from pistols + fanshot if i need.
The doctor skills let me cure any poison, disease or state put on me + heal.



Naga







Account cancelled 17th July 2004.

Vote with your feet: cancel your account; protest at SOE/LucasArts pushing an expansion pack before the combat revamp
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