Bounty Hunter Archive

Thread: Template Decision

CloverRidge
Fri Feb 13, 2004 5:59 am
#1

I guess this question mainly concerns PvP


Right now I'm currently at 1-4-4-4 in Fencer, Master Brawler,4-3-0-4 TKA,Novice Medic,0-0-3-0 Smuggler, and 0-1-0-0 Pistoleer.


I am going to Master Fencer(what I've always wanted to do) but to finish out Fencer I'll need to give up some skill points. I was thinking of giving up Master Brawler and the 2h and Pike lines and going Master Fencer,4-3-0-4 TKA,Novice Medic,0-0-3-0 Smuggler and 0-3-4-0 Pistoleer(I'm not concerned about picking up the extra dodge as the melee/range defenses,Dodge from Fencer and stat bonuses are already enough and don't feel the need to go "over the top" with defensive mods.


I gringe at the thought of giving up Master Brawler mainly from the fact of giving up plus 20 to Warcry/Intimidate(I also currently have some items that max me out at the +25 bonus for both) but was thinking a longer range knockdown from Low Blow might be a better route to go if I'm "forced" into some PvPer action via the new Imperial Crackdown.


My big concern with only going up to the third accuracy box of Pistols and not mastering it is how bad the accuracy will be. I think that will put me at +90 and +15 while moving. I would like to avoid using up all that time and effort to go that route only to find out it's craptastic(i.e. can't hit the broad side of a barn in PvPer to knockdown an opponent).


What I was planning on doing is just making a macro to switch to pistol and fire the knockdown and then quickly switch back to my fencer weapon.


A few questions I guess for people that have PvPer'd that much:


1. Have you felt the need to have a greater than 20m knockdown to help in kiting issues?(I know there are other strategies around kiters but thought this might be very helpful)


2. I know it's gonna be based on my opponents defense vs Intimidate but does the +20 to Warcry/Intimidate make that much of a difference in PvPer in getting it to stick? I can only say from PvE but it does seem to make a difference there though I have no testing/hard data with this issue. Again I do have the Plus 25 bonuses maxed from items and was thinking this should be enough.

3. Would I be better served to give up the pistol stuff all together(Pistols and Smuggler) and get 0-0-4-0 in Medic to be able to use cure Intimidate packs? Do you find that people use Intimidate alot against you as a fencer? This seems like it could be vital in a fencers survival since it could have a tremendous impact on our defenses.



Thanks for any info,insight and help it is truly appreciated. I know I can go just level these things for myself but with the changes Pistol has gotten to be a pain to raise and would like to avoid giving up skills that I later find out I will need(been there done that and the timesink is a pain). Just don't want to lose that time/effort in surrendering them if someone with experience can offer some insight.




Ytoavee Oases
Corbantis
CloverRidge
Sat Feb 14, 2004 4:11 am
#2

After reading all the PvPer feedback I have made a decision so nevermind anymore



Ytoavee Oases
Corbantis
Ziocyte
Tue Jul 27, 2004 8:13 pm
#3

I can't make up my mind... To stick with my current template of MBH - Master Pistoleer - Carbineer 0/3/0/0


or


Go with the other template I was considering MBH - Master Pistoleer - Novice Brawler for Intimidate


Anyone that would like to throw in their 2 cents to sway my decision to either side is more than welcome


Zio
JediForceSeeker
Sat Jan 15, 2005 5:36 pm
#4

Hey guys,



I have been tossing some i deas around, i would like to build my character, here are some templates i though up of:


1) Master Squad Leader

Master Swordsman

Medic 1xxx

CP xxx4


This one has everything i want in it but the healing is way too low, even with capped Injury treatment.



2) Master Squad Leader

Combat Medic 4xx4


I think this template is effective, although i am very negative towards dropping Swordsman.



3)Master Squad Leader

Master Rifleman

Medic 3x4x


Another Very effective template, but no Swordsman, this although seems like on of the best Alternates.





My main goal out of these tempaltes is to be a good leader who supports the group, while being able to hold my own, being sufficient offensive/defensively on and off of the battle Field.


Please tell me which one would do better.




Jin' Strider
(Elder Jedi)
Unlocked Febuary 9th, 2005 6:53pm
Combat Rating: 1337



Blackferne
Sun Jan 16, 2005 2:43 pm
#5






JediForceSeeker wrote:

Hey guys,



I have been tossing some i deas around, i would like to build my character, here are some templates i though up of:


1) Master Squad Leader

Master Swordsman

Medic 1xxx

CP xxx4


This one has everything i want in it but the healing is way too low, even with capped Injury treatment.


Pros: Get all the MSL stuff for the group. Get the ability to heal. Get massive offensive output with swordsmen mind attacks.


Cons: Being Melee makes you more susecptible to stun and dizzy from mobs and you wouldn't be able to clear the dizzy since you will be dizzy.


Also I have no idea what CP xxx4 means.



2) Master Squad Leader

Combat Medic 4xx4


I think this template is effective, although i am very negative towards dropping Swordsman.


Pros: Get all the MSL stuff. You get the ability to apply disease and get great med use levels. Also you get nice heal bomb dropping powers.


Cons: You have very little in the way of defense. You'll get teh +30 when grouped but not much more. Also you get the ability to drop poisons and disease, but no other forms of attacks.



3)Master Squad Leader

Master Rifleman

Medic 3x4x


Another Very effective template, but no Swordsman, this although seems like on of the best Alternates.


Pros: Get nice array of mind attacks with rifleman, get all the MSL stuff. Get quite a nice healing ability with a high med use and get a stop bleed ability.


Cons: Your healing role would really be for emergency only. Your weapon choice is pretty far back, the people who need heals most are melee and you don't have a ranged heal. Also Riflemen prefer the prone position but some SL specials don't work while prone.




My main goal out of these tempaltes is to be a good leader who supports the group, while being able to hold my own, being sufficient offensive/defensively on and off of the battle Field.


Please tell me which one would do better.




Of the three I life the Rifleman/SL/medic approach. I would sub out carbine for rifle though so that way I got powerful AoE knockdowns that are applied at range to help my buddies.




Jounville Blackferne
"No one plays SWG to be Uncle Owen" -Dallas Dickenson


RMEclipse
Wed Aug 03, 2005 10:58 pm
#6



How much more damage does a rifleman do then a carbineer? Im either going mcm/mcarbs/pistol 0404 or MrM/Mcarbs/CM 4004. Basically is sniper shot and the other rifle specials worth losing MCM and pistol moves. I want to do nice damage so theoreticly yes I would get MRM but I want to know how big of a difference in damage there is. I want to be effective in group play also so yea.... numbers, advice, etc plz both could work beautifully I know that >_<

Message Edited by RMEclipse on 08-03-2005 11:02 PM

Message Edited by RMEclipse on 08-03-2005 11:03 PM

Ryre1
Wed Aug 03, 2005 11:20 pm
#7

im master rifleman/master merchant/0400 bh works well for me



Ryre


Elite Dark Jedi



RMEclipse
Wed Aug 03, 2005 11:54 pm
#8


more advicewould be appreciatedfrom others thanks for reply. Btw im talking solely pvp not PvE

Message Edited by RMEclipse on 08-03-2005 11:54 PM

Ackehece
Thu Aug 04, 2005 12:05 pm
#9

The template thread is really the best place for this ^_^


but here goes


ranged:

MC or MCM + BH



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




MGvera
Fri Aug 26, 2005 8:10 pm
#10

I am currently Master deff/sabers0404/healing4040/enhancer3002 and have been thinking of changing my template


to Master powers/sabers 0404/healing4000/enhancer3402 but i cant seem to get over the loss of Aura and Sap, though i would gain Cloak, Breach and Choke its still a hard decision.


Any input would help alot!!!


Thanks

MGvera
Sat Aug 27, 2005 7:27 am
#11

no one?
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