Jedi Archive

Thread: Another template question...

Urban_Fury2k1
Sun Feb 20, 2005 5:38 pm
#1

ok so here it is,


MLS, 4000 healer, 4402 enhancer, and 0034 defender,


cant heal dizzy but from what ive heard about the xxx4 line in defender dizzy wont work as well when im kd'd


thoughts suggestions?



feel free to flame id like to hear all the weaknesses to this template so i can make my mind up



Flukie Starspeed, R.I.P.
Doc91
Sun Feb 20, 2005 6:04 pm
#2

I personnally think that this is a pretty good template and would work out well for a jedi especiallyi n Pvp, this is a good template and should be used by alot of people, hehe
DRWolfe
Mon Apr 11, 2005 7:53 am
#3

Note: All numbers, certs, etc. come from the CU character builder at Clicky

Ok, my original idea was Master Smuggler/Master Pistoleer/BH 0040 as a pure Pistol template.

My new idea is sort of a concession to style (as we Smugglers are always aware of). Since all the armors are basically not very fashionable (though all black Ubese is somewhat tolerable except the helmet). In trying to get away from wearing any armor at all, I've come up with...

Master Smuggler/Master Pistoleer/TK 0440.

This template loses 15 Melee Defense, 1 Ranged Defense, 17 General Ranged Accuracy, and 9 General Ranged Speed, Scout Exploration (Terrain Negotiation) plus the two Pistol Specials from the BH Pistols line (which may not be a huge loss since they're similar to the specials in the Smuggler and Pistoleer trees).

This template gains some ability to use Unarmed combat with 245 Unarmed Damage, 130 total Accuracy, and 105 total Speed. Also get to use the Vibroknucks and Blaster Fist and get a couple of Unarmed Specials.

Now, the big thing here is the 40 Innate TK Armor. The TK Correspondent said this will work no matter what weapon you have equipped as long as you're not wearing any armor. My question is, how will 40 Innate TK Armor compare to Recon Armors in damage mitigation? If it's reasonably comparable, this may be my template and I'll fight without armor (and be quicker and more accurate as well as being more stylish).

Comments?



Renn JeretuJoraan Stormwing
Elder SmuggleruElder Jedi
Smugglers' AllianceuArkon's Havoc Squadron
Eclipse - Dark Lotus Ninja

JohnnyBravoRPD
Mon Apr 11, 2005 7:58 am
#4


Hmmmm.........


This could be a very good idea. Still toying with getting master Rifleman with my Smuggler and some other stuff.


MS/MR/TK 4/0/0/0


http://swg.bur.st/report.php


Thats the results what do ya think?

Message Edited by JohnnyBravoRPD on 04-11-2005 10:07 AM



________________________________________________________

Tazix Dustrider - Smuggler? - I give up already !!!
yimaz
Mon Apr 11, 2005 8:05 am
#5






DRWolfe wrote:
Note: All numbers, certs, etc. come from the CU character builder at Clicky

Ok, my original idea was Master Smuggler/Master Pistoleer/BH 0040 as a pure Pistol template.

My new idea is sort of a concession to style (as we Smugglers are always aware of). Since all the armors are basically not very fashionable (though all black Ubese is somewhat tolerable except the helmet). In trying to get away from wearing any armor at all, I've come up with...

Master Smuggler/Master Pistoleer/TK 0440.

This template loses 15 Melee Defense, 1 Ranged Defense, 17 General Ranged Accuracy, and 9 General Ranged Speed, Scout Exploration (Terrain Negotiation) plus the two Pistol Specials from the BH Pistols line (which may not be a huge loss since they're similar to the specials in the Smuggler and Pistoleer trees).

This template gains some ability to use Unarmed combat with 245 Unarmed Damage, 130 total Accuracy, and 105 total Speed. Also get to use the Vibroknucks and Blaster Fist and get a couple of Unarmed Specials.

Now, the big thing here is the 40 Innate TK Armor. The TK Correspondent said this will work no matter what weapon you have equipped as long as you're not wearing any armor. My question is, how will 40 Innate TK Armor compare to Recon Armors in damage mitigation? If it's reasonably comparable, this may be my template and I'll fight without armor (and be quicker and more accurate as well as being more stylish).

Comments?






Not a bad idea, as for me I like having armor and after looking into it I should be able to put something fashionable together mixing Reb/Ubse/Marauder/Normal Cloths for street or light armor. Chest is only part Im still at a lose on but over all I found what I need to look cool and still be protected. MS/MP for me with FS is my goal 'cause im shooting to max cap speed and accuracy.



Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

DRWolfe
Mon Apr 11, 2005 8:22 am
#6


yimaz wrote:

Not a bad idea, as for me I like having armor and after looking into it I should be able to put something fashionable together mixing Reb/Ubse/Marauder/Normal Cloths for street or light armor. Chest is only part Im still at a lose on but over all I found what I need to look cool and still be protected. MS/MP for me with FS is my goal 'cause im shooting to max cap speed and accuracy.



There's not going to be a cap, from what I heard, just the more you get the less benefit you get, kind of a dimishing returns kid of thing, that's why I'm not so concerned about the numbers being too high. And I never did like armor.



Renn JeretuJoraan Stormwing
Elder SmuggleruElder Jedi
Smugglers' AllianceuArkon's Havoc Squadron
Eclipse - Dark Lotus Ninja

DRWolfe
Mon Apr 11, 2005 8:25 am
#7


JohnnyBravoRPD wrote:
Hmmmm.........
This could be a very good idea. Still toying with getting master Rifleman with my Smuggler and some other stuff.
MS/MR/TK 4/0/0/0
http://swg.bur.st/report.php
Thats the results what do ya think?

Message Edited by JohnnyBravoRPD on 04-11-2005 10:07 AM



I don't think we can see your report that way...

The only thing is I'll miss that Meditate like you have there, but there's no TK armor in that branch, just the two I listed. And since wounds are supposed to heal on their own over time, I don't think it's such a concern any more, and it wan't in my other template either.And that 40 TK Armor I would have is only 20 less than the full TKM's 60, so it can't be too bad.

Anyone know anything about armor in the CU, what the resist levels are?

EDIT: What I'll miss in my other template is the Terrain Negotiation. I'll be slow as ever going up hills.

Message Edited by DRWolfe on 04-11-2005 11:27 AM



Renn JeretuJoraan Stormwing
Elder SmuggleruElder Jedi
Smugglers' AllianceuArkon's Havoc Squadron
Eclipse - Dark Lotus Ninja

yimaz
Mon Apr 11, 2005 8:27 am
#8






DRWolfe wrote:

Anyone know anything about armor in the CU, what the resist levels are?





QFE


With the newest patch it will take me 24hrs to update (56k, dont ask)so I may not be back to CU testing anytime soon.



Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

AldaronTavish
Mon Apr 11, 2005 8:57 am
#9



yimaz wrote:


DRWolfe wrote:

Anyone know anything about armor in the CU, what the resist levels are?


QFE
With the newest patch it will take me 24hrs to update (56k, dont ask) so I may not be back to CU testing anytime soon.





I can only speak for recon armor.

Advanced has 70% enegy, 40% kin and if I remeber somewhere around 50% elemental. cond was about 45000. This is off the frogs. and wearing it at novice gives me a -29% accuracy penaly (forget the rest but it's less than 29).

I'm going to take a wild guess on TK innate that it will translate to a pure percent of damage reduction. Thus at Master with +60 innate it will be 60% resists, but that's just a guess.



Nirantani
Elder Smuggler

Kendrick Starwolf
Spy
Ahazi

DRWolfe
Mon Apr 11, 2005 10:04 am
#10



AldaronTavish wrote:


yimaz wrote:


DRWolfe wrote:

Anyone know anything about armor in the CU, what the resist levels are?


QFE
With the newest patch it will take me 24hrs to update (56k, dont ask) so I may not be back to CU testing anytime soon.





I can only speak for recon armor.

Advanced has 70% enegy, 40% kin and if I remeber somewhere around 50% elemental. cond was about 45000. This is off the frogs. and wearing it at novice gives me a -29% accuracy penaly (forget the rest but it's less than 29).

I'm going to take a wild guess on TK innate that it will translate to a pure percent of damage reduction. Thus at Master with +60 innate it will be 60% resists, but that's just a guess.


Well, with this info I may be back to my original template. It seems a Master Smuggler can completely remove all penalties on Advanced Recon Armor, and if the armor has 70% energy, that's much better than 40% from TK armor.

I thought armor resists weren't going that high in the CU?



Renn JeretuJoraan Stormwing
Elder SmuggleruElder Jedi
Smugglers' AllianceuArkon's Havoc Squadron
Eclipse - Dark Lotus Ninja

Cloudchasing
Mon Apr 11, 2005 5:32 pm
#11






DRWolfe wrote:





AldaronTavish wrote:





yimaz wrote:





DRWolfe wrote:

Anyone know anything about armor in the CU, what the resist levels are?





QFE


With the newest patch it will take me 24hrs to update (56k, dont ask) so I may not be back to CU testing anytime soon.







I can only speak for recon armor.

Advanced has 70% enegy, 40% kin and if I remeber somewhere around 50% elemental. cond was about 45000. This is off the frogs. and wearing it at novice gives me a -29% accuracy penaly (forget the rest but it's less than 29).

I'm going to take a wild guess on TK innate that it will translate to a pure percent of damage reduction. Thus at Master with +60 innate it will be 60% resists, but that's just a guess.




Well, with this info I may be back to my original template. It seems a Master Smuggler can completely remove all penalties on Advanced Recon Armor, and if the armor has 70% energy, that's much better than 40% from TK armor.

I thought armor resists weren't going that high in the CU?






They are, kinda. Assault armor is reversed. It has high Kinetic, but low energy and decent everything else (I think) whereas, Battle armor isn't great at anything, but bad at nothing. I think



Shaidown Lack-Lowca Galaxy
Master Smuggler
-Kro-
Mon Aug 22, 2005 9:50 pm
#12

So, trying to get my jedi all geared up. What do you guys think of this template?


Defender: 2/0/4/0

Enhancer: 4/4/0/3

Healer: 4/0/0/0

Lightsaber: Master



I have 4 good pearls I use.Two are 120 dmg, -9 fc, -.3 speed and two are 119 dmg, -9 fc, -.29 speed. I think with Master Light Saber I'd be pretty set for offensive ability.


I figure the defenses against normal professions/pve/lightsaberswould be enough with improved force aura, improved force armor, and the little melee defense I get. Against force powers I'd get improved force absorb, force shield, improved force feedback and drain force.


Healing would be covered by improved force infusion, advanced force restore, and stims.


Utility would be improved force run, improved force suppression, improved force wave, channel force, and dominate mind(for pve).


Downsides include: No state heals, no DOT heals, low innate armor, no force cloak, only 6050 force power, no force powers and the ranged/weaken specials that come with it, only viable ranged attack is advanced saber throw, and rather dependant on a good saber and pearls/crystals(which I have ADK's thankfully).


Thoughts? Questions/comments/suggestions?
Sirfabius
Thu Oct 27, 2005 2:27 pm
#13

I'm going to be a jedi soon and I have a minor Idea of what I want to be....


M defender - Master Light saber


After that I have 48 Skilpoints left and I have no idea on how to use them for... so far I have found 3 dif way... please let me know if you agree and giv eme advise...


MLS - MDEF - 3000 healer - 0002enh


MLS - MDEF - 2000 Healer - 3000enh


MLS - MDEF - 2000 healer - 0003enh


Wich one do you think is the best???? please help me out here


tx in advance




_________________________________________________________________________________
Watusi Argento - Master Spy and Ace A-wing Pilot
Eugenia Argento - Master Commando and Loot ''Edit''
Looco Ciber - Master Shipwright

Pre CU Veteran
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