Game Guides Archive

Thread: [Guide] Combat upgrade per profession: certif, skills, abilities and mods

Pahaddino
Mon Apr 11, 2005 10:04 am
#14


No I was wrong


Message Edited by Pahaddino on 04-11-2005 01:06 PM

darkripper2000
Tue Apr 12, 2005 3:43 pm
#15

nice guide



Gati Xefof- Lowca
(gnn[[[[[[[[[[]nnnWXggggggggggggggggggggggggggggg)
Skybo
Tue Apr 12, 2005 5:46 pm
#16




Pahaddino;


"The current design is that the buff will last from 30 min to 3 hours depending on the level of the entertainer, but bonus amount will be the same, always."


Not so. I got Music 2 (in the lower Entertainer Tree, btw)just for the heckof it, and give a full 180 minute buff. Might take a little longer than a Master Musician to give, but not much.


=================================================================

Also:

-C Combat Medic

Primary Role: Medical Combatant
Secondary Role: Combat Healing
Offense: Strong (4)
Defense: Weak (2)
Crowd Control: Moderate (3)

TBD


Secondary I guess! Since everyone who keeps Medic tree and gets a little Medical Support and Ranged Healing can do as good as a Combat Medic, except for Area Healing.

===================================================================


I feel that although they have added new weapons, they have raised the certification levels too much for our old favorites:


The Laser Rifle, my favorite clear up til getting Novice Rifleman, is now certified at Level FOUR of the last Tree in Elite Rifleman! OUCH!


And the Scout Blaster, my favorite clear up til getting FWG5, now way up in the Elite Tree!


What gives with this? No wonder it's so hard to level a noob on TC, we don't have any firepower!


===========================================


Biggest gripe, weapon-wise, is that while a Mummer Ruffian is only Level 7, when I (playing my Level 11 Ithorian Swordsman-to-be) accidentally threw a grenade and p*ssed off 3 of them at once and had to run, they ALL THREE switched from their D-18 Pistols to LASER CARBINES when I got a certain distance away! AND, they continued to hit me when I was OVER 120 METERS AWAY!


Something not Kosher there...


[Edit: Oh yeah, I forgot to add... AND THEY HIT ME FOR 209 ENERGY AND 70 HEAT PER SHOT!!!]



Message Edited by Skybo on 04-12-200508:00 PM

Message Edited by Skybo on 04-12-2005 08:01 PM



Whyizzderzomennymororzzezzazzezdenderizorzez?

Skybo Sadar, Lieutenant Colonel, Rebel Alliance, X-Wing Alliance Guild
Master Combat Medic/Master Doctor/Master Medic
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Pahaddino
Wed Apr 13, 2005 1:22 am
#17

Thanks for the input sky.


I have to update the guide, won t have time until end of week badfully.


SimonVeers
Thu Apr 14, 2005 5:37 am
#18

This is a good thread. Keep up the good work



Gerald Von-Kel
Husband to Dralni Llwecoo
Father to Andrass Von-Kel
Colonel in the Imperial Army
Anttti80
Tue Apr 19, 2005 4:27 am
#19

You forgot to add Mon Cals and their abilities in the species list...

if i remember right the hitpoints are 900-2900 for mon cals, someone better confirm this.




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ALeoNN
Wed Apr 20, 2005 2:40 am
#20






SimonVeers wrote:

This is a good thread. Keep up the good work






Yeah it's very to the point and easy to absorb.




Andrian
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Aceagain
Wed Apr 20, 2005 5:31 pm
#21

Good Job!



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HardwiredXMan
Thu Apr 21, 2005 4:45 pm
#22

You forgot that jedi also get +20 armor at initiate and another +50 when having master defender. So TKM and Jedi are the only professions that have this hidden defensive armor mod. I don't know if the mod will still work when jedi wear armor but it doesn't matter anyway becuase a jedi will not wear armor since it decreases his damage he can do about 95% or so. Also, TKM armor and jedi Armor do not stack.
themorph
Fri Apr 22, 2005 1:14 am
#23






Kiryoku wrote:




Pahaddino wrote:






Species innate abilities :

Human :
Zabrak: equilibrium, vitalize (buff +20% health)
Rodian:
Trandoshan : vitalize (buff +20% health)
Wookie : Wookie roar (intim)
Bothan :
Twi'lek :
Ithorian :
Sullustean :




not sure about the others, but wookiee roar doesn't intimidate in the CU (heh, that might be too powerful considering how they moved intimidate abilities around)... if i recall correctly, it grants the following buff:


+20 accuracy

+20 melee damage

-20 defense


can't remember how long it lasts, off the top of my head though, sorry...






Does that mean, that mods like 2-h melee damage might work after the CU?



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kAotiC_HeRo
Fri Apr 22, 2005 1:21 am
#24

Thanks Pahaddino, I am using your Fencer Input for my own guide to my profession. Thanks again.



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KAOTIC HERO -[My new baby!. ]- BRITTANI


Kiryoku
Fri Apr 22, 2005 12:04 pm
#25




Pahaddino wrote:






Species innate abilities :

Human :
Zabrak: equilibrium, vitalize (buff +20% health)
Rodian:
Trandoshan : vitalize (buff +20% health)
Wookie : Wookie roar (intim)
Bothan :
Twi'lek :
Ithorian :
Sullustean :




not sure about the others, but wookiee roar doesn't intimidate in the CU (heh, that might be too powerful considering how they moved intimidate abilities around)... if i recall correctly, it grants the following buff:


+20 accuracy

+20 melee damage

-20 defense


can't remember how long it lasts, off the top of my head though, sorry...



kago

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