Creature Handler Archive

Thread: Template Question.....

masterkiller56
Tue Mar 01, 2005 5:13 am
#1

Ok..im about to master swords and im working on mastering Bounty Hunter....i never liked the whole grenade's thing because i'm not the richest player there is and after all grenades can cost 20k for a case of c-22's....i just dont have that kind of money......so coming back to my question. Is swordsman/bounty hunter a good template for grinding and if not tell me some of ur idea's and ur teplates.




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ANI-WAN | OBI-KAN | NAW-INA | SHRUB

FightmasterJorak
Tue Mar 01, 2005 5:25 am
#2

Any ranged professions are worthless for a fast-ish FS grind. Rifleman is decent I hear but I don't belive its worth the time it takes.


I advise Swords, which you have, and TKM.(TKM is awesome, and when your Jedi, while grinding, it will come in VERY handy.)



Click here to support Glzmo's great Visions to save SWG!

Dont look for logic in SWG. The place you can fight everywhere except for the battlefields.
masterkiller56
Tue Mar 01, 2005 5:35 am
#3

Thanks for the Info....good thing im already a novice tka....that will get that annoying part out of the way..




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ANI-WAN | OBI-KAN | NAW-INA | SHRUB

snash0902
Tue Mar 01, 2005 5:58 am
#4

I'm a Master Pistoleer and TKM and both I grind with very happily. Pistoleer is often discredited, but personally when you have a Picket bashing your mind and making you dizzy as a TKM, you have to wait to be able to get up again to finish it! Whereas with Pistoleer get the ole DE-10 out and blast the buggers come to kingdom and it will make no difference if you are dizzy or not!


Having TKM now for me is just a great way to get rid poison/diseases using meditation, also where I am in a tight jam in the village (phase 4) or doing quests and other missions with a load of nasties that dont dizzy attacksurrounding me and use the spin attack which is ultimately superior than the pistoleer multi-target shot.


Pistoleer however is great when you have a nastyin the distancefiring away like a git, asa TKM (or any other melee come to that) you have to run up to it and start attacking by which time a fair ole amount of damage can be done to you. Whereas with pistol you can kneel, start firing andhaving theDodge skill and yourRanged Defense skills you can come out in alot of cases without a scratch!


In concluion, I think having a Melee and Ranged profession is equally beneficial using the examples above and also of course by doing both you can greatly benefit from doing the Ranged and Melee skills in the FS Combat Prowess and the Ranged Defense and Melee Defense skills in Enhanced Reflexes.


Thats my view anyway, whether it may be seen as right or wrong it works perfect for me!



Steveo (IGN)
NGE Jedi
Im not an "Elder" Jedi but I lived the legacy
Created 31st March 2004 and still here!
maverickjones
Tue Mar 01, 2005 6:12 am
#5



FightmasterJorak wrote:
Any ranged professions are worthless for a fast-ish FS grind. Rifleman is decent I hear but I don't belive its worth the time it takes.
I advise Swords, which you have, and TKM.(TKM is awesome, and when your Jedi, while grinding, it will come in VERY handy.)





Actually as a master rifleman and medic with some doctor i find it easy at times to get all the xp i need. max out carbines at 200k and pistols too (200k) in the narglatch or jantas adn rifles come esy with takin rebels in any city(combatant only) and doin squill caves makes it big timme 900k max. Doc tops for me at 80k med xp but with 6 hours play this saturday i made all caps.



Usar Kuun, Jedi Master(NGE)
Master Rifleman, Master Combat Medic(ret)
Master Carbineer, Master Combat Medic(ret)
Master Carbineer, Master Bounty Hunter(ret)
Master Bounty Hunter, Master Commando(ret)
Master Bounty Hunter, Master Combat Medic(ret)
Master Combat Medic, Master Pistoleer(ret)

MLS, DEF 444x, ENH 3xx2, HEAL 4xxx
Death Squad, Corbantis Dearic, Talus

Sharwynn
Tue Mar 01, 2005 11:06 am
#6

Although sometimes frowned upon in PVP (which I don't really do anyways)for "melee stacking", you can use 3 master melee professions and if not cap, then come very close to capping all three of them in one buff period if you move fast Of course that will give you 3x900k weapons XP to trade in as well as about 270k combat xp


*shrug*




_____________________

Sharwynn--Nothingisfoolprooftosufficientlytalentedfools.
_______________________________
cleekjc
Mon Apr 18, 2005 10:02 am
#7

Since I cannot even get in the game before it does a CDT I decided to post here, since I cannot test anythign my self................


I am thinking about MBH/MCH post CU as my new template, what I want to test is will I need some other skills from Pistols or carbs for speed and accurecy?....


If I take Rifles 4/4/0/0 I will get Recon armor Sniper shot and conceal which could be a life saver incase the hate system makes it to live...........


Or I could take some medic 3/0/4/3 (I think) but again due to the hate system (and the new stims) I dont think it will be usefull at all.....................



Decisions, decisions....................
velm
Mon Apr 18, 2005 10:15 am
#8

Well, with the new hate system going into effect it will be an iteresting thing to say the least.


I am not sure how our pets will be in combat, not too sure how viable they will be to you vs jedi. A lot more testing will have to be done on TC to see how pet lvls/damage are worked out.
PrincessAspen
Sat Jun 25, 2005 11:26 pm
#9

I am currently running this template:


0404 LS

Master Defender

4100 Healer

4004 Enhancer


I am considering changing to this:


Master LS

Master Enhancer

4100 Healer

Novice Defender


I know the second template has the same innate armor as the first and has about the same state resists, but they are all active. My main concern is the force cost of FA and the need for Master LS. I would like to get some input on what people think.
hamhamthe3rd
Sun Jun 26, 2005 1:09 am
#10






PrincessAspen wrote:

In regards to aura, you might want to check the actual damage it mitigates. From a little bit of testing I have done, it doesn't seem to do much. It seems to reduce the damage by around 30 or so per hit from a LS. I dueled a jedi with both templates and the difference in damage taken was only 30 with aura up.






that all depends on how much defense you had and a few other factors but we need not get into that. if you were a master defender testing it, then i doubt aura would make much of a difference versus most players. if you only had 0040 and nothing more, that aura does make a huge difference in the damage you take in both pve and pvp. even 0020 vs. no defender should show you a noticeable difference.


i also tried the mls/me/3000healer/defender 0020. it is an effective one but you are very vulnerable without aura up and i hated managing around having aura active. also i didnt like not having 1500 heals. in the end,having 1500 heals and force sap was a better deal for me vs. taking less damage even though it was a bit less.


ParnellOfBria
Sun Jun 26, 2005 1:23 am
#11






PrincessAspen wrote:

I am currently running this template:


0404 LS

Master Defender

4100 Healer

4004 Enhancer


I am considering changing to this:


Master LS

Master Enhancer

4100 Healer

Novice Defender


I know the second template has the same innate armor as the first and has about the same state resists, but they are all active. My main concern is the force cost of FA and the need for Master LS. I would like to get some input on what people think.





scrap that, it's a bad template... try this one:


MLS MEnh 3000 healer 0020 defender


you get force aura that takes no force to maintain and it absorbs way more dmg than force armor (just melee dmg only)


point is, novice defender doesn't do anything wortwhile.....


another template you could try (if u like enhancer/LS)


is MLS Menh 4040 healer ... i think force sap may actually be very important after patch 19. you can drain and sap them... eventually you might even beat a defender because you'll run them out of force and action.



-----------------------------------------------

I will be playing DDO and BF2:SF.
/salute Bria and so long.
DarkLordFett
Sun Jun 26, 2005 1:56 am
#12


PrincessAspen wrote:
One of the reasons I was looking at novice defender was to get the same innate armor value as master defender. I was also being pretty lazy not wanting to grind out the other line in healer Does anyone know of a place to get a template builder? I saw one awhile back and lost the link.


Dang, I must have either missed a memo, or the logic train just ran me over. Since when does +30 JIA mitigate the same damage as +70 JIA? That was the whole point of MDef, other than the what will be very nearly usless IA. Improved armor will supposedly add another +40 to JIA, maxing out at +100 for a total of 60% mitigation.

Here's a Template Builder from Bloodfin.org. It's the best, well actually, just about the only, one out there that I know of. Seen some old Java/browser based builders that were not terribly user friendly.

In another posting, you said that the damage mitigation from Aura wasn't that great. Aura *isn't designed* to mitigate damage. It's a dodge buff, but I forget the bonus. Though from a certain point of view, you are mitigating 100% damage every time the dodge bonus kicks in.



Raiso Daketh - Master Bounty Hunter & Pistoleer
Tisal Daketh - Master Creature Handler/Smuggler
??????? - Jedi
Ayu'HA Tahu - Master Armorsmith & Tailor(No shop as yet)

PrincessAspen
Sun Jun 26, 2005 2:09 am
#13


Okay, aura isn't a dodge modifer. The way it works is it compares the attackers accuracy versus your defense for that style of attack. It then factors that into the difference between the min and max damage of the weapon. This is why you see you a huge impact with PVE encounters because the mobs have a higher difference between the min and max. Most sabers are around 100 or so damage between the two so aura doesn't effect it all that much.


Now in regards to the 30 IA equalling the 70 IA, it doesn't, but you forgot one important thing--force armor. Force Armor level 2 is supposed to be equal to 40 IA. So using that number, the base 20 + FA2 + Novice Defender equals the 70 armor value that we are looking for. I also did a little more checking on the novice armor box versus going up the healing trees. You gain 350 force is all and +3 regen. I personally love the wound healing so I would probably stick with that tree. I currently don't see a real big use for a higher level wound heal or the extenguish fire ability.


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