Brawler Archive
Thread: Melee and Range Defense
How good is it?
I myself do not know, I am a carbineer squad leader. I started helping my friend with his spec and started to think about it.
Say you can get this spec is melee and range defense worth it?
Fencer - Master Fencer Stances and Grip + Master Footwork.
Max Swordman
TKA - Expert Blacnce + Master Precision
Pike - Master Defensive Tech
Max Brawler
and Scout to Explore 3 to waste my other points.
that makes Melee Defense to 84 and Range Defense to 74.
But is it actually worth it lol.
Thanks
Yeah I've been wondering the same thing. Say you opend up the tk tree and the fencer tree. You could master tk, then use two trees in fencer to get a additional 19 ranged defense and meele defense(MB+tk gets 37 meele defense and 35 ranged defense)...You'd also net 40 more defense vs knock down and posture change, bringing those two defenses up to 60 each on your charecter...you could do this in a variety of ways if you had master brawler with all the meele trees, and still have points left over for terrain navigation and some medic(which is what I'm fooling around with in my char atm.)
This also raises the questions do defensive abilitys cross over, IE block/dodge/counter attack etc. Could I get counter attack through the 2h tree, and start counter attacking with my tk unarmed, or do I have to have a swordequiped to counter attack, etc?
And like the original post asks, how much of a effect does ranged defense and meele defense have? It's difficult to tell if each point is the equilivlent of a point of say unarmed defense/one hand defense/two hand defense, since you usualy get both at the same time. Is it just tagged meele defense so there is a benefit to crossing classes( like a riflemen tk)defensivly.... without making your defense go through the roof..like if you could get the full defensive benefit from mastering two meele classes?(Like if unarmed defense and one handed defense stacked, which they don't)
My appologys if I am rambling.
O'lly As'Df
Ihave hunch that defensive skills do cross-over and that the devs purposely allowed that.
I think its possible to make a very powerful defensive character but then again the cost is tremendous. You would be a pure fighter with little other skills.
The advantage would be that you'll be awesome at one thing, the disadvantage will be that its quite possible to create clever profession combos such as creature handler/marksman and also be very powerful. A combat medic is also a competent fighter and will suffer less downtime due to the healing abilities.
It really depends on how many people you group with I think. In large groups you'd be fine as a specialist as it is likely someone will make up for your shortcomings in other areas. In small groups however its better to have an additional and complimentary profession.
Delnok wrote:
There is a thread the Fencer forum regarding an issue with this approach. There are some experienced players who have reported a soft cap on defense of 50. I had a template mapped out for my character that allowed me to get 101 with the trandoshan bonus. However, I'd love to hear from people who actually experienced this problem.
Its a pity to hear that about the soft cap.