Brawler Archive

Thread: Master Brawler = Waste

Gutshot
Tue Jul 29, 2003 3:17 pm
#14

Another nice thing I noticed for folks like me who don't usually need the escessively long berserk2, MB with +20 berserk makes berserk1 just as likely to pull off (almost never fails). Hope they don't really nerf it from double damage to +75 damage.


I think I need a new VibroKnuckler.. I am halfway up the power tree, a trandoshan, and still only doing maxium of 280 per swing, with lows in the 170's. Even styling i don't break 600.


That's whyI pray berserk doesn't get nerfed, right now I need it to do the damage required to drop anything but blue cons.


I am still infatuated with intimidate2 - addicted even. I doubt I'll be able to give master brawler up as I am used to it lasting for the full fight now. Still takes a few tries to stick if I am unlucky, but well worth the ham spent. Am guessing intimidate1 sticks as well now due to the bonus to intimidate MB gets )just like the berserk case, b1 and b2 stick well now), but the duration on it is pretty bad.


It's definitely grown on me, but the numeric bonuses it gives to my unarmed skills are negligible but nice to have. For the poster wondering, I am +115 accuracy with MB, +110 without. I don't really miss with or without MB. That +5 to most unarmed items isn't all that helpful, seeing as most tera kasi levels give you anywhere from +7 to +20 depending on the skill and the level. Even my racial modifier was much more of a bonus.

chunkyjedi09
Wed Jul 30, 2003 10:06 am
#15

I really think they should put like a hybrid proffesion for master brawler not just unarmed. Imean like once you have master brawler you need like 10,000 combat xp to reach something like wrestler with advanced knocked downs and lik"cheap shots" that could damage a persons attribute or like make a tiny wound. Then for the second there could be street fighter, almost like wrestler but like you get better moves "suited" to that proffesion. Like there could be unarmed skills in that prof and they could have like weapons like barb wire specialazation. I think that would solve the problem of people thinking brawler is a waste.


Just my two creds.




step 1:get novice marksman
step 2:challenge a master bh to a duel
step 3:die instantly
step 4:cry nerf nerf nerf on the foroums
step 5at your self on the back
CONGRATS YOUR AN A**WHOLE
Xol11
Wed Jul 30, 2003 11:00 pm
#16

Warcry 1: 20m range; Opponent can't attack for 10 seconds


Warcry 2: 20m range; Opponent can't attack for 20 seconds


Intimidate 1: (unknown range, I would guess 20m) Opponent does 1/2 damage for 30 seconds


Intimidate 2: (unknown range, I would guess 20m) Opponent does 1/2 damage for 2 minutes


Berserk 1: You do double damage for x (forget) seconds (only +75 after patch)


Berserk 2: You do double damage for 2 minutes


<weapon> lunge 1: 15m lower stance


<weapon> lunge 2: 15m knockdown


Knockdown (any skill): When an opponent is knocked down don't pay attention to their character model in game. Watch your combat chat window and you will see that, although they may get up immediately, they do not hit back for another 20 seconds after the knockdown landed (may be 15 or 30, I forget now). This means that although they are standing there, they can do nothing to you while you can do nasty things to them. I am 70% sure that an opponent suffering from knockdown has a greatly decreased defense. I am a pikeman using long vibro axe which has -58 to hit; I can't hit anything with it, but once they are knocked down (I use staff with +9 for this) I hit almost every time with long vibro axe. With +45 (or so) polearm speed I can get off 3 polearm hit 2s after each knockdown before they hit back. So my combat goes: equip staff, knockdown, stun, equip long vibro axe, polearm hit 2, polearm hit 2, equip staff, knockdown, polearm hit 2, polearm hit 2, polearm hit 2, etc. Once stun wears off I do it again. I know, this is about master brawler, well, replace knockdown with lunge and polearm hit 2 with the attack of your choice and voila.


Forget Warcry 2 unless you get some nice +warcry skill-enhancers (and they fix skill-enhancer bugs), or you are a wookie (they get warcry bonus I think). Use warcry 1, as master brawler you have (I'm guessing based on my experience) 70%-80% chance of succes. It costs 200 HAM (combined total of HAM usage for me with about 500 con/stamina) and you buy yourself 10 seconds of total freedom to do what you want. To combine this with the knockdown strategy above, start with Warcry, then knockdown, then the rest.


Berserk 2, no point in addressing this skill as it may change any day now. It *is* good if you are in a large group and you are just trying to put out as much damage as possible in order to get max XP.

Dookz
Thu Jul 31, 2003 6:27 am
#17

Lunge2 is very useless in pve/pvp


As a TKM, Im always at a disadvantage against kiters. The only tiiny chance I have is Unarmedlunge2. I found Unarmedlunge2 to not work properly 100% of the time. During duels as well as faction pvp, as I get closer to my target (about 14 meters) I hit follow/unarmedlunge2 and he is knockeddown. Then I am 2 meters away (it says so on the target bar next to their name)from him and he is about to get up but I am unable to do default attacks as well as other special moves. It kept saying that "The target is out of range" or something like that. I will post again. Anyway,only lunge2 works at this instance (very close range). On some occasion their body as they are knockdown...moves some meters away! On other times while they are knocked down, I have to guess the spot where they were really knockeddown, sometimes 6 meters away from the body that appears on my screen and at 6 meters or so I could do special moves as well as default attacks which requires to be at very close range.


...Target out of Range...Unarmedlunge2 is pretty useless until its fixed

Grimror
Thu Jul 31, 2003 8:17 am
#18

I was using unarmedlunge2 all night last night and no probs. I am a TKA, and have not yet gotten balance 1, so its the only knowdown I have. Seemed to work well for me againts white/yellow cons. *shrug*



Thing I did notice was that the enemy would have to stand up first before I could attack, but he wasnt "really" standing up as the message that "enemy stands up" had not yet flashed. So I the animation had the bad guy standing up, but he/she couldnt do any attacks of his own, while I was free to kick his arse.

Paul2200
Thu Jul 31, 2003 12:40 pm
#19



Xol11 wrote:

Warcry 1: 20m range; Opponent can't attack for 10 seconds


Warcry 2: 20m range; Opponent can't attack for 20 seconds


Intimidate 1: (unknown range, I would guess 20m) Opponent does 1/2 damage for 30 seconds


Intimidate 2: (unknown range, I would guess 20m) Opponent does 1/2 damage for 2 minutes


Berserk 1: You do double damage for x (forget) seconds (only +75 after patch)


Berserk 2: You do double damage for 2 minutes


lunge 1: 15m lower stance


lunge 2: 15m knockdown







WOW, thank's for explaining everything so clearly!!



My opinions on these skills:


A) I think Warcry1 and 2lengths should be changed to 15 and 30 seconds, respectively


B) Intimidate 2 should be 1/4 or 1/3damage for 60 seconds (I don't think I have EVER fought a single enemy for 2 minutes!!)


C) Berserk 2 should be [more] damage for 60 seconds instead. How does the damage compare with the new changes? Still +75 for Berserk 2?




_______________________________

Cisto Cissaski
Trandoshan Heavy Swordsman
Bria, Tatooine, Mos Espa
Veers6969
Thu Jul 31, 2003 1:08 pm
#20

LokSG.. This is kinda what I have been doin. For fighting mobs and duels its been great. I have never had any problems with the lunge attacks with any of the weapons. The only thing thats making me question this build is all the talk of caps on defensive bonuses. Many believe that there is a soft cap on the ranged and melee defense stats. If this is indeed true I may reconsider and pick up a pistol. This way I can not only have a ranged attack but also get much more in dodge. For right now I am still doing this. I have like 41 melee defense and 31 ranged. People do seem to miss me much more than I miss them but itis not that noticable. Hopefully then increased resistances against knockdown and posture changes make up for this.


Grimror
Thu Jul 31, 2003 3:35 pm
#21

Thats pretty much the best dam pure brawler template I've seen. I just question if defensive caps exist.
LokSG
Fri Aug 01, 2003 12:20 am
#22

OK consider the following build:


master brawler


master fencer


TKA: precision strike 4, balance condition 4


Pike: polearm defense 4


2h sword: Offense 3, Defense 4


Scout : explore 3



If you did this build, you would have


15% counterattack


10% block


25% dodge


70% combat equilibrium


50% blind, 55% stun, 65% dizzy, 40% intimidate


95% knockdown, 100% posture


89% melee, 79% ranged defense


and +20 to warcry, intim, zerk with +30 to taunt in addtion to the master brawler moves and the best terrain mod you can get short of master scout.


In other words with master brawler, you can go up the defensive lines of all the melee branches and get a sizable cumalitve defense. Look at the knockdown and posture ... you would laugh at that sort of stuff. Hits would miss far more too with your defenses, and your warcry, intimidate, zerks have that much greater liklihood of landing.

Paul2200
Sat Aug 02, 2003 4:15 pm
#23






Grimror wrote:
Thats pretty much the best dam pure brawler template I've seen. I just question if defensive caps exist.




I wonder...



_______________________________

Cisto Cissaski
Trandoshan Heavy Swordsman
Bria, Tatooine, Mos Espa
Grimror
Sun Aug 03, 2003 5:46 am
#24

I myself am doing a TKA variant of that template. I will give up some Defenses, but I did the math and its prety much the same stats. As to the cap, I don't think any of the projected numbers there seem too high compared to the high stats that a pistoleer/BH/ can get. But we shall see. Stay tuned.

Nagorak
Sun Aug 03, 2003 6:48 am
#25

Ok, I have one MAJOR problem with Master Brawler. Why does it only include Unarmed Lunge 2? Unarmed is one out of 4 brawler trees, yet that is the only one to benefit from going to Master Brawler (I know the specials, but still...).Why even bother going MB unless you're going to be a TKA?


I feel this is really a slap in the face to the Swordsmen, Fencers and Polearm-users. We deserve to get a knock down move at MB as well. It honestly wouldn't do much to affect balance because right now we can unequip weapon, perform unarmed knockdown, then re-equip weapon. However this is just a frustrating extra step we have to take.

Brawler correspondant, PLEASE ask the devs to create some parity to MB by adding 2Hlunge2/1Hlunge2/PolearmLunge2. Either that or just rename Master Brawler to Master Unarmed???

Grimror
Sun Aug 03, 2003 6:49 am
#26

Master Brawler gets a lunge2 for every weapon type bro. So everyone there can get the ranged knockdown.

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