Creature Handler Archive

Thread: Decent Template?

Brikker-Sunrunner
Sun Oct 19, 2003 9:13 pm
#1

You probably get this a lot.


Wondering if this is a decent template, primarily for PvE, although I'm a Covert Rebel so occasionally end up PvP'ing..


Master Marksman, Unarmed 4 (Brawler), First Aid 4, Diagnostics 4, Pharmacology 4 (Medic), Exploration 4, Hunting 4 (Scout), Flamethrower Spec 4 (Commando), Creature Taming/Training 2 (Creature Handler).



Any info or suggestions is very appreciated.




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Medic, Combat Medic, Doctor
charvakas
Mon Oct 20, 2003 1:17 am
#2

ditch the diagnostics and buy more CH or commando skills. diagnostics is almost useless.

(incidentaly I hate you, graul using dabblers are why everybody hates this profession)



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I bent my wookiee.
Auction ban list: Juado, Setalle
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Avandor
Mon Oct 20, 2003 2:25 am
#3






First Aid 4, Diagnostics 4, Pharmacology 4 (Medic)






First Aid 2 (for the awesome Cure Bleed), dump Diagnostics totally, and keep Pharmacology to 4 (or even lower it to 3).


Diagnostics gives ya greater speed between heals only, and offers ya the skill to drag an incapacitated corpse (makes for fun moments with friends).





________________________

Avandor Lughnasad
-= Trickshot =-


JTysoe
Mon Oct 20, 2003 2:32 am
#4

I'm not sure of the point of having brawler in there (don't know anything about brawler skills) asthe point of your pets is to tank. Also not sure about Master Marksman, since you can only use one weapon at a time, it's better to specialise in that weapon and get at least novice in that specialisation for the extra bleed.


My current template is - master CH, master medic, novice pistoleer (with all the pre-requisites for those professions), plus the ranged support line from marksman. This gives me the 2nd bleed for pistols and the added accuracy andspeed from ranged support, plus the ability to use Stim D's on my pets, which can heal upto 2.5K a go (although I buy them from a doctor friend rather than make them myself). This leaves 18 points left over which I have used to try out doctor and combat medic so far, but will probably try a few more combinations, or push further up the pistoleer tree (waiting to find a holocron before I commit myself to any new skill).





Kradlum
Retired Master - Artisan, Brawler, Entertainer, Marksman, Medic, Scout, Dancer
Rifleman 2222, Creature Handler 3244
JTysoe
Mon Oct 20, 2003 2:34 am
#5

D'oh! Sorry, of course you need the marksman/brawler skills for commando! Ignore me



Kradlum
Retired Master - Artisan, Brawler, Entertainer, Marksman, Medic, Scout, Dancer
Rifleman 2222, Creature Handler 3244
bloodvor622
Tue Oct 19, 2004 6:51 am
#6



master saber

4/0/0/4 healer

4/0/0/4 enhancer

4/0/0/1 defender


main problem i see is a bit less force than a 2 mastery template. any one have this template?



Skill mod Summary:

Enhanced Melee Accuracy+12
Enhanced Melee Speed+12

Force Assembly+20
Force Defense+20

Force Experimentation+20
Force Power Max+6450

Force Power Regeneration+65
Jedi State Defense+20

Jedi Toughness+14
Lightsaber Assembly+100

Lightsaber Block+85
Lightsaber Experimentation+100

Lightsaber Toughness+55
Melee Defense+90

One-handed Lightsaber Accuracy+100
One-handed Lightsaber Speed+100

Polearm Lightsaber Accuracy+100
Polearm Lightsaber Speed+100

private_jedi_difficulty+2300
private_onehandlightsaber_combat_difficulty+2000

private_polearmlightsaber_combat_difficulty+2000
private_twohandlightsaber_combat_difficulty+2000

Ranged Defense+35
Two-handed Lightsaber Accuracy+100

Two-handed Lightsaber Speed+100

Certification Summary:

One-handed Lightsaber Generation 1

One-handed Lightsaber Generation 2

One-handed Lightsaber Generation 3

One-handed Lightsaber Generation 4

One-handed Training Lightsaber

Polearm Lightsaber Generation 1

Polearm Lightsaber Generation 2

Polearm Lightsaber Generation 3

Polearm Lightsaber Generation 4

Two-handed Lightsaber Generation 1

Two-handed Lightsaber Generation 2

Two-handed Lightsaber Generation 3

Two-handed Lightsaber Generation 4
Ability Summary:

Channel Force

Drain Force

Force Cure Disease

Force Cure Poison

Force Meditate

Force Run 1

Force Run 2

Force Speed 1

Force Speed 2

Heal Action Self 1

Heal Action Self 2

Heal All Self 1

Heal All Self 2

Heal Health Self 1

Heal Health Self 2

Heal Mind Self 1

Heal Mind Self 2

Heal States Self

Saber One Hand Combo Hit 1

Saber One Hand Combo Hit 2

Saber One Hand Combo Hit 3

Saber One Hand Flurry

Saber One Hand Flurry 2

Saber One Hand Head Hit 1

Saber One Hand Head Hit 2

Saber One Hand Head Hit 3

Saber One Hand Hit 1

Saber One Hand Hit 2

Saber One Hand Hit 3

Saber Polearm Dervish

Saber Polearm Dervish 2

Saber Polearm Hit 1

Saber Polearm Hit 2

Saber Polearm Hit 3

Saber Polearm Leg Hit 1

Saber Polearm Leg Hit 2

Saber Polearm Leg Hit 3

Saber Polearm Spin Attack 1

Saber Polearm Spin Attack 2

Saber Polearm Spin Attack 3

Saber Slash 1

Saber Slash 2

Saber Throw 1

Saber Throw 2

Saber Throw 3

Saber Two Hand Body Hit 1

Saber Two Hand Body Hit 2

Saber Two Hand Body Hit 3

Saber Two Hand Frenzy

Saber Two Hand Hit 1

Saber Two Hand Hit 2

Saber Two Hand Hit 3

Saber Two Hand Phantom Attack

Saber Two Hand Sweep 1

Saber Two Hand Sweep 2

Saber Two Hand Sweep 3

Stop Bleeding

Transfer Force

Message Edited by bloodvor622 on 10-19-200406:58 AM


Message Edited by bloodvor622 on 10-19-2004 06:58 AM

Message Edited by bloodvor622 on 10-19-2004 07:04 AM




Avip
Jedi Padawan

Expedience
Tue Oct 19, 2004 7:37 am
#7

You might be better suited dropping the defender lines and picking up 0040 powers. You will get hit more in pve but it sure would be nice to intimidate the lot of them thus halving their damage output. It's just my opinion that defender is an all or nothing skill.


It's all according to your playing style. Defender is passive and costs nothing whereas Powers costs you force to use. That being said, Force Intimidate 2 is a very usefull skill in pvp if it lands.
Grindhouse
Tue Oct 19, 2004 8:07 am
#8

You're only going to have two real problems with this build.


1. A double master (ex. mastersaber/defender mastersaber/enhancer mastersaber/healer, even to a lesser degree mastersaber/powers) is going to have a bigger force pool and always beat you...or at least make you fr2 away.


2. That same mastersaber/powers is actually going to love seeing you, because you wont be able to absorb, shield yes, absorb no...if he does land a choke and your buffs lift, you're in trouble.


Needless to say the build will be very good for PvE. You didn't state what you were aiming for with it, just letting you know another opinion.


Double mastery: PvP for FRS

Mixed Single Mastery: PvE and some PvP non FRS


Just my opinion feel free to leave it.



Cyixiss. Something, has to change...undeniable dilemma
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