Dancer Archive
Thread: Dancing and the combat as a 2nd Profession
Well fellow dancers I have to tell you that the experience is flowing in faster than I though, and that I will become a Master Dancer faster than I though.
So it will be soon enough that I have to choose my next profession. I have read the posts and the many replys and noticed that quite a few are going the direction of "non-combat" professions (Medics, Artisans, Tailers, etc.).
I personally would like to try the profession of a fencer. Although are we as "dancers" just not suited to go the way of "combat". I was told that maybe I should become a squad leader. Have some ability to fight, but not really be part of the combat activities, just help the group with the bonuses. So quite a few people are telling me, or suggesting, that us dancersare not suited enoughto really participate in combat situations. I was told that even with Stat Mitigation that we just can not get the desired "stats". For those that have decided to give it try, can you offer any input? I know that this might not be a perfect situation, but who says that in SWG everything has to be perfect.
So any other players out there that can help a fellow dancer become a fencer? Is it a dream that can not really become an effective reality.
Any "tips and tricks" would be wonderful.
Thank you,
DW
Did you have to adjust your stats through "stat mitigation"?
If so can I have some ideas on how to distribute the "new stats" to get efficient in the combat profession.
Thanks
DW
Beneath my main profession as dancer I learn onehand sword too. It's more a hobby for me to relax after exhausting cantina days. And I have my stats for dancers. With only 600 health I have to be careful, and be not the best fighter under the suns but often I here a "wow" when I nail a yellow humanoid on floor with lunge dizzy. Or hold in a group only a foe on its place and give it then the deathstrike if the foe is nearly at his end.
I can not run to a Rankor or Kimo, so i fight more defensive and as support, if I am in a group (where I see me as the dancer and lucky charmenot as the fighter).
What I learned for me, the Rykkblade was not a good choise, cause it requires to high HAM costs for my stats. Also the mabori armor, extra build from an master armoror for my stats, hurts me in most cases more then it helps (when I have to run to a range waepon user it helps).
Now with Jabbas Rantok I am much more happy . I would suggest to use a very fast weapon wit low HAM and decent damage but not bad (I am searching for a melee smith who can build me such a thing).
Hope i could help a bit.
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Aniella (Gorath)
I had planned to be a combatant and a dancer when i created my character. So as my starting profession i chose brawler, i am working my way to Master Teras Kasi.
I didnt do any stat migration for this since i was already a brawler. Of course from a dancing point of view a brawler HAM isnt really awesome for dancing high lvl dances, but of course i am lvling just fine if i find a good group to dance with and there are always plenty of people to heal my action pool when it gets low.
i really dont know what would be a good migration for you alot depends on your race too. Sorry i can't be more help on this but more power to ya to try something new :0)
Syl
I started Dancer then migrated my stats to 1100/1100/600 and trained pistol then unarmed. My pistol is at Specialist now and I'm at Novice in Teras Kasi. I use the pistol skill to draw one monster from a mob so I can use unarmed at close range without wading into the whole bunch of them. Running destroy missions is really nice for putting a few credits in my pocket to buy dance clothes with.
I'm not dancing near as much as I was. I still enjoy itand hope to eventually getin touch with other dancers on Chalistra who are not only at the keyboard but also interested in socializing and syncing rather than just grinding out xp. Until that time comes though I'll just use dancing to get rid of my own BF and tease my partner ![]()
As a Rodian Dancer, I couldn't live with myself if I didn't have some combat skill as well, so I trained Marksman and Brawler to give each a try. I've reached Adv in both Pistol and 2-Hander (I have an unnatural fascination with Vibro-axes);however, I have decided to surrender 2-hander (and Brawler) as soon as I need the skill points for something else. With a 500 Health, I end up taking a lot of dirtnaps doing destroy missions if I try to go toe-to-toe with critters, even ones that con blue if I get multiples (3+) attacking me. Part of that is because 2-handers and just so slow, but not having a lot of health doesn't help. Thus, if you are going brawler, stick with the faster weapons - unarmed or 1-handers, or just go pistol/rifle and snipe everything.
Remember: the mission terminal bases your missions upon your skill with whatever weapon you are holding at the time you click on it. Thus if you are a Spec Pistol and noviceBrawler and you click on it with no pistol in your hand, you will get novice Brawler level missions. Quick re-equip your pistol and one-shot everything at the location for some quick fast creds.
Rebeeka Tal-Deln the Rodian Dancer
I'm planning to go Master Dancer, Master Pistoleer, and Exploration III, Hunting IV & Musicmanship IV.
I originally had 300 health so I had to do a bit of migrating to get it to work well, hehe. I'm a Twi'lek, so when I'm done mingrating, I'll have:
900 health
300 strength
550 con
1250 action
750 quickness
400 sta
600 mind
300 focus
350 willpower
I may end up migrating again when I'm done, as my health is currently 524 and that's fine for killing gnorts and low whites ![]()
Damoane_Witchblade wrote:
So quite a few people are telling me, or suggesting, that us dancersare not suited enoughto really participate in combat situations. I was told that even with Stat Mitigation that we just can not get the desired "stats".
No, this is patently untrue. You DO have to make some compromises, but the people who think as illustrated above are the people that are still playing in the EQ "what you are at creation is what you'll be forever" mode.
As a dancer, you would normally have a moderate mind, a high action and a low health. A brawler would normally have a high health, a moderate action and a low mind. You need to find a comfortable spot in the middle someplace. To do this, you need to understand how the stats work. It isn't enough to just move your HAM bars around.
The HAM bars show your "pool" for each kind of activity. If any one is drained in combat, you're incapacitated. (So you can incapacitate yourself if you do too many special moves with too little action left.) If your activity (like dancing) uses lots of one bar, you'll be resting a lot.
Each HAM stat has two assciated stats. Health = Strength/Constitution. Action = Quickness/Stamina. Mind = Focus/Willpower. The first stat influences how much pool is used by special actions. The second influences how fast the pool regenerates. This is the bit that gets overlooked by people who focus strictly on HAM. Depending on your activities and the pool costs associated with them, it's quite often as good or better to have a smaller pool and a faster regen.
In other words, you need to look at your role in combat. Will you be fighting solo a lot or mostly in groups? With strong combatants who can end battles in a short time? What are the action costs of a fencer's special moves?
As a general rule, I've found that fast regen beats everything else. If you don't care about Image Design, medic, or artisan skills, I'd take mind, focus, and willpower down to the minimum levels. (This does leave you open to incap by mind shot. Everything's a tradeoff.) I'd set action at 1000, health at around 900, set strength, con, quick and stamina to equal with whatever's left. Then I'd set adjust stamina to be 100 higher than quickness and con to be 100 higher than strength.
That much adjusting would take a few days to migrate but your first couple of one-hand melee boxes are going to be on yard trash anyway. Once you've gotten adjusted around then you can see how your dancer skills are holding up and you can see how your HAM bars hold up in combat. Don't overlook the importance of food and drink (and drugs, i.e. "spice", if you're so inclined)in the field as well, which can help you overcome any shortcomings you might have from remaining mostly action-oriented. If you're happy, great. If not, then do some further migration until you ARE happy. The great thing about SWG is that you can tinker as much as you want. You're not locked into a single mode for the lifespanof your character.
On the stat migration, a bit more... Keep changing this as you go to fine tune it. As a pistoleer, I don't use the health pool for my attacks, but that is what most of the creatures target. So I make sure I have enough health for the battle, and high constitution to get it back as fast as I can. If I notice I'm running out of health a lot in fights, I make sacrifices wherever I can to increase my health.
Also, if you can choose your target creatures, it helps to balance your attack pool and your defense pool.
Here's my example. I'm a pistoleer. My gun's special ability cost is 11/23/11, which means it takes 23 action to fire a special attack like bodyshot (and 11 health/11 mind). While this doesn't seem like much, it adds up (especially if I move to a different gun). It would be best if the creatures I fight mainly attack the health or mind pools. Cu pa on Tatooine spit, and the spit drains action. These are rather poor targets since my action is taking on double duty as both the offense and defense pool. I do better against monsters that attack my health pool.
HOWEVER, ... The chef-crafted drink Tatooine sunburn, if you can buy it, gives so much stamina that this actually works to my advantage. With the sunburn flowing,its nearly impossible to run out of action. So the above strategy flips, and it is beneficial to have both attack and defense from the action pool.