Fencer Archive

Thread: Thoughts on this Template

digitaljohn
Wed Sep 08, 2004 12:01 am
#14






TuvarSwaeda wrote:

consider that will only have 6450 Force Power. A 2 skill master will have 7100.






im hoping master defender will allow me to heal less and use less force to make up for it



Diji Tahl
Shadowfire
meatsim
Wed Sep 08, 2004 12:35 am
#15

My buddy is going for master defender, I however am already MLS. I like it alot, its not the speed caps but the specials & xtra block that rule.


Yes 2 tree master have alot of xtra force, but how often will u see 2 jedi dukin it out, and it come down to who has more force. Almost never.


Not too sure if you've ever fought a TKM (Which most BHers are these days) but Dizzy will kick your ass. Every time I died it was because of dizzy. IMO heal xxx4 is necessary, you cant fight off dizzy, and you will fall over. Heal 3xxx gives you access to 1500 heal a pop (but only a single bar). You decide if you want the 4th box at 1.6 mil jedi xp.





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Vitroo
Tue Jan 18, 2005 10:20 am
#16

Master Brawler
Master Swordsman
TKM
Fencer 2030
Pikeman 0040

What are your thoughts on this template?
Nimhnoid
Tue Jan 18, 2005 11:58 am
#17

not a bad temp.


I personally use Master Doc, Master Swords, Some FS trees. Works great in PvE and ok in PvP.



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Darmz
Tue Jan 18, 2005 12:00 pm
#18

personally i prefer fencer 0440, pikemen 0040, master brawler, master swords, medic 2200



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NHGLethos
Tue Jan 18, 2005 12:08 pm
#19


my thoughts on this template are more in the sense questions to help understand your reasons for a specific template....



Do you have a good reason to pick up to 2 melee masters?


Do you feel you'd use them equally, theres not usually a need for two melee masters (not always the case), as you'll have a favourite to use most of them, leaving the other not neccessary?


Or are you picking up tkm more so for the defences? if so, maybe 4304 TKAwould be more apporiate?


Are you looking for a template for pvp, pve or abit of both? atm i see this is more effective for pve.



As for thoughts on the template itself, i feel unless you have other reasons to pick up the 0040 pikeman, it would be more effective (defence stacking wise anyway)putting the points used in that into fencer, maybe 2440 and losing pikeman altogether.

As a note, having a template without medic can be tough for the high lvl pve, and pvp, unless you always hunt/play with a reliable medic of sorts who can look after you...



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Felix07
Tue Jan 18, 2005 12:15 pm
#20



Ok, I am working on a MS template as well... I ran a post similar to this, except I had 2 to compair. I will offer you the template I am working on now & do a side by side.



MS MS

MBMB

TKM Pistoleer 0-0-4-0

Fencer 2-0-3-0 Fencer 1-4-4-0

Pikeman 0-0-4-0 Medic2-1-0-0



Block 85 0 (only used with poper weappon?)

D vs Blind 50 90

D vs Dizzy 55100

D vs Knockdown 65 125

D vs Posture Ch 60 80

D vs Stun 85 90

D vs Intimidate 30 40


Melee D144 54

Ranged D 117 49

Melle Mitigation 105

Ranged Mitigation 0 2



All of that said...... there are pros and cons to each... It all depends on what you want to do with your time.

1) Are you PvE or PvP or both?

2) If both, what do you do more of?

3) Do you want to take on the high end content (DWB, Corvett, NS)?


Edit *(Oops.. I forgot to answer these same questions..

1) Both, with focus on PvE, but want to hold my own in PvP

2) PvE

3) yes, but not everyday lol*



Ok... now that I have answered zero of your questions and raised a few others........ lets let some of the experts who have played this profession help from here.


Also....... if anyone has any advice on stat migration for MS that would be greatly appreciated.


Thank You


Message Edited by Felix07 on 01-18-2005 02:27 PM

Message Edited by Felix07 on 01-18-2005 02:46 PM



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Jeisyn
Tue Jan 18, 2005 12:45 pm
#21


your second option (MB, MS, trickshot, fencer, medic) combo is by far the all-round superior template, imo.


your worst enemy will be poisons, and that's it. i would drop 1xxx of fencer to pick up FS Melee speed to get you closer to cap (unless you've got a buttload of skilltapes).


state defenses are worth far more in pvp than ranged/melee defense, imo. and in pve, you've got 80%+ kinetic armor so it won't matter much there either.



also, your secondary defenses (dodge, block, counterattack) only work while you're holding a weapon that matches the mod. Dodge for pistoleer/fencer, counterattack for 2hand/Carbineer, and Block for rifle/pikeman.


Novice medic is ALWAYS good to have, and the ability to heal bleeds is very nice (especially if you get hit with uber NS bleeds).


Ranged and Melee mitigation both cap at 3. it doesn't matter how much more you have after that, 3 is cap.


all other defenses cap at +125. you can add up to +25 (for a total of +150) with skill tapes. you can add food on top of that.

so 144 melee defense is overkill, don't let that be a determining factor.


WIth your second choice, you getranged mitigation 2, medic abilities, and far better state defenses.

the only thing you really miss out on is poison/disease cures via meditation, and TKM state application ability. i'd take state defensesand medic ability over state offenses any day


choice 2, imo.


Message Edited by Jeisyn on 01-18-2005 04:38 PM



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NHGLethos
Tue Jan 18, 2005 12:50 pm
#22






Felix07 wrote:


Also....... if anyone has any advice on stat migration for MS that would be greatly appreciated.





Generally speaking, with stat migration,most always fight doctor buffed (personally i always with musican buffs aswell, i have an alt doc/musican)...


so i see it this way, max out your mind/focus/willpower stats, depending on your species will vary how many points you have left over, i usually put rest in health and/or consititionafter doing the mind...

common ones such as humans, i recommend ... 400/400/400 400/400/400 1100/1100/800 (cant remember if willpower goes to 800 or 900 with points left over)


with other species, you will most likely have points left over after maxing out mind, so equallying putting the rest in health and consitiion is usually the best way to go.


With standard doctor buffs (depending on server 2.1k to 2.4k), you will find strength and quickness will still be high enough after equipping even the heaviest of armors, to give minimal ham costs to specials so theres no need to have those above minimum that they go.




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PistolingMed
Tue Jan 18, 2005 4:51 pm
#23

Master Brawler
Master Swords
Doc 3040

Godly PvP and PvE



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Jeisyn
Wed Jan 19, 2005 9:30 am
#24






PistolingMed wrote:
Master Brawler
Master Swords
Doc 3040

Godly PvP and PvE






or, change it up slightly and get more sword speed and ranged mitigation 2, and more state defense:


master sword, trickshot, doc 3020, and FS melee speed 4





Col. Jeisyn Blackwell
Rebel Alliance
-RECON-
JediForceSeeker
Wed Jan 19, 2005 9:54 am
#25

Change your stats to


1000/1000/1000


or


8000/1100/1100



And as far as templates go, Stim D's with at least Medic 2x4x and a +25 Medc shirt heal for huge damage, which sometimes the Mobs can pull a fast one on ya.




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(Elder Jedi)
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PistolingMed
Wed Jan 19, 2005 12:51 pm
#26






Jeisyn wrote:





PistolingMed wrote:
Master Brawler
Master Swords
Doc 3040

Godly PvP and PvE






or, change it up slightly and get more sword speed and ranged mitigation 2, and more state defense:


master sword, trickshot, doc 3020, and FS melee speed 4






That's good... but Master Brawler is incredible. Also I am speed capped with SEAs so I don't need FS speed


Oh, and to my best knowledge... ranged mitigation does not work with a melee weapon equipped



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