Jedi Archive
Thread: Template Posting [Full Template Information]
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Onash
Wed Oct 05, 2005 10:38 am
#27
mls/menhancer/heal 4000/def 1000
I'll stick mainly to the advantages/disadvantages of enhancer, since the advantages of mls + force speed 2 are obvious.
advantages:
High innate armor with FA2 up: 7200 innate armor, a shade more than a master defender. So when you get hit, lots of damage is mitigated. You could easily drop that one box of melee defense and get healer 0100 for wound heal or novice powers for an extra 100 force if you wanted, and it would make little difference. Overall, I think it is definitely worth it to get novice def instead of the sap line, because of the very large increase to innate armor up to mdef levels.
Stasis: Stasis is a very powerful skill when used properly, & I'm still learning how to use it best:
Great for emergencies when you're getting beat in a duel to slow things down, and even sit for a bit to regen your mind/action. In a duel to the death, you will likely run out of force before your opponent, so you can stasis and sit to regen mind and/or channel.
Also great in group pvp if you get called as a target - I've been rooted & had 5 people on me several times, and I'm often able to stay alive & get away by hitting the big damage dealers with stasis & healing like mad with stims & ruby bliel, then fr3'ing out of the area once the root breaks.
Really nice when attacked by a BH - immediately stasis them, & you have time to eat your foods & even swap your pearls in & out of your saber if you move quickly.
Finally, the combination of ab/kd/power attack often gets people down to being one more power attack away from incap. If you can get them stasised after that first power attack before they get a heal off, & they don't use stims, you have a guaranteed win - power attack again. If it hits, you win. If it misses, stasis doesn't break, so you can try again.
FR3: if your BARC gets blown up, oh well, run! You may even be faster in hilly areas because of your +66 terrain negotiation. Obviously great for escapes. But, it costs 480 force to activate, so it can't be turned off and on at will. You have to manage it.
full versions of force shield/force absorb/force feedback: Powers users have no chance against you so long as you keep your defenses up & pay attention to when you get breached.
Disadvantages: basically it comes down to whether you think the advantages of stasis outweigh these disadvantages.
massive force drain: FA2 is your primary defense, & you'll run out of force pretty quickly when dueling or doing high end PVE.
low defense: while you mitigate lots of damage when hit, you're typically getting hit for a weapon's max damage, and getting hit very often. You will always be behind on damage dealing when fighting someone with aura. Not because of damage per hit, since saber damage ranges are so tight, but rather because you will miss more often than they will.
Also, stasis uses 10% of your mind with each use, so it has to be used somewhat sparingly.
Sidenote on master powers/master enhancer: if most of your gameplay is large group pvp, man this must be a fun template. Keep FR3 on, & control the crowd with area KD, stasis, and area intimidate. I'd love to have a second jedi with this template.
I'll stick mainly to the advantages/disadvantages of enhancer, since the advantages of mls + force speed 2 are obvious.
advantages:
High innate armor with FA2 up: 7200 innate armor, a shade more than a master defender. So when you get hit, lots of damage is mitigated. You could easily drop that one box of melee defense and get healer 0100 for wound heal or novice powers for an extra 100 force if you wanted, and it would make little difference. Overall, I think it is definitely worth it to get novice def instead of the sap line, because of the very large increase to innate armor up to mdef levels.
Stasis: Stasis is a very powerful skill when used properly, & I'm still learning how to use it best:
Great for emergencies when you're getting beat in a duel to slow things down, and even sit for a bit to regen your mind/action. In a duel to the death, you will likely run out of force before your opponent, so you can stasis and sit to regen mind and/or channel.
Also great in group pvp if you get called as a target - I've been rooted & had 5 people on me several times, and I'm often able to stay alive & get away by hitting the big damage dealers with stasis & healing like mad with stims & ruby bliel, then fr3'ing out of the area once the root breaks.
Really nice when attacked by a BH - immediately stasis them, & you have time to eat your foods & even swap your pearls in & out of your saber if you move quickly.
Finally, the combination of ab/kd/power attack often gets people down to being one more power attack away from incap. If you can get them stasised after that first power attack before they get a heal off, & they don't use stims, you have a guaranteed win - power attack again. If it hits, you win. If it misses, stasis doesn't break, so you can try again.
FR3: if your BARC gets blown up, oh well, run! You may even be faster in hilly areas because of your +66 terrain negotiation. Obviously great for escapes. But, it costs 480 force to activate, so it can't be turned off and on at will. You have to manage it.
full versions of force shield/force absorb/force feedback: Powers users have no chance against you so long as you keep your defenses up & pay attention to when you get breached.
Disadvantages: basically it comes down to whether you think the advantages of stasis outweigh these disadvantages.
massive force drain: FA2 is your primary defense, & you'll run out of force pretty quickly when dueling or doing high end PVE.
low defense: while you mitigate lots of damage when hit, you're typically getting hit for a weapon's max damage, and getting hit very often. You will always be behind on damage dealing when fighting someone with aura. Not because of damage per hit, since saber damage ranges are so tight, but rather because you will miss more often than they will.
Also, stasis uses 10% of your mind with each use, so it has to be used somewhat sparingly.
Sidenote on master powers/master enhancer: if most of your gameplay is large group pvp, man this must be a fun template. Keep FR3 on, & control the crowd with area KD, stasis, and area intimidate. I'd love to have a second jedi with this template.
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