Game Guides Archive
Thread: Most powerful profession mix / templates
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masterz0fgamez
Tue Dec 21, 2004 7:10 pm
#1
Ok besides the jedi/sith professions lets stick with the regular professions.
I would like you to name powerful templates and how they're good or usefull.
Example....."I like this template because your defense mods are very good and can dodge about any ranged.....but not melee"
Or a certain profession that is good for a certain task...a MUST have profession in pvp battle, the ultimate ranged pvp, a profession that can hunt certain creatures, krayts, rancors etc.....
Ty all for your time
tHeRaBiDmOnKeY
Tue Dec 21, 2004 7:21 pm
#2
I like TKM/MSwordsman with 2/2/0/0 medic, just becuase its a good PvE template, u got the blast/kinetic so you can take down nightsisters, and headhit3 is great for PvE and PvP
zPYROz
Tue Dec 21, 2004 7:38 pm
#3
MSwords (master of kinetic and blast damage) Extremely good in PvE. Also, very mean in PvP
MBrawler (Intim2, WC2, Lunge2) Intim2 for both PvE and PvP, the lunge2 is unmatched atm in PvP. 
2340 Medic Talking serious self/team healing here
Some Fencer and TK Meditate line of TK is the most valuable skill in the game imo. Melee defenses and state defenses from both professions are valuable all around.
Good for the casual PvP and very effective in PvE. Nothing you can't take, well besides a rockshaper and some Spiderclan witches.
But those are avoidable. 
kenseideathbringer
Tue Dec 21, 2004 11:08 pm
#4
master swordsman combat medic 4404 you can drop mind poisons on things and then whack away with mind hits, this is most effective for pvp, also master swordsman haas melee toughness and counterattack, adds up to a very powerful tank
RussStryker
Wed Dec 22, 2004 12:48 am
#6
dunno if this is the most powerful but i find my master pistoleer, master smuggler, master TKA, effective at killing jedi and PVE as well as moderatly good at PVP, unless your fighting jedi, if you have a good geo blaster there toast.
TAfirehawk
Wed Dec 22, 2004 7:55 am
#7
It is all about MASTER CARBINEER 
Can't believe all you folks have left out THAT.....
GlargTheKelfn
Wed Dec 22, 2004 8:02 am
#8
TAfirehawk wrote:It is all about MASTER CARBINEERCan't believe all you folks have left out THAT.....
creature handler pwns you n00bs.
seriously, i have ben ch since before the 1st ch nerf, and i still love it for pve. i was pistol, but dropped that due to lack of ap, and picked up rifle. as master rifle/ch/little medic, i can drink a brandy, and walk across just about any planet with just a pet and be nice and safe.
i just wish i had more l69-70 pets.
KabaI
Wed Dec 22, 2004 11:29 am
#9
My favourite combination is Master Swordsman/Master Doc. I love the fact that it is completly self sufficient (except for needing Mind buffs). Not the best in terms of Defence Vs, but as long as you know what you're doing (and dont hit any extreme lag spikes), you will never go down in PvE. You turn into an unstopable killing machine, tearing through anything that stands in your way. You just cant go wrong with 5k mind hits, or 3-5k spin attacks.
Jittaba
Wed Dec 22, 2004 1:39 pm
#10
Master Sword / Master Rifle, both speedcaped and your rule the PvE
Jittaba
Wed Dec 22, 2004 1:43 pm
#11
Master Sword / Master Rifle, both speedcaped and your rule the PvE
. Nothing can stop you with your kinetic (ap medium), blast (ap medium), acid (ap medium), energy (ap heavy), heat (ap none), cold (ap none), stun (ap light) damage
.
Oh to be a lill more exact: Master Sword, Master Rifle, Medic2130, Fencer4000.
Block +70
Carbine Accuracy +10
Carbine Speed +5
Counterattack +100
Cover +80
Defense vs Blind +20
Defense vs Dizzy +30
Defense vs Intimidate +20
Defense vs Knockdown +25
Defense vs Posture Change +40
Defense vs Stun +60
Dodge +15
Injury Treatment +35
Injury Treatment Speed +20
Medical Foraging +55
Medicine Assembly +10
Medicine Experimentation +10
Medicine Use +30
Melee Defense +129
Melee Mitigation +3
One-handed Melee Toughness +32
One-handed Weapon Accuracy +70
One-handed Weapon Center of being duration +18
One-handed weapon Center of being efficacy +65
One-handed Weapon Speed +35
Pistol Accuracy +10
Pistol Speed +5
Polearm Accuracy +10
Polearm Center of being duration +5
Polearm Center of being efficacy +10
Polearm Speed +5
Ranged Defense +156
Ranged Mitigation +3
Rifle Accuracy +160
Rifle Accuracy While Moving +10
Rifle Aiming +100
Rifle Concealment Chance +100
Rifle Speed +90
Taunt +10
Two-handed Melee Accuracy +130
Two-handed Melee Center of being +31
Two-handed melee Center of being efficacy +120
Two-handed Melee Speed +75
Two-handed Melee Toughness +43
Unarmed Accuracy +10
Unarmed Center of being duration +5
Unarmed Center of being efficacy +10
Unarmed Damage +10
Unarmed Speed +5
Wound Treatment +5
This melee and ranged defense (both overcapped, since cap ist at 125) are great! If you gonna plan Jedi, you gotta drop the medic complelty, but still mrifle/msword, fencer4000. And why medicxx3x? Do use decent 600ish Stims C
.
Oh to be a lill more exact: Master Sword, Master Rifle, Medic2130, Fencer4000.
Block +70
Carbine Accuracy +10
Carbine Speed +5
Counterattack +100
Cover +80
Defense vs Blind +20
Defense vs Dizzy +30
Defense vs Intimidate +20
Defense vs Knockdown +25
Defense vs Posture Change +40
Defense vs Stun +60
Dodge +15
Injury Treatment +35
Injury Treatment Speed +20
Medical Foraging +55
Medicine Assembly +10
Medicine Experimentation +10
Medicine Use +30
Melee Defense +129
Melee Mitigation +3
One-handed Melee Toughness +32
One-handed Weapon Accuracy +70
One-handed Weapon Center of being duration +18
One-handed weapon Center of being efficacy +65
One-handed Weapon Speed +35
Pistol Accuracy +10
Pistol Speed +5
Polearm Accuracy +10
Polearm Center of being duration +5
Polearm Center of being efficacy +10
Polearm Speed +5
Ranged Defense +156
Ranged Mitigation +3
Rifle Accuracy +160
Rifle Accuracy While Moving +10
Rifle Aiming +100
Rifle Concealment Chance +100
Rifle Speed +90
Taunt +10
Two-handed Melee Accuracy +130
Two-handed Melee Center of being +31
Two-handed melee Center of being efficacy +120
Two-handed Melee Speed +75
Two-handed Melee Toughness +43
Unarmed Accuracy +10
Unarmed Center of being duration +5
Unarmed Center of being efficacy +10
Unarmed Damage +10
Unarmed Speed +5
Wound Treatment +5
This melee and ranged defense (both overcapped, since cap ist at 125) are great! If you gonna plan Jedi, you gotta drop the medic complelty, but still mrifle/msword, fencer4000. And why medicxx3x? Do use decent 600ish Stims C
Message Edited by Jittaba on 12-22-2004 12:56 AM
Jittaba
Wed Dec 22, 2004 1:55 pm
#12
Or if you can live with novice medic just to become a lill more defense against states. Here's my favourite:
Master Sword , Master Rifle, Fencer4400, Medic0100.
Block +70
Carbine Accuracy +10
Carbine Speed +5
Counterattack +100
Cover +80
Defense vs Blind +20
Defense vs Dizzy +30
Defense vs Intimidate +20
Defense vs Knockdown +75
Defense vs Posture Change +90
Defense vs Stun +60
Dodge +30
Injury Treatment +5
Injury Treatment Speed +20
Medical Foraging +10
Medicine Assembly +10
Medicine Experimentation +10
Medicine Use +5
Melee Defense +129
Melee Mitigation +3
One-handed Melee Toughness +32
One-handed Weapon Accuracy +70
One-handed Weapon Center of being duration +26
One-handed weapon Center of being efficacy +100
One-handed Weapon Speed +80 Well, if you get a +15 Ca/Aa, you're speedcaped with Fencer, and also able to use fencer, if you want!
Pistol Accuracy +10
Pistol Speed +5
Polearm Accuracy +10
Polearm Center of being duration +5
Polearm Center of being efficacy +10
Polearm Speed +5
Ranged Defense +156
Ranged Mitigation +3
Rifle Accuracy +160
Rifle Accuracy While Moving +10
Rifle Aiming +100
Rifle Concealment Chance +100
Rifle Speed +90
Taunt +10
Two-handed Melee Accuracy +130
Two-handed Melee Center of being +31
Two-handed melee Center of being efficacy +120
Two-handed Melee Speed +75
Two-handed Melee Toughness +43
Unarmed Accuracy +10
Unarmed Center of being duration +5
Unarmed Center of being efficacy +10
Unarmed Damage +10
Unarmed Speed +5
Wound Treatment +5
Master Sword , Master Rifle, Fencer4400, Medic0100.
Block +70
Carbine Accuracy +10
Carbine Speed +5
Counterattack +100
Cover +80
Defense vs Blind +20
Defense vs Dizzy +30
Defense vs Intimidate +20
Defense vs Knockdown +75
Defense vs Posture Change +90
Defense vs Stun +60
Dodge +30
Injury Treatment +5
Injury Treatment Speed +20
Medical Foraging +10
Medicine Assembly +10
Medicine Experimentation +10
Medicine Use +5
Melee Defense +129
Melee Mitigation +3
One-handed Melee Toughness +32
One-handed Weapon Accuracy +70
One-handed Weapon Center of being duration +26
One-handed weapon Center of being efficacy +100
One-handed Weapon Speed +80 Well, if you get a +15 Ca/Aa, you're speedcaped with Fencer, and also able to use fencer, if you want!
Pistol Accuracy +10
Pistol Speed +5
Polearm Accuracy +10
Polearm Center of being duration +5
Polearm Center of being efficacy +10
Polearm Speed +5
Ranged Defense +156
Ranged Mitigation +3
Rifle Accuracy +160
Rifle Accuracy While Moving +10
Rifle Aiming +100
Rifle Concealment Chance +100
Rifle Speed +90
Taunt +10
Two-handed Melee Accuracy +130
Two-handed Melee Center of being +31
Two-handed melee Center of being efficacy +120
Two-handed Melee Speed +75
Two-handed Melee Toughness +43
Unarmed Accuracy +10
Unarmed Center of being duration +5
Unarmed Center of being efficacy +10
Unarmed Damage +10
Unarmed Speed +5
Wound Treatment +5
masterz0fgamez
Wed Dec 22, 2004 6:36 pm
#13
I found a pretty powerful template..its a mix of all melee professions with defense...
Master Swordsman/fencer 4440/ Pikeman 0040/ tka 1404/master brawler
you get loads of defense, intim 2. and you won't have to really worry bout weapon switiching defense changes, becaues most of them have the same defenses!
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