Dancer Archive

Thread: Role in GCW (post your thoughts in GCW forum)

Isleh
Wed Feb 23, 2005 11:46 am
#14



106 skill points. Same as a Creature Handler. With that as a base, I would argue that Dancers and Muscians should have as much a role in the GCW as a Creature Handler would. Definitely not in the exact same way, more of a passive approach I would think.


If not, I wonder if the combat upgrade rebalance will also include a redistrubution of the skill point cost for some/all professions? Below is a list of elite/hybrid professions with the skill points required to go from the starting professions to master.


169 SP
Bounty Hunter
Combat Medic
Commando


140 SP
Doctor
Ranger


135 SP
Squad Leader


121 SP
Bio-engineer
Smuggler


106 SP
Creature Handler
Dancer
Musician


92 SP
Architect
Armorsmith
Carbineer
Chef
Droid Engineer
Fencer
Image Designer
Merchant
Pikeman
Pistoleer
Rifleman
Swordsman
Tailor
Teras Kasi Artist
Weaponsmith

Isleh
Mon Feb 28, 2005 7:12 am
#15






Maisland wrote:




Isleh wrote:



106 skill points. Same as a Creature Handler. With that as a base, I would argue that Dancers and Muscians should have as much a role in the GCW as a Creature Handler would. Definitely not in the exact same way, more of a passive approach I would think.


If not, I wonder if the combat upgrade rebalance will also include a redistrubution of the skill point cost for some/all professions? Below is a list of elite/hybrid professions with the skill points required to go from the starting professions to master.


169 SP
Bounty Hunter
Combat Medic
Commando


140 SP
Doctor
Ranger


135 SP
Squad Leader


121 SP
Bio-engineer
Smuggler


106 SP
Creature Handler
Dancer
Musician


92 SP
Architect
Armorsmith
Carbineer
Chef
Droid Engineer
Fencer
Image Designer
Merchant
Pikeman
Pistoleer
Rifleman
Swordsman
Tailor
Teras Kasi Artist
Weaponsmith




I have highlighted all of the professions that are likely to have a greater role in the GCW than Creature Handlers. Creature Handlers are another broken Profession.





Hopefully, CH will be fixed. Squad Leader was left outof you list Mais. I knowit's broke but I guess we shouldwork under therassumptionof the role they would have when fixed. Certainly Armorsmith & Weaponsmith will take a big supporting role.
Maisland
Tue Mar 01, 2005 4:15 am
#16




Isleh wrote:

Hopefully, CH will be fixed. Squad Leader was left outof you list Mais. I knowit's broke but I guess we shouldwork under therassumptionof the role they would have when fixed. Certainly Armorsmith & Weaponsmith will take a big supporting role.



That's certainly true about Armorsmith and Weaponsmith. I'm not so sure about Squad Leader though.



I survived the CU


I can not survive the NGE


Rabenschwinge
Tue Mar 01, 2005 6:24 am
#17









Maisland wrote:







Isleh wrote:






106 skill points. Same as a Creature Handler. With that as a base, I would argue that Dancers and Muscians should have as much a role in the GCW as a Creature Handler would. Definitely not in the exact same way, more of a passive approach I would think.



If not, I wonder if the combat upgrade rebalance will also include a redistrubution of the skill point cost for some/all professions? Below is a list of elite/hybrid professions with the skill points required to go from the starting professions to master.



169 SP
Bounty Hunter
Combat Medic
Commando



140 SP
Doctor
Ranger



135 SP
Squad Leader



121 SP
Bio-engineer
Smuggler



106 SP
Creature Handler
Dancer
Musician



92 SP
Architect
Armorsmith
Carbineer
Chef
Droid Engineer
Fencer
Image Designer
Merchant
Pikeman
Pistoleer
Rifleman
Swordsman
Tailor
Teras Kasi Artist
Weaponsmith






I have highlighted all of the professions that are likely to have a greater role in the GCW than Creature Handlers. Creature Handlers are another broken Profession.







hmmm...



Why not Bio-Engineer and Smuggler? You can have all the marked professions, but if no-one has at least Bio-Engineer 0001 and a Smuggler 0010 you won't be able to slice a base. The rest of Bio-Engineer is relatively unimportant, of course.


PS: Arg, you need a Squad leader, too! At least Novice Squad Leader that is, if I am not mistaken.


Message Edited by Rabenschwinge on 03-01-2005 02:26 PM

Message Edited by Rabenschwinge on 03-01-2005 02:30 PM




Lt. Sharven Figohic - Infinity
Wardancer & Space Beast Of Prey

Moonshadow Wiki & ForumsMoonshadow info on swg-wiki

Rabenschwinge
Tue Mar 01, 2005 7:26 am
#18


BTW, I am looking for ways to join a slice team without dropping dancer.
I clicked a little around in the character builder and made templates with professions I had not the slightest clue about. Whatever I choose, the solution will leave me less "powerful" than Master Brawler / Master Fencer / Master Dancer / Entertainer 0044.

The best solution I found was Master Pistolier / Smuggler 0130 / Brawler 4000 / Marksman 4000 / Master Dancer / Entertainer 0044. Unfortunately smugglers are already the most common profession among those needed.

Different options would be rifleman 4044 / Novice Squad Leader / marksman 4004 / scout 4114 / Master dancer / Entertainer 0044 or Commando 4400 / Master Marksman / Brawler 4000 / Master Dancer / Entertainer 0044.

The decision is not easy for me, since I don't actually want to drop fencer (I just like the style). Unfortunately it has to be and I have to decide between classes I don't know much about. So, if anyone has a hint what might be worth the trouble, I'd be glad to hear your thoughts.


The variant that I like best is the first, since Pistolier is quite alright, even though not as much "dancer" than fencer. But all in all the result would be a nice squondral who knows to act an higher stages.


Unfortunately there are already smugglers like sand in Tatooine...





Lt. Sharven Figohic - Infinity
Wardancer & Space Beast Of Prey

Moonshadow Wiki & ForumsMoonshadow info on swg-wiki

Isleh
Sat Mar 12, 2005 6:52 am
#19

The thing that gets me is this.


As far as game tangible game mechanics go. A novice Entertainer gets for 15 sp most of what a Master Dancer/Muscian gets with only 2 changes.


  1. The rate at which BF and wounds are healed and the differance is minimal considering the increased healing rate.

  2. Mind / Willpower / Focus buffs. The importance of these will be lessened with the combat revamp from what I understand.


Page 2 of 2