Fencer Archive

Thread: Advice on class combos

SelfbiasResistor
Sun Dec 28, 2003 8:04 am
#1

I just recently started SWG although I did a bitof beta testing at the very end, so I have a fairly good understanding of the basics. I'm currently working towards Pistoleer and Fencer, more for a personal choice than the dodge stack, I like the idea of whipping out a blade when the mob closes to melee range.


I've also trained up scout quite a bit, my eventual goal is 4/4/2/1 for the terrain negotiation and traps, which leads to my 1st question, I use the traps pretty religously and they seem to work, especially the melee and ranged defense down. Has anyone done some serious testing as to the viability of traps as the mobs begin to toughen up.


I tend to be more of a soloist due to time schedules, although I group when I can. I don't really want to go the TKA route for soloing(seems a bit too popular) I've also looked at smuggler, but fencing doesnt really tie in that well. So the second question is will the fencer/pistoleer/scout be a good combo in the long run or should I branch out more. I enjoy fencing the most, I just want to have something that compliments well.







Selfbias Resistor:




Bringing you cheap beer and pork rinds since 1987
maytrix-scylla
Sun Dec 28, 2003 9:26 am
#2

master brawler gives you lots of stuff to work with.
you are a solo fighter you need novice medic.
here is a start if you want to check it out. creat what i wright and then change as you see fit. here is the link http://swg.allakhazam.com/db/charbuild.html
brawler master
novice medic
scout 3/4/2/0
marksman 0-4-0-0
fencer master
pistoler 4-0-0-0
that would leave you with 3 points to put some where
remeber if you are going for treain negotian you only need lvl 3 to get all the bouness but check it out and get back to me i would like to hear how you set up



VENDOR FOR AUCTION PICK UP AND DROP OFF, CORELLA CORONET 668, -5837
*************************************************************
*MAYTRIX (DOT) 2H Master-TKM
*Tuesday Welds
- I support keeping & balancing the current combat system You can too
Valkari-TKM
Sun Dec 28, 2003 11:07 am
#3






maytrix-scylla wrote:
master brawler gives you lots of stuff to work with.
you are a solo fighter you need novice medic.
here is a start if you want to check it out. creat what i wright and then change as you see fit. here is the link http://swg.allakhazam.com/db/charbuild.html
brawler master
novice medic
scout 3/4/2/0
marksman 0-4-0-0
fencer master
pistoler 4-0-0-0
that would leave you with 3 points to put some where
remeber if you are going for treain negotian you only need lvl 3 to get all the bouness but check it out and get back to me i would like to hear how you set up




im curious with that set up, why would he want that much scout? 3/0/0/0 i could see , although with vehicles, it is not really all that important anymore, but why 3/4/2/0?



Valkari
~ Wookiee Extraordinaire ~
~ Master Battle-Tank ~
"The Unofficial Official Rabid Monkey of Intrepid."

SelfbiasResistor
Sun Dec 28, 2003 11:30 am
#4

3/4/2/0 in scoutmakes more sense than 4/4/2/0. The reason I was going that far in scout was because of the traps and the tohit bonusagainst creatures.The trapswork very well as debuffs on creatures, makes for a faster battle. I guess this question would better answered in the scout forums.


If the traps still work well on tougher mobs it is a very valuable skill I think.







Selfbias Resistor:




Bringing you cheap beer and pork rinds since 1987
Valkari-TKM
Sun Dec 28, 2003 11:36 am
#5

i remember grinding through master scout, and doing the traps part.



how effective is this for higher lvl encounters?




Valkari
~ Wookiee Extraordinaire ~
~ Master Battle-Tank ~
"The Unofficial Official Rabid Monkey of Intrepid."

SelfbiasResistor
Sun Dec 28, 2003 11:44 am
#6

Well I just took a quick cruise over to the scout forums, smelly bunch there, I think they spend too much time skinning rabbits. The prevailing opinion over there is that traps are great for awhile but the usefullness drops away as you begin to move towards a hybrid or elite proffesion.


You also brought up a good point on terrain negotiation, with vehicles ingame it may not be as important. I'm thinking now that unless I head towards the BH route(once again not much tie in to fencer)it may be better to back off from scout as I go higher in the skill trees. That will open up alot of options for skill usage. Smuggler maybe an option now as well if I lose some scout points.....sigh.so many skills, so little time




Selfbias Resistor:




Bringing you cheap beer and pork rinds since 1987
Valkari-TKM
Sun Dec 28, 2003 11:49 am
#7

hehe, well scout is good, and it was a MUST back in the day.


its all a matter of perspective i suppose.




Valkari
~ Wookiee Extraordinaire ~
~ Master Battle-Tank ~
"The Unofficial Official Rabid Monkey of Intrepid."

Braglor
Sun Dec 28, 2003 12:24 pm
#8




SelfbiasResistor wrote:

Well I just took a quick cruise over to the scout forums, smelly bunch there, I think they spend too much time skinning rabbits.



haha indded they are too hung up on the skinning rabbits and bunnies "thing" in that forum
maytrix-scylla
Mon Dec 29, 2003 1:43 am
#9

OMFG that was good "I KILL BUNNYS" lol
but you realy should keep scout 3-0-0-0 for the treain negotion even though you have the bikes the kiting npc and player suck when you dont have 3-0-0-0



VENDOR FOR AUCTION PICK UP AND DROP OFF, CORELLA CORONET 668, -5837
*************************************************************
*MAYTRIX (DOT) 2H Master-TKM
*Tuesday Welds
- I support keeping & balancing the current combat system You can too
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