Fencer Archive
Thread: Help me on a PvP template???
DrekkarStorm wrote:
Hey guys. My template is planned to be as follows:
Master Rifleman
0044 Pistoleer
4400 Fencer
0003 TKA
I was just wondering if anyone knew if that was a good plan or how you would change it?
Also, Would this template put me over the cap limit on any defenses or what not?
(I'm posting this on all the profession boards that i have in my template)
I assume you only mean to be using a rifle with this template and no other weapons? A melee profession will help a lot in PvP, but if you are good enough or defended well enough, you should be fine. These skills leave you with 15 skill points left over. That's for Novice Medic, right? If not, make sure it is ![]()
Melee defense isn't that much use to a Rifleman(unless you have also mastered a melee profession), so that whole line of Pistoleer needs to go(not to mention you're well over the +125 cap without it
). I'd simply move those four boxes to the third line of Fencer for further status defenses.
Even then, you are still over the cap on ranged/melee defense. Try moving the 3 boxes you put into TKA to the Meditate line. That allows you to Powerboost and meditate away bleeds, poisons, and diseases. After getting 3/4 of the Meditate line, it sure would be nice to finish it...but wait- you can!
Remove the top box of the first Fencer line to finish Meditate. Now you can use Force of Will and meditate away wounds and you are still capped on ranged defense. ![]()
Though you may still be over the cap on ranged defense, you have only 96 melee defense. Not that you should ever need it. ![]()
What you should have now is this(with 0 skill points remaining):
- Master Rifleman
- Pistoleer 0/0/4/0
- Fencer 3/4/4/0
- TKA 4/0/0/0
- Novice Medic
And your defenses will be:
- +20 to Intimidate
- +50 to Stun
- +70 to Posture Down
- +90 to Blind/Dizzy
- +100 to KD
- +125 Ranged defense
- Ranged Mitigation 3
- Stim Bs(not 'defense', but they help)
Some people will have you go completely different routes, but this is probably the best option for you without changing what you originally had too much. ![]()
DrekkarStorm wrote:Can i ask why the xxx4 on markman??
I'm guessing for the suppression fire(posture change).
Suppresion fire is worthless, never sticks in pvp. My template right now is master fencer master rifleman pistoleer 0040 medic 1040. You need to be able to use stim e's if you plan to pvp, jedi are everywhere now and they can hit your health and action pools for 400-600 a second while kded. The only thing this template is weak against is intimidation and dots, and the new resistance buffs help with those a lot. My friend is picking up master tka instead of master rifleman with the rest of his template the same, he'll be harder to take down but will lack the dps my rifles will give me access to.
eveready9999 wrote:
DrekkarStorm wrote:
Can i ask why the xxx4 on markman??
I'm guessing for the suppression fire(posture change).
ArkanIrami wrote:
Suppresion fire is worthless, never sticks in pvp. My template right now is master fencer master rifleman pistoleer 0040 medic 1040. You need to be able to use stim e's if you plan to pvp, jedi are everywhere now and they can hit your health and action pools for 400-600 a second while kded. The only thing this template is weak against is intimidation and dots, and the new resistance buffs help with those a lot. My friend is picking up master tka instead of master rifleman with the rest of his template the same, he'll be harder to take down but will lack the dps my rifles will give me access to.
eveready9999 wrote:
DrekkarStorm wrote:
Can i ask why the xxx4 on markman??
I'm guessing for the suppression fire(posture change).
I have a rifleman/doc toon and he has suppresion fire, with accuracy food he rarely misses a posture change on a ranged toon. On a melee toon it take's a few but it definitely helps.
Message Edited by eveready9999 on 08-28-2004 09:17 PM