Fencer Archive
Thread: Pirating Template
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EyekeYrrep
Sun Jun 13, 2004 10:51 pm
#1
Heya Fencer masterminds..
I've dropped by hoping for some advice on my chosen template.. which I believe will be the best available for roleplaying a pirate.
I've chosen to go master fencer, master pistoleer.. 0 3 0 4 TKA, and 0 0 4 0 smuggler.
I chose master fencer and master pistoleer for pretty obvious reasons.. every pirate needs his pistol and sword by his side.. but I chose the TKA lines the simple reason that they will really boost my resist stats, as well as add to my already impressive melee and range defense.
I chose the line in smuggler because it is the feign death line.. and also contains some pretty sweet offensive attacks.. which seem very piratish to me.
My stats end up looking like this.. at least the ones I'm going to use.. I didn't take into account anything from the TKA line which dealth with unarmed combat, because I don't plan on using it once I level the char up.
I've considerred dropping the 4th line in TKA, and getting the first.. for better meditate.. if anyone has an opinion on that please let me know.
My range defense could use the points from the 4th line of TKA, but I've heard that defensive accuity only works when you are using unarmed.. and if that's the case.. my melee D is already over the cap, and I can live with less range D.. if you guys think meditate would be more useful.
I've chosen to post this here because I will be using fencing the most.. and because the fencers i've encountered in game have been more knowledgeable than any class.
I'm very aware that I'm well over my cap on dodge and melee defense.. but I haven't figured out how to lower them without lowering important skills that I need in other areas.. if anyone has any ideas I'd really appreciate it.
Thanks!
Accuracy while standing 15
Pistol Aiming 16
Accuracy while moving 30
pistol accuracy 90
pistol speed 74
Alertness 20
D vs intimidate 20
Center of Being Efficiency 115
Center of Being Duration 31
Dodge 200
Melee Defense 181
Range Defense 121
Def Vs. Posture Down 100
Def. Vs. Knock Down 120
Def Vs. Stun 55
Def. Vs. Dizzy 85
Def Vs. Blind 90
1h Melee Accuracy 150
1h Melee Speed 90
1h Toughness 32
Feign Death 70
Defensive Acuity 66
I've dropped by hoping for some advice on my chosen template.. which I believe will be the best available for roleplaying a pirate.
I've chosen to go master fencer, master pistoleer.. 0 3 0 4 TKA, and 0 0 4 0 smuggler.
I chose master fencer and master pistoleer for pretty obvious reasons.. every pirate needs his pistol and sword by his side.. but I chose the TKA lines the simple reason that they will really boost my resist stats, as well as add to my already impressive melee and range defense.
I chose the line in smuggler because it is the feign death line.. and also contains some pretty sweet offensive attacks.. which seem very piratish to me.
My stats end up looking like this.. at least the ones I'm going to use.. I didn't take into account anything from the TKA line which dealth with unarmed combat, because I don't plan on using it once I level the char up.
I've considerred dropping the 4th line in TKA, and getting the first.. for better meditate.. if anyone has an opinion on that please let me know.
My range defense could use the points from the 4th line of TKA, but I've heard that defensive accuity only works when you are using unarmed.. and if that's the case.. my melee D is already over the cap, and I can live with less range D.. if you guys think meditate would be more useful.
I've chosen to post this here because I will be using fencing the most.. and because the fencers i've encountered in game have been more knowledgeable than any class.
I'm very aware that I'm well over my cap on dodge and melee defense.. but I haven't figured out how to lower them without lowering important skills that I need in other areas.. if anyone has any ideas I'd really appreciate it.
Thanks!
Accuracy while standing 15
Pistol Aiming 16
Accuracy while moving 30
pistol accuracy 90
pistol speed 74
Alertness 20
D vs intimidate 20
Center of Being Efficiency 115
Center of Being Duration 31
Dodge 200
Melee Defense 181
Range Defense 121
Def Vs. Posture Down 100
Def. Vs. Knock Down 120
Def Vs. Stun 55
Def. Vs. Dizzy 85
Def Vs. Blind 90
1h Melee Accuracy 150
1h Melee Speed 90
1h Toughness 32
Feign Death 70
Defensive Acuity 66
MurienAquarius
Mon Jun 14, 2004 1:00 pm
#3
I am going for something similar....I will have Master Pistoleer/Master Fencer/Smuggler Dirty Fighting/Medic First Aid 1-4. It was either that, or go for the TKA meditate line, but I wanted to be able to lay down some serious heals. Anyone have any thoughts?
EyekeYrrep
Mon Jun 14, 2004 1:22 pm
#4
I'm still debating on doing the medic field.. I would probably pick the pharm line.. to be able to use stimpacks..
I dunno..
pirates don't really heal. 
okon
Mon Jun 14, 2004 3:07 pm
#5
This seems to be a very popular PvP template. Guess you could call it the Pirate Template
. But most PvPers go for TKA 4/0/0/0 for mediate and drop the medic. Force of will can come in handy. This is going to be my final template too.
EyekeYrrep
Mon Jun 14, 2004 3:17 pm
#6
Dang..
I really don't care that much about PvP.. I plan on going overt, but I'd be much more interested in PvP if I was able to fight for Jabba..
a Pirate's life is a neutral life.. you know!
It seems like a great PvP template.. but that's more coincidence than design..
I have heard a lot of things will change with the combat rebalance.. I don't see myself changing away from this template no matter how gimpy it gets..
ARRR!!! }?-D
Sendenn
Mon Jun 14, 2004 3:54 pm
#7
umm wouldnt master pistoleer master fencer and master smuggler be more piratey? i know u want tk for obvious reasons, but if you wanna truly roleplay a pirate then you really should be master smuggler.
EyekeYrrep
Mon Jun 14, 2004 4:14 pm
#8
My only answer to that is..
I don't craft.. at all.. or have any desire to.
In fact.. I tried it.. and hated it.
so..
it would be a waste of my points.. to attempt anything else in the smuggler field than the one leg.

I'm still debating what to do with those other points.. I really don't want to do TKA
I'm considerring doing master marksman, since i would only need to get the carbiner xp to have it done..
Thank you for bringing up that point.. I debated the idea.. but smugglers just really aren't my thing.
I do like the faction buying leg of it though.. I might get that one!
I don't craft.. at all.. or have any desire to.
In fact.. I tried it.. and hated it.
so..
it would be a waste of my points.. to attempt anything else in the smuggler field than the one leg.
I'm still debating what to do with those other points.. I really don't want to do TKA
I'm considerring doing master marksman, since i would only need to get the carbiner xp to have it done..
Thank you for bringing up that point.. I debated the idea.. but smugglers just really aren't my thing.
I do like the faction buying leg of it though.. I might get that one!
raldurrm
Mon Jun 14, 2004 7:27 pm
#9
yarr ye piraate templates are nothing to a true pirate as a pirate needs no pistol. Only yon capitanos have yerr pistols.
EyekeYrrep
Mon Jun 14, 2004 8:44 pm
#10
Well friend..
as'in I'm disinclined to be in the possession of a seaworthy vessel.. nor a parrot or even a crew..
I shall resort to whatever means necessary to ensure the prosperity of my domesticated seedlings, which I shall spread throughout the cantinas of the cities I encounter.
If'n that means I shall be packin of a pistola.. I shall do so, post haste.
as'in I'm disinclined to be in the possession of a seaworthy vessel.. nor a parrot or even a crew..
I shall resort to whatever means necessary to ensure the prosperity of my domesticated seedlings, which I shall spread throughout the cantinas of the cities I encounter.
If'n that means I shall be packin of a pistola.. I shall do so, post haste.
Tymothi
Mon Jun 14, 2004 10:15 pm
#11
Master marksman is crap, go master brawler so you can get a kd with fencer.
Tymothi
Mon Jun 14, 2004 10:30 pm
#12
BTW, this sounds like a really fun template. I'm definitely going master pistoleer and master fencer since they're removing the cap with the combat balance but I don't know what else to do. Master brawler would be a big help for intimidate 2, the little bit more speed, and lunge 2. Smuggler pistolswould be cool, too, for last ditch, which does more damage than fan shot, feign death, and low blow. Ya know, we're all trying to figure out what template we'll have when the revamp comes out but they might change all the moves around as part of it. Just something to think about...
Rugs
Tue Jun 15, 2004 9:51 am
#13
Sendenn wrote:
umm wouldnt master pistoleer master fencer and master smuggler be more piratey? i know u want tk for obvious reasons, but if you wanna truly roleplay a pirate then you really should be master smuggler.
Not enough skill points for this. You can just barely get MTK, MSmuggler, and MPistoleer. This only works because of the Smuggler pre-reqs. (which might be a-changin - see the Smuggler boards since I'm awful at linking).
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