Brawler Archive
Thread: Build Thoughts
I've got it in my head to create a truly powerful melee character, and I wanted some views on the feasibility of such an approach...
Fencer: full Stances line
Swordsman: +Defense line(forget the name)
Pikeman: Master
Creature Handler: Master (my pets are my ranged attack)
Now, the Pikeman mastery is maybe the most controversial, because of the low accuracy problems that it is plagued with, but I figure I can probably correct that deficiency by using clothing/armor attachments.
I didn't want the TKA defensive line simply because it's just a nightmare to try to level it and I really don't think that the SWG world needs yet another TKA out there...
All told, it's looking like the total melee defense bonuses might exceed 200 naturally. Which according to my calculations would make the character extremely difficult to land hits on. Any thoughts/anyone tried this?
The other option I'm looking at is a truly melee-heavy construct:
TKA: +Defense/Meditate
Swordsman: +Defense
Fencer: Stances
Pikeman: Master
Brawler: Master
With the extra points dropped into Scout for Exploration and either Trapping or Hunting...
This might be a little too prone to getting kited, though.
As a Brawler your alwaysprone to kiting ![]()
I am a Master Pikeman and going a similar route as yourself. I say Warcry2 is your friend stay buffed and make an /follow; /attack; macro to stay on their tail. Its working well for me.
OK - I screwed up on the numbers a little bit, but now I feel confident about the math...
The second option comes out with a total of:
181 melee defense
154 ranged defense
Now, that should be enough melee defense to make it extremely hard for even a TKM/Master Brawlerto hit often(I would expect). And I don't know how high the ranged accuracies can be pushed to, but with an upper bound near 100 or so, 154 ought to be enough to really make life hard on anyone trying to shoot at me.
Are my conclusions right? I'm not sure what the highest ranged attacks are, but I know that a TKM/MB = 210-220, and that a MF/MB = 155 for accuracy. Which should drop the hit rate for almost any non-devoted meleer down to the basement.
So far as I can see, the only way to get even more Melee/Ranged Defense would be to carry the TK pairing to TKM at the expense of the Scout skills - which would leave2 skill points left over and effectively unspendable. But I have to suspect that losing the Terrain Negotiation benefits would hurt a lot in the effort to avoid being kited...
Reasonable calculations?
Going to take the liberty of answering my own thread... ![]()
And the answer is, though this might make youexceptionally hardto hit, it has one crippling liability - you get no Ranged Damage Mitigation. So if you do get hit, you WILL die - period. Ranged Mitigation 3 is just to valuable to be without in the new game construct...