Commando Archive

Thread: Template question..

Canjo
Thu Jun 16, 2005 9:39 am
#14

Hey all,

I used to have a CH and love the profession, every game i've played i've always been a tamer

Anyway, I was thinking about a template.
I love the ranger class and its a good money maker with the harvesting.

I was curious, would Master CH, Master Ranger and 4xx4 Marksman be a viable template?
Basically could I still kill and harvest CL80 mobs solo using just pets and the line in marksman rifles?
I'm currently TK/Ranger, but i'd love to get back to CH, of course if its not a good prof mix i'll just have to avoid it

What do you guys reckon?

Thanks for any advice/info








Oker - Jedi Padawan § Master Politician
Nexa - Master Tailor § Master Chef
"Killing Rebels Since 2003"
Retired
Click here to support Glzmo's great Visions to enhance SWG!

Jalelreb
Thu Jun 16, 2005 1:52 pm
#15

this is tough to answer cause most people want to play this game to be powerful. since i play the game and choose my profession based on style of play, not uber goober-ness, i say go for it if thats what you want to do.



i am master creature handler and dabbling in ranger. i also have some novice rifleman and i am having a blast. can i solo everything in the game? i dont think so.......but who cares?


play what you wanna play.






Strafe Shotte
FORCE Disciple and JOK
Master to Vashdaman Stampede

Alarr Smith
Iron Chef

Isle of FORCE, Rori
Tempest server
Canjo
Fri Jun 17, 2005 4:31 am
#16

I was just curious if its a template that is effective still for me to fill orders I have for a certain resource.
Most mobs I target right now for orders are non aggro mission lairs.
So i'll still only be pulling 1 mob at a time, killing that mob, harvesting it, then moving onto next one.

How good are pets post CU?








Oker - Jedi Padawan § Master Politician
Nexa - Master Tailor § Master Chef
"Killing Rebels Since 2003"
Retired
Click here to support Glzmo's great Visions to enhance SWG!

sonnet14
Mon Jul 04, 2005 8:03 pm
#17

I maxed all FS unlock skills' xps and waiting for next phase for bein a jedi padawan..

Right now, Im a master rifle man and master carbiner but I wanna change my template..

Im thinkin of followin three..


1) master rifle/master doctor

2) master TKA/master doctor

3)master TKA/master swordman/medic 4-4-


which one would be best for padawan?

I searched forum several times but cannot decide my template..

can anyone help me out?



Archshadow Moonlight -Elder Jedi-
Archarina Moonlight -Master Medic-
KOS-MOS -Master Merchant-

Senkai Vendor is at -4100 -1810 on Datooine (near Imperial Outpost)

ElfDruid
Mon Jul 04, 2005 10:17 pm
#18

I've recently been thinking of the same topic. Any suggestions would be most helpful.




Reul Eidolon

The Crescent Order

Captain - Iron Butterfly and Spectre 16
Zox_Denosis
Mon Jul 04, 2005 10:32 pm
#19

I got MBH/Master Carb with some Pistol..giving up Pistol little by little to get FS skills...with stim ds and ruby bliel I should be able to fend off any BH that come my way..hopefully



Zox Denosis - Bria
Imperial Ace Pilot
Master Bounty Hunter
Master Carbineer
Force Sensitive

Yoda says to Senator Organa: "Pwned I was. Play my Alt for a while, I must."
MotivationBoy
Tue Jul 05, 2005 2:30 am
#20

all three would be good for it i think. Im a TK and doc so thats what im going to use. id almost suggest rifles tho, because all the BHs that are going to come after you are going to be using ranged and probably some roots or snares too.



WAKKA WAKKA
wickedHangover
Tue Jul 05, 2005 5:18 am
#21

TKA is the best because of the natural armor. If you stick with rifle, also very good for pvp against BH's you run into the problem of equipping armor and a weapon. With TKM you just unequip the saber and start swinging. No matter what, you should find the best non cert rifle you can find, like a 290DPS base advanced laser rifle CL54. 2 reasons, first is many creatures will run away and chasing them with a saber isn't fun. Second, you'd be suprised how many noob BH's you can beat with one of them.


The bigger question is about your jedi grind. What are your plans? There are 2 very different grinds, group and solo.


If you do the solo grind on a dead planet (yavin and endor on my server) chances are you'll never hit the terminals. The grind will take longer but considering you will have to kill about 50,000 creatures to complete your jedi template you may want to consider some scout in there. I made a lot of money off the various shifts of meat and hide during my grind. Some of the stuff went as high as 150cpu. My point here is that maybe you don't need so much doctor and it can be nice to at least the BH's terrain negotiation in the odd event that you land on the terminals at all. Grinding solo isn't fun, it gets lonely pretty early on unless you're in an active guild that talks a lot in guild chat or have lots of friends you can chat with.


If you do the group grind, well you'll be on the terminals nice and fast and will want all the defences possible, my personal choice for that would be mbrawler, m2hand, tkm. Critical strike with fists is a nice damage dealer. mbrawler will give you a speed boost which will stack with your saber while grinding (+15) and in general you would be a very tough target for even a well equipped BH. TKM+mpike is also nice for gank squads for the area KD but chances are a gank squad will be hitting you from 60m or further. I also like Improved Impale with TKM, but again its apples and more apples. You just need a combo of the best defence, speed and damage.


Doctor to me is a waste, pre CU it was gold. But now unless you're going to gather XP in a group, you don't need it. You're better off putting your points into making yourself a powerful tank and not trying to take in too many different skills.


If you go the route of mbrawler, tkm, m2hand what will happen is you will end up dropping swords pretty quickly. I suggest that you grab all the novice boxes so you have a decent force pool to work with. This will leave you with swords 0044, all the novice boxes and 0100 sabers.


Then you will have to decide whether you keep critical strike or armor break in 2hand and grab the rest of the sabers to 0400. I myself would keep armor break, advanced combo will deal nice damage if you land an armor break, your melee accuracy at this point should still be higher than a BH's melee defence, so I think your chance of landing armor break is still pretty good.


At this point you will need to decide if you want healing or enhancing as part of your template. You could also head to defender for force aura but your force pool is kind of low to hand out that much force, same goes with enhancer x4xx for force armor. So the real choice is to head to 2000 healer or 0002 enhancer. I have no opinion except that given the way healing has changed, you're probably better off with 0002 enhancer. and now you have novice swords, mbrawler and tkm.


If you head up in some healing next you're going to lose novice swords and start to deconstruct brawler. You may want to head up some saber tech instead, but that's a tough choice, somewhere in here i suggest you grab x1xx healer just so you can manage your own wounds, but if you have a doc friend or don't mind going afk in a private hospital for a while you'll survive.


I could go on an on and layout the whole regular profession to jedi path, but my point is to show you how quickly you will be losing the non jedi skills because of the 8pt SP cost of the novice boxes and tier one skills in jedi. If you focus too much on it you'll be dissapointed that you wasted a lot of time to grab skills that you drop just as quickly as you got them.


All young padawans hit a point where you kind of think, "Uh, I think i made a mistake" because you hit the "low point" where you are starting to drop non jedi skills and are getting weaker because the jedi skills you pickup are not as strong because of the number of skill pts the jedi box took compared to the number of boxes you needed to drop to train it. You would drop a full line in swords to grab the first 2 boxes in a jedi discipline and it stinks. Because 2 boxes in a jedi discipline are not as good as 4 non jedi boxes.


So my advice to you is to plan how you will be doing your jedi grind and base your template off of that. If its solo on "safe" planets, then it really doesn't matter. If its grouped with no regard to gaining visibility, then I suggest you turn yourself into one heck of a tank. But as shown above, keep in mind how quickly that brute tank weakens way before it gets stronger.







clockworkorangeclockworkorangeclockworkorange
clockworkorangeclockworkorangeclockworkorange
clockworkorangeclockworkorangeclockworkorange
qwerty01
Tue Jul 05, 2005 5:57 am
#22


wickedHangover wrote:

TKA is the best because of the natural armor. If you stick with rifle, also very good for pvp against BH's you run into the problem of equipping armor and a weapon. With TKM you just unequip the saber and start swinging. No matter what, you should find the best non cert rifle you can find, like a 290DPS base advanced laser rifle CL54. 2 reasons, first is many creatures will run away and chasing them with a saber isn't fun. Second, you'd be suprised how many noob BH's you can beat with one of them.

The bigger question is about your jedi grind. What are your plans? There are 2 very different grinds, group and solo.

If you do the solo grind on a dead planet (yavin and endor on my server) chances are you'll never hit the terminals. The grind will take longer but considering you will have to kill about 50,000 creatures to complete your jedi template you may want to consider some scout in there. I made a lot of money off the various shifts of meat and hide during my grind. Some of the stuff went as high as 150cpu. My point here is that maybe you don't need so much doctor and it can be nice to at least the BH's terrain negotiation in the odd event that you land on the terminals at all. Grinding solo isn't fun, it gets lonely pretty early on unless you're in an active guild that talks a lot in guild chat or have lots of friends you can chat with.

If you do the group grind, well you'll be on the terminals nice and fast and will want all the defences possible, my personal choice for that would be mbrawler, m2hand, tkm. Critical strike with fists is a nice damage dealer. mbrawler will give you a speed boost which will stack with your saber while grinding (+15) and in general you would be a very tough target for even a well equipped BH. TKM+mpike is also nice for gank squads for the area KD but chances are a gank squad will be hitting you from 60m or further. I also like Improved Impale with TKM, but again its apples and more apples. You just need a combo of the best defence, speed and damage.

Doctor to me is a waste, pre CU it was gold. But now unless you're going to gather XP in a group, you don't need it. You're better off putting your points into making yourself a powerful tank and not trying to take in too many different skills.

If you go the route of mbrawler, tkm, m2hand what will happen is you will end up dropping swords pretty quickly. I suggest that you grab all the novice boxes so you have a decent force pool to work with. This will leave you with swords 0044, all the novice boxes and 0100 sabers.

Then you will have to decide whether you keep critical strike or armor break in 2hand and grab the rest of the sabers to 0400. I myself would keep armor break, advanced combo will deal nice damage if you land an armor break, your melee accuracy at this point should still be higher than a BH's melee defence, so I think your chance of landing armor break is still pretty good.

At this point you will need to decide if you want healing or enhancing as part of your template. You could also head to defender for force aura but your force pool is kind of low to hand out that much force, same goes with enhancer x4xx for force armor. So the real choice is to head to 2000 healer or 0002 enhancer. I have no opinion except that given the way healing has changed, you're probably better off with 0002 enhancer. and now you have novice swords, mbrawler and tkm.

If you head up in some healing next you're going to lose novice swords and start to deconstruct brawler. You may want to head up some saber tech instead, but that's a tough choice, somewhere in here i suggest you grab x1xx healer just so you can manage your own wounds, but if you have a doc friend or don't mind going afk in a private hospital for a while you'll survive.

I could go on an on and layout the whole regular profession to jedi path, but my point is to show you how quickly you will be losing the non jedi skills because of the 8pt SP cost of the novice boxes and tier one skills in jedi. If you focus too much on it you'll be dissapointed that you wasted a lot of time to grab skills that you drop just as quickly as you got them.

All young padawans hit a point where you kind of think, "Uh, I think i made a mistake" because you hit the "low point" where you are starting to drop non jedi skills and are getting weaker because the jedi skills you pickup are not as strong because of the number of skill pts the jedi box took compared to the number of boxes you needed to drop to train it. You would drop a full line in swords to grab the first 2 boxes in a jedi discipline and it stinks. Because 2 boxes in a jedi discipline are not as good as 4 non jedi boxes.

So my advice to you is to plan how you will be doing your jedi grind and base your template off of that. If its solo on "safe" planets, then it really doesn't matter. If its grouped with no regard to gaining visibility, then I suggest you turn yourself into one heck of a tank. But as shown above, keep in mind how quickly that brute tank weakens way before it gets stronger.









very nice post



Ficei Lightrunner
Acheron, Dantooine



ElfDruid
Tue Jul 05, 2005 6:17 am
#23

That was a very constructive and informative post! Thank you so very much for putting that together. Definatly some good information to have.

Again, thank you.




Reul Eidolon

The Crescent Order

Captain - Iron Butterfly and Spectre 16
Page 2 of 2