Game Guides Archive

Thread: Respec suggestions for solo combat template?

squirk
Fri Jun 10, 2005 4:25 am
#1

I have not logged into the game since the CURB or the Expansion came out, due to real-world craziness.


I'm about to get back into it and I was looking for suggestions on how to respec if I primarily play solo. I know the whole point of the CURB was to minimize situations where someone solos a krayt or lair of rancors, but for those of you who have had a chance to thoroughly play around with the new system, can you give me any suggestions on the new "good" solo templates?


Any info would be appreciated. Thanks!


Squirk
mathilda_agosa
Fri Jun 10, 2005 5:54 am
#2

Master Doc, Master Swordsman, TKA just for improved Center of Being, which I think is 0100



----------------------------------------------
Mathilda Agosa --- Valcyn

Master of Teras Kasi
Master Swordswoman
Master Elementary School Teacher
sciguyCO
Fri Jun 10, 2005 7:59 am
#3

I think TK + {another melee} is a good solo choice. TK gets you innate armor (so you can get a good all-around damage reduction without shelling out for actual armor), improved CoB (makes it harder for you to die), state recoveries, power boost for a self-buff of +500 health, and if your weapon goes to zero condition in the middle of battle, you can still do decent damage bare fisted. The main drawback is the lack of attack specials. For straight damage, the only option is combo attack. TK also gets a KD (KD + dizzy at improved or advanced) and a dizzy attack.


Right now I've got TKM, and I'm going up Swordsman to get some more damage special choices. I'm at CL 63, and as long as I'm careful with the number of aggros I take on, I can take on yellow con creatures (CL 64 to 66 or 67) without too much trouble. I'm not sure what I'll tack on after hitting Master Swords, maybe medic or scout for the resource harvesting.





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Phoenix3t
Sat Jun 11, 2005 6:26 am
#4

Master BH/Master Carbineer/Full Concealment Tree on Rifles ... here's why:


Regardless of whether u are gonna hunt Jedi, M BH provides for some really good specials: Underhand Shot which is a good Knockdown, Crippling Shot which is a decent Snare, Duelist Stance (the ranged equivalent of Center of Being) and it works wonders cause u not only avoid, but also mitigate damage taken and return fire, Criticial Shot which is very powerful. Combine that with M Carbineer for your full auto area (very cool against multiple mobs) and suppression fire (again, multiple mobs, but also reduces mob's ability to attack), Charge Shot .. another good knockdown which can be used while underhand shot is recharging, and Rapid Shot .. absolutely essential. So, with both BH and Carbineer, u can : Duelist Stance, Underhand Shot for the Knockdown, Crippling Shot for the snare, and Rapid Shot then Critical Shot. Rapid shot is a rapid recharge shot, so u can shoot off twice as many rapid shots and u can critical shots .. and almost double the fire rate of your other ranged friends. Just make sure u watch your action bar .. cause that does go down quickly using the above with a single opponent.


On the other side of it .. in a group, M Carbineer and MBH is awesome. You can stand back, and knockdown the mobs as they get close to your melee folks (and remember that Underhand Shot and Charge Shot can be used nearly simultaneously against different mobs) plus the area attacks do pretty good damage and are a great asset to any hunting group.


Now, for the solo part in u ... the concealment tree on Rifles is also essential. Because the /cover command and Improved Concealment shot will allow u to hit the mobs about 4 times at the max damage of your weapon before u are discovered, which should reduce most ham bars on mobs about 25-50% (depending on their ham recharge) and when they do discover u, u can use underhand shot to knockdown them down, giving you time to get back up, snare them and critshot/rapid shot them to death.


Also, a word of caution: If you are going to solo, Melee is not the best answer, IMO. Melee needs to be within 5m to actually hit the creature. So, if u need to run, u have no specials to assist your escape. As a Carbineer or a BH, u havetwo knockdowns and plenty of snaring power .... and u can use them all the way up to 65m away .. so run, and knockdown/snare will give u the time u need to escape an encounter gone wrong. Also, don't bother with training as medic, unless u wanna be a CM or group hunt. The reason is, the stim packs are now designed to be used by anyone depending on CL. For instance, a stim pack D can be used by a CL 60 character, and it goes down from there ... A CL 1 can use a Stim pack A. So, go buy some STim Pack D's ... and make sure u use your defense modifier (COB if melee and Duelist Stance if BH)


Hope this helped!


P.S. Honestly, although I do hunt solo from time to time, grinding solo is just not worth it unless ur jedi ... the XP gains from grouping (and the fun and wackiness on TeamSpeak) make group hunting far more enjoyable IMO. Have a great one!





Sinaki Nigoderi | Ahazi ~ Elder Jedi ~ Corsec Ace Pilot ~ Politician
Sin'Aki Bloodmoon | Ahazi ~ MSW ~ Alliance Pilot ~ Politician
DarthMinos
Sat Jun 11, 2005 6:44 am
#5


Depends on your play style.


If you like melee, then the aforementioned TKM + Swordsman or other melee professions is a good way to go. High defense plus some great offensive moves and weapons.


If you like ranged, you can go a lot of ways.


Whatever you do in a ranged template, make sure you have a root attack. Smuggler, pistoleer, and bounty hunter, IIRC, have these attacks. Maybe rifleman as well.


My ranged character is a carbineer that dabbles in other ranged professions to pick up more ranged speed, defense, and the root attacks. I can solo quite a bit.





Rieke Mysadwy--Pre-CU Jedi (MLS, MDef, Nov Healer, 3xx2 Enh) & Professional Scoundrel, Leader of CCEF
Davaj Knyghtsyde--Bounty Hunter
Trawwl--Wookiee Commando
Grewaulk--Rodian Structures Trader

Loot and Structures Vendor at: -2634 -9, Caldara Cove on Dantooine
firebones
Sun Jun 12, 2005 12:11 am
#6

I am Master BH and Master Ranger with 1/1/4/4 Marksman and loving life. With MBH I get to use the Proton Carbine for my primary weapon. As a Master Ranger, I can track anything and use it to find those hard to-to-find peeps and creatures (think hermit quests and Kashyyk Quests). And I get to harvest resources to make the Camo Kits for every to use myself or sell to others.



Felerof Cegal,


Master BH & Master Ranger


Owner of the "No-Kill" List on Radiant


squirk
Mon Jun 13, 2005 6:40 am
#7

Well, right now, I am a Master Rifleman and a Ranger with all of the Tracking branch filled up (for the Mask Scent and the aforementioned Hermit quests). Some Medic as well for healing in the field.

Problem is, I can't really explore how my template has changed (i.e., decide if it's still for me) because I'm told I have an excess of points and cannot move until I surrender skills or respec. So basically, I have to commit one way or the other before I can go anywhere or do anything.

I love the Rifleman Conceal Shot, but I admit it's of limited use in close quarters. The TKM/Swordsman/Fencer sounds appealing because of all those ranged and melee defense mods. If I have all those and go against a ranged opponent, it doesn't matter that I have to get within 5m since they will have a hard time hitting me, right?

Still, there's just something that feels "right" about a Wook Rifleman/Ranger.

**sigh** decisions, decisions......
Noccs
Mon Jun 13, 2005 8:01 am
#8


I am - MBrawler, TKM, MSwords, Fencer 4000, & Medic 0030. Great ranged & melee defense (boosted even more w/ bio-clothes). The medic is good for grinding when solo - bacta shot cuts the down time.



** Worst Registration Date Ever **
Goldorf
Mon Jun 13, 2005 8:03 am
#9

I've found that whenI was a rifleman, the essential post CU class to go along with it is MBH, MBH gives you so many general ranged bonuses, plusthe shear amount of specials. Combine these specials and ranged bonuses with rifleman's weapon potentials and you have yourself one of the most powerful ranged classes. If you're worried about creatures moving in too close, pick up some pistoleer for the root's and snares.


As for a melee template, my favorite is Master TK, Fencer, Swords. TK for the innate armor, improved CoB, and meditatation line. Fencer for the binding strike (a PvP must have) bleeds andblind's. Swords for area taunt, armor break (a PvE must have), and berserk. This grouping has very high melee and ranged resistances (with food and clothing I've gotten my Melee defence up to 467 and ranged to 309, equiped as a TKM)





Goldorf Crestingflier
XO of Phoenix Squadron
Rebel Alliance Major
Veteran since July 21, 2003
+Stealth+
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