Fencer Archive
Thread: Are the 1 skill point Force Sensitive Options worth it?
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Sephia
Mon Jan 17, 2005 2:09 pm
#1
Ive looked in the threads and have found little talk about the bonuses gained from the combat prowess and enhanced reflexes. They offer little in the way of bonus but are also really cheap. Can these cheapies help fill the gaps in weak areas targeting exact mods. What are your ideas on this?
TalusianRogue
Mon Jan 17, 2005 4:20 pm
#2
Just about everyone has some odd number of skill points left over. Definately worth dumping into FS.
I personally enjoy FS ranged and melee defense, and FS Accuracy along with my MFencer MDoc
JayWind
Mon Jan 17, 2005 4:22 pm
#3
It depends. Do you mean buying just one of them, or getting all four boxes in a tree?
Getting the entire line of Melee or Ranged Defense adds 20 melee or ranged defense.
The accuracy and speed lines add +12 each.
The Enhanced Reflexes-Survival line adds more scout skill bonuses. As a Creature Handler without the trapping and wilderness survival parts, the Enhanced Reflexes-Survival mods bump me up to having the same creature harvesting, terrain negotiation and mask scent as a master scout. it's nice to harvest alot more resources, run up hills faster than people on vehicles and poke aggro creatures as they beat up on guildmates with weaker mask scent
Getting the entire line of Melee or Ranged Defense adds 20 melee or ranged defense.
The accuracy and speed lines add +12 each.
The Enhanced Reflexes-Survival line adds more scout skill bonuses. As a Creature Handler without the trapping and wilderness survival parts, the Enhanced Reflexes-Survival mods bump me up to having the same creature harvesting, terrain negotiation and mask scent as a master scout. it's nice to harvest alot more resources, run up hills faster than people on vehicles and poke aggro creatures as they beat up on guildmates with weaker mask scent
BarqsRootbeer
Tue Jan 18, 2005 5:36 am
#4
the combatforce skillshelp alot i have a master swordman that has the melee force skills and he owns. he can deal outdamage just as fast as a tkm butwith alot higher numbers i can moew down 30k jantaor 40k rancormissions in about1-2 min.
whatever you do just don't get luck or the force skills that improves your vehicles thay are botha rip off when you can get somthing like terrain negotation or ranged/melee speed/damage.
Sephia
Tue Jan 18, 2005 8:48 am
#5
Well Yeah, almost everyone has a few skill points left over... SO taking one or two would always help.
But dont skills cap at 125, so most of us with dual melee professions or pistoleer have melee def, and dodge, weapon accuracy at 125+.
The only ones I have seen that seem to help are the melee spd ones, as we cant get past 100 without tape help.
It seems in working a template you want to get as many stats as close to (or just over) 125 for efficnecy purposes. Does this seem right?
But dont skills cap at 125, so most of us with dual melee professions or pistoleer have melee def, and dodge, weapon accuracy at 125+.
The only ones I have seen that seem to help are the melee spd ones, as we cant get past 100 without tape help.
It seems in working a template you want to get as many stats as close to (or just over) 125 for efficnecy purposes. Does this seem right?
EvilSockPuppet
Tue Jan 18, 2005 9:39 am
#6
Sephia wrote:
Well Yeah, almost everyone has a few skill points left over... SO taking one or two would always help.But dont skills cap at 125, so most of us with dual melee professions or pistoleer have melee def, and dodge, weapon accuracy at 125+.The only ones I have seen that seem to help are the melee spd ones, as we cant get past 100 without tape help.It seems in working a template you want to get as many stats as close to (or just over) 125 for efficnecy purposes. Does this seem right?
Melee and ranged def cap at 125, so if you are a Def stacker, then the FS defenses are worthless to you but accuracy doesn't cap. Also Swordsmen and Pikemen need FS speed to cap, unless they want to buy a several mil in speed tapes.
Just so you know, the speed cap is 100 but if you have a fast enough weapon then you won't need to cap. Such as, you only need 90 speed to cap with mostLVAs.
Sephia
Tue Jan 18, 2005 9:53 am
#7
Hey this is great information. Is there a list somewhere of what stats cap and what that cap value is?
mesan
Tue Jan 18, 2005 11:10 am
#8
Without doubt these mods are useful. My guildmate took the melee speed line and found it was too fast to maintain his mind when stacking specials! I am under the impression that the stats afforded by the FS skills are a percentage increase, not just a top up on current stats so they are worth more than they seem. You might want to confirm that though.
Steno Raldian <BEAST>
Master fencer/BH/Privateer
Farstar
TalusianRogue
Tue Jan 18, 2005 11:16 am
#9
Not really....but for things useful to fencer, ranged defense, melee defense, dodge, counterattack, and block all cap at +125, and all of the defense vs X stats cap at 100, and speed caps at 100 (though with our quick weapons we tend to cap at +90).
Sephia wrote:
Hey this is great information. Is there a list somewhere of what stats cap and what that cap value is?
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