Carbineer Archive

Thread: What do you think of this template?

ForceAssassin
Mon Nov 08, 2004 7:41 pm
#66

Master Powers should be fun, read the many threads here for input on your decision.



FORCEASSASSIN

Lachryma Diabolii
~Master Pikeman~
~Aspiring Nightsister Force Wielder~
~Corbantis~
Metalsaber
Mon Nov 08, 2004 7:59 pm
#67






JediForceSeeker wrote:

Ok, ive been experimenting and well i want to prepare for the combat revamp.


1) Sabers 0-4-0-4 (ouch i know)

Healing 4-0-0-4 (DoT's will prolly be alot more effective)

Master Powers (Choke+Body saber attacks, maybe a little Lightning)

Enhancement 0-0-0-4 (Channel Force)

Novice Defender (+25 Def)


This template lacks master sabers and that will make me weaker in defense and offense, not to mention the lack of force power without a double mastery.


2)Master Sabers (Almost a must for everything)

Master Powers (Choke and Lightning)

Healing 4-0-0-4 (need the state healing)


I love this templat but with no force channel.








Well if you want an honest oppion on what will be effective for pvp now and possibly after revamp, well here it is:


#1 will be bad before the revamp and after the revamp. Reasons:No master saber(Its must for pvp), Novice defender is waste, put it into force armor 1 which is more useful in pvp. I went 4000 def, becasue that gave me +90 melee def which helps along with Force armor 1 and synthsteak. #1 is not worth doing at all. Not flaming just giving honest assesstment since Im a knight


#2 atm before revamp is pretty poor. The Master powers is borked atm. You have no def in that template at all. You will get hosed really fast. However the revamp might be a really nice surprise for you if you go this route. Buffs are sure to be way nerfed along with melee temploiters. im sure intimidate spamming is going to be removed. The Powers tree will surely get some more loving when that happens. Plus when you force lightning with smaller buffs, its gonna hurt like h3ll. Only downfall still is no defense. If you pvp in a group, keep to the back and use your powers to your advantage. Area intimdate and cone on the force lightning for uber dmg.


In short long term perspectives say #2 is your only choice of which you present




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JediForceSeeker
Tue Nov 09, 2004 1:43 am
#68

Ok, ive been experimenting and well i want to prepare for the combat revamp.


1) Sabers 0-4-0-4 (ouch i know)

Healing 4-0-0-4 (DoT's will prolly be alot more effective)

Master Powers (Choke+Body saber attacks, maybe a little Lightning)

Enhancement 0-0-0-4 (Channel Force)

Novice Defender (+25 Def)


This template lacks master sabers and that will make me weaker in defense and offense, not to mention the lack of force power without a double mastery.


2)Master Sabers (Almost a must for everything)

Master Powers (Choke and Lightning)

Healing 4-0-0-4 (need the state healing)


I love this templat but with no force channel.





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



LtDansLegs
Tue Nov 09, 2004 1:53 am
#69



Out of the two you listed I would have to say number 2 would be better.. I imagine you can deal out some sick damage with choke + lightning + two handed saber specials. Give it a go and be our guinea pig.

Message Edited by LtDansLegs on 11-08-2004 03:55 PM



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NemKhis
Tue Nov 09, 2004 1:57 am
#70

Only thing I see, is drop the defender novice box and put those skill points to use somewhere else. If your fighting stackers...novice block wont help a whole lot..and vs jedi it wont matter at all really.


Maybe force run would be helpful?


Dont worry about the master saber, if you play a two handed saber (Body hit specials) and Master powers (Choke) you should be able to do the damage to make up for it....but like the other poster said...you will have to be a hit and run jedi. Basically all out frontal assault...drop them on their back kill them with powers/saber and hope they dont survive it...


Try it out..its defiantely looking original and like it could be alot of fun to play.



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Bewcyk
Mon Nov 15, 2004 2:35 pm
#71

close to the template I'm think of so I'd be intrested in what others have to say about it

InsaneDms
Mon Nov 15, 2004 2:39 pm
#72



mauvros wrote:
Master Saber
4 1 0 4 Healer
4 0 0 4 Ench
4 0 0 0 Defence
Got healing all states plus you can repair Health and Action, Run 2 with Meditate, and a nice amount of Melee Defence.
I think it comes out to with the Village branches to +90 Melee defence.
Let me know.





I'd move Heal x1xx to Powers 0000. You get around 100 more force for the box. If you have access to buff you have access to wound healing, so I don't know how helpful x1xx would be. The people that go x2xx usually do so to avoid cantina time, which you'll have anyway with x1xx.



Orevore -- Master Swordsman
Da'mien Dogwood -- Novice Brawler
mackpreacher
Mon Nov 15, 2004 2:55 pm
#73

the healer x2xx is great to avoid the DOTs, cause you heal 150 wounds a cure...


its the same as my template, but my concern is the amount of force we will have, something like -800 compared to a double master...


any comments?


cheers



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Pahaddino
Mon Nov 15, 2004 3:39 pm
#74






mauvros wrote:

Master Saber

41 0 4 Healer

4 0 0 4 Ench

4 0 0 0 Defence


Got healing all states plus you can repair Health and Action, Run 2 with Meditate, and a nice amount of Melee Defence.


I think it comes out to with the Village branches to +90 Melee defence.



Let me know.





I had this template but I was not convinced by the x1xx healer.


I got rid of 4xxx enh because of the force run 2 nerf,


I finaly decided to go Enh 2403, def 4000, Heal 4004 and master LS.


This template is great for single duel with pikata pie and vegesparine and BE cloth ( I got 190+ melee def with all that). Once a jedi you fight is blind, he will miss you a lot.


But, if the jedi stun you (and he will), then it is like you have no def and you get hit normal. Since the jedi toughness does not count for jedi damage, you get no reduction. That means the def is no use in the end.


Still for grinding pve, it is awesome because no mobe touch you. But stupidly, high end mobs ALWAYS touch you. Once again, for a finish template, melee def does NOTHING.


I just grinded 3 more million xp and I wait to decide if I go:


Heal 4204, Enh 4403 and novice def with master LS. (great for playing without buff, great for mass pvp)


Or Heal 4oo4, enh 2403 and power 4000 or 0040 and master LS.


Or Def 0004,


Eventually, I lean to Enh 4404 and Heal 4404 because I like to be able to be self suffisant. (But I wait to know if there will be a force armor move to defender ???)

Zeliad
Sat Mar 05, 2005 5:46 am
#75

Hi!

I'm just trying to work out a base destoryer template that can PvP as well as PvE.
Here is what I think of:

Master Marksman
Master Pistoleer (because I'm bored of melee profession)
Novice BE (for base destroy)
Scout 4040 (required for BH and BE)
BH 2020 (for base destory and eye shot)
Medic 2014 (required for BE and getting some heals)

Is it worth getting first aid in medic and some heals with Pharmacology 1 or should I invest the skill points in BH instead? Or any other suggestions?

Thank you for your feedback!



Zeliad Amew
HolyCommunist
Sat Mar 05, 2005 5:44 pm
#76

Honestly, I'd say invest the points in more BH Pistols and forget about medic. But thats just me.


With BH pistols you get some pretty sick specials. Just keep that in mind.





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Zeliad
Sat Mar 05, 2005 7:54 pm
#77

is the torso shot that good?



Zeliad Amew
Murader
Sat Mar 05, 2005 8:55 pm
#78

Its got a flame dot thats not the best but its fun and it bothers people its got all the pistol mods of coarse.

Message Edited by Murader on 03-05-2005 10:56 PM




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