Brawler Archive

Thread: The 3 best templates for overall PvP/PvE

Cakins7005
Wed Mar 10, 2004 2:18 pm
#1


These templates are still good after the defense stacking nerfs.


TKA/Rifleman: High damage for long range to the mind pool combined with crowd control knockdown/dizzies up close makes this a very good combo. The TKA/Rifleman can also pick up to 3 boxes of Fencer to become unhittable or Master Brawler for intimidate.


Swordsman/Carbineer: High damage at close range to the mind pool and area crowd control at range Master Brawler is essential here for the bonuses to center of being. With + 125 counterattack combined with COB, people will still miss 60% of the time when hitting you unless you are intimidated (people will need more than novice brawler to inflict intimidate on you).


Fencer/Pistoleer: Overall low damage output. However, with acklay stun batons and the geonosian stun pistol the damage output will be significantly upgraded although they cannot directly target the mind pool. The main advantage is defense vs. stats.Causing knockdown, posture change, or dizzy on aFencer/Pistoleer is nearly impossible. Master Brawler COB is very useful here. + 125 dodge with COB on is still very good.

Message Edited by Cakins7005 on 03-10-2004 01:20 PM



Eti Vauspavim
Dark Jedi Templar
Imperial Pilot Ace
AlexKC
Wed Mar 10, 2004 4:44 pm
#2

I think Rifleman/Swordsman would be a better combo than Rifleman/TKA. They both damage the mind pool first and foremost. RM/TKA is awesome though. I know someone who is a master of both and he soloes groups of Rancors unbuffed, only using Stim Bs when needed.



Olmaal Ackiv - Naritus' first Mon Calamari Jedi Knight
atone48732
Wed Mar 10, 2004 4:51 pm
#3

I'm doing the TKA heavy swords fencer thing




I'm not really doing this for PvP I just really REALLY enjoy the melee professions






Oelos Takushi: smuggler proud member of Oi and Smugglers alliance pilot..

Elalia Takushi: Dancer and rebel pilot and member of Oi
bring back TEras Kasi and the melee profs as expertise skills.. bring some fun and real diversification to SWG
LordSaibot
Thu Mar 11, 2004 2:06 am
#4

fencer/rifleman=Tusken Raider and they kick all kinds of butt.




Gravis Temav
-LootTrooper-
RaptosKhywalker
Thu Mar 11, 2004 5:05 am
#5






Blademaster, Master Brawler, TK, Pistoleer = Me and I kick all kinds of Tusken butt, including the King

And I've seen Tusken Warlords use Charging Wampa move (UnarmedHit3) so they are not just Fencers, it would seem.


I did have Rifleman for a while and may ever swap back to it at some point as I love the look and sound of the Tusken rifle and with My Bantha mount being grown all I need is a Tusken mask and I'll join the other Tuskens raiding Bestine




On best templates you are looking to step into the shady and much maligned world of defense stacking (boos and hisses from the crowd) a couple of suggestions.



Rifleman get the best defense from the Range classes

Fencer get the best defense from the Melee classes.

Pistoleer offers the least amount of Range Defense (I think it offers less than any of the melee classes) but the best Melee defense of all the Range classes.



The following secondary defenses can be stacked using these combo's

Pistoleer/Fencer = Dodge

Carbine/Hvy Swordsman = Counter Attack

Rifleman/Pikeman = Block


These skills will not work properly unless you have the the appropiate weapon equipped, example, to get the full use of your total dodge skill you would need to be holding a pistol or a 1hd weapon. Everyone can Dodge, Counter and Block but the chance is minute for it happening without the skill(and weapon) Defense Acuity is meant to increase this chance massively so making the TK capable of doing all 3. Not sure it works that well tho. Defense Acuity only works unarmed, so don't think it can be stacked with your other secondary defenses.


As of publish7 these will be capped to 125.Most melee classes are close to their Hardcap in these already at Master.There may or may not already be a 125 cap on Melee and Range defense, no one will confirm this.


Pistoleer and Fencer have the best State defenses, these can be stacked but afaik are subject to the 125pnt Cap aswell. There is also talk that there is a permanent 10% chance to get effected with KD, Dizzy, Stun, posture change so stacking them over 100 might not really be worth it...Heresay to me, I'm repeating what I have read but it wasn't posted bya Dev so take it or leave it.


My advice is take the profession you WANT to play and then work on it with others. You want to be a pikeman (and don't be fooled by the bad press,I have seen Pikeman do fine in PvP) then look at grabbing skills that will supplement it. Rifleman is a good idea for the melee and range defense. I didn't choose Fencer because it was good in PvP, I chose it because I wanted to use a Gaderiffi...I had actually intended to go Polearm as I thought that was where the Gaffi weapon would fall under, hey, I was new


Some figures, taken from a character builderhopefully they areaccurate feel free to correct me on them if they aren't

These are taken at Master level without Master Brawler.


Fencer

Defenses vs;

Blind +40

Intimidate +20

Posture change +50

Dizzy +40

Knockdown +50


Stun +0


Combat Equilibrium +30

Alertness +10


Melee def. +74

Ranger def. +69

Dodge +105


Hvy Swordsman

Defenses vs;


Blind +10

Intimidate +20

Posture change +10

Dizzy +20

Knockdown +25

Stun +50


Melee Def +20

Range Def +15

Counter Attack +110


Pikeman


Defenses vs;


Blind +20

Intimidate +20

Posture change +30

Dizzy +40

Knockdown +20

Stun +50


Melee Def +30

Range Def +25

Block 115


Teras Kasi


Defenses vs;


Blind +10

Intimidate +20

Posture change +30

Dizzy +5

Knockdown +20

Stun +15


Melee def. +62

Range def +45

Defense acuity +96


As you can see the Fencer gets no Stun defense at all but is better in all other cases for it's defense. This why people either choose Fenceror choose to stack it's lines with others. As you can also see the seconday defense of all are very close to the 125 hard cap due in Pub7 so it is not really worth grabbing the corresponding Marksman profession for this reason.


Marksman Defenses at Master (again, no master Marksman and no Range Support.)


Carbineer


Defenses vs;


Blind +0

Intimidate +25

Posture change +0

Dizzy +0

Knockdown +15

Stun +0


Melee Def +0

Range Def. +25

Counter Attack +105


Pistoleer


Defenses vs;


Blind +40

Intimidate +20

Posture change +20

Dizzy +40

Knockdown +50

Stun +40


Melee Def +50

Range Def +7

Dodge +105


Rifleman


Defenses vs;


Blind +10

Intimidate +20

Posture change +30

Dizzy +10

Knockdown +0

Stun +10


Melee Def +40

Range Def +72

Block +80


Carbineer loses out the most here, poor defenses in all accounts (Now you know why that profession is consideredbroken) Pistoleer has great defenses to add to a Melee but next to no Range Defense. Rifleman wins on the overall defenses and it's at least got some State defenses.


Now you can choose what you are going to do with your Profession. Again I would stress choose what you want to be first then start the number crunching to make it more effective. I would also suggest grabbing some First Aid from Novice Medic and maybe some Explorer from scout, too.


One last thing, this is defense stacking but you don't need to do this to be good in PvP, knowing the best way to use your profession's skillsis just as important as high defenses. Example sticking master doctor onto a combat profession makes you very dangerous. Constantly healing, including every state effect in the game, not to mention the fact you are unlikely to be without buffs.







Well, I told you once, told you twice.
I told you before.
Just 'cause I'm the bad guy, don´t mean I'm gonna lose 'em all
The opinions expressed herein are not necessarily those of my Guild, not necessarily mine, and probably not necessary
Page 1 of 1
Previous Next