Jedi Archive

Thread: Master Enhancer: My synopsis.

AdiWanTinova
Tue Sep 13, 2005 3:20 pm
#1



I recently read a post on these forums asking for a Lightsaber toughness for Master Enhancer/Healer in the Jedi profession so that they can 'stand against a defender.' I wanted to take a moment to share with you some thoughts about this profession, and especially shed some light into this profession that are thinking of potentially mastering this fine art within the Jedi realm.


Enhancer is a great profession within the Jedi skill trees. It allows for more "Jedi-Like" play with a multitude of different abilities learned/gained throughout your path to mastery. I have been a Master Enhancer since pre-CU, and in the CU, have found out many things about how to play this profession. There are a few things that you should be warned/informed if you are interested in this profession as one of (if not THE Force Mastery of your choice).


Below are a few of my observations:



  1. Master Enhancer provides Force Armor. Which if not broken (with an armor break, not bug) is highly effective to defend you against incoming damage, PvE as well as PvP (more so PvP). You will not be a 'tank' of the group with this defense, but it provides you the ability to have a sort of 'light' armor that should protect you well in the fray of combat.

  2. You are not the tank. The tanks of this game are Defenders. If you had a melee-stacked defense template that did adequate damage in your pre-Jedi template, I would not recommend this profession for you. You have to understand the role of the Enhancer on the battle field is for CONTROL, more so than damage intake protection for oneself, and/or groups.

  3. It is alright to run. Occasionally, you will get hate /tell's from those that are upset that you decided that living to fight another day was more wise than dying a foolish death to overwhelming odds. You are built to withstand 2-on-1 odds, 3-on-1, or in some cases 4-on-1 odds … not any more than that, if you see that onslaught coming, start rooting and/or stasis’ing targets at will, and move swiftly.

  4. Do not rely upon Enhancer to be your best defense. You must understand the fact that you are wearing aforementioned ‘light’ armor. It will break easily and then your damage intake will be too much for you to bear. Over my time playing this profession, I’ve come to understand that Enhancer’s Force Armor is nothing more than a slight advantage from a defensive perspective … but that my OFFENSE is my best defense. If your adversaries are consumed with healing themselves, they can’t do damage to you. If they have no action, they can’t inflict damage upon you. Note: My recommendation for the best Master Enhancer template is: MLS / MENH / Healer: 4040 – focus upon offensive power to provide your defense (in-line with this bullet point).






Stasis:
Stasis can be used as offense, or defense. With the recent removal of chainable “daze state” attacks (i.e. Stasis/Daze), you no longer can hit with stasis endlessly as you want, and then easily defeat someone like a Defender … but, you can use this as a strategy effectively.



Offensive Stasis:



  1. Jedi-heals (and things like bacta toss, etc.) are combat moves that are negated when in a daze (Stasis) state. If you inflict enough damage, you can throw someone’s heals off by putting them in stasis when you “feel” they are about to heal. Throw off their timing.

  2. People use macros … especially the “Yin” to your “Yang” – Master Defenders. Force Aura/Infusion looped macros usually are fired in tandem, as the timers are relatively close in longevity. Keep in mind that stasis lasts for 45-seconds. Interesting thought, right? If you notice that a Defender (or your adversary) is using timed macros … stop them from working properly. Hit with a stasis when you see his “Infusion” and “Aura” icons are blinking to prepare to “fall off.” Leave them sitting idle for about 10-15, when they least expect to be hit again … just for fun.

  3. Quick attack that does about 550 points of damage. I’ve actually incapped people with low health trying to stasis them.

  4. Stasis a Master Defender with Avoid Incapacitation on … and it’s curtains.

    Note: People can heal with stims through stasis … keep that in mind. Anyhow, when AI falls off … they drop incap (if there’s no health on the health bar).

Defensive Stasis:



  1. Its Stasis … use it to hit the target to buy yourself some time. Keep in mind that if you’re in a long fight, this is a good tool to buy yourself 45-seconds of “cool down time.” Running low on mind, force or action? Hit them with Stasis, and untarget them … in about 10 seconds, the music stops, and you can /sit, /forcemeditate – even CHANNEL your force back, if you want. Stand up before Stasis wears off … and continue fighting.

  2. Don’t feel like fighting anymore? Stasis … and head for the hills. Can’t be anymore simple than that.




In Summary:
I hope this helps all of you new Jedi that are wondering about Master Enhancer. To summarize, every Jedi template is worth standing against any other Jedi template … you have just as much right to win the fight as anyone else. Knowledge leads to control. Control leads to victory. Master Enhancer can lead to victory if you understand your limitations, and play by the guidelines in which you’ve been give.


A great saber doesn’t hurt to have either …

Message Edited by AdiWanTinova on 09-14-2005 07:08 AM





" DO, OR DO NOT. THERE IS NO 'TRY'. "

___________________________________________________
REMNANTS OF THE JEDI
___________________________________________________
.: C O U N C I L M A N :.
ADI-WAN TINOVA
hamhamthe3rd
Tue Sep 13, 2005 3:46 pm
#2

i do want to say some things about ME. not having defense sucks, it sucks greatly. ME uses a lot of force, i guarantee you will be resting more than anyone with force aura in their template. in pve, you dont get to pick who tanks or not due to the hate system so when you go hunting with friends or whatever, either you dont attack or you use a crappy saber so you wont outdamage anyone in the group. again another bad thing about ME - being forced to tank.


BlackSnowDevil
Tue Sep 13, 2005 4:02 pm
#3

figured i would throw something in here also. I am a mls/mehnacer/4040 healer also, and as long as you can understand taht your not a tank or front line fighter you will do much better.


This temp has alot of little things that you have to learn in order to play right, its not something like a mdef temp where you dont have to time everything right to win.






WValnirW


([[[nnnnn=n]]]n)


DrendalKahn
Tue Sep 13, 2005 4:05 pm
#4

Low defense or not, stasis is, in my opinion, the single best Jedi skill in the game. A very fair tradeoff, although it should be of note that Master Enhancer has a very high learning curve compared to MDef/MLS or more generic templates.



DRENDAL KAHN


AdiWanTinova
Tue Sep 13, 2005 4:19 pm
#5

All very good points. Thank you for your comments.





" DO, OR DO NOT. THERE IS NO 'TRY'. "

___________________________________________________
REMNANTS OF THE JEDI
___________________________________________________
.: C O U N C I L M A N :.
ADI-WAN TINOVA
paolo_ikro
Wed Sep 14, 2005 5:28 am
#6


This is a realy good post. I am also Master Enhancer, and decided on MLS/ME/H4004 - the pre CU FOTM.


Pre CU I dabbled as MLS/H4404/E4404, and this was a good template. Once the CU hit, I tried various templates, MLS/MD/H4040, MLS/MD/H4004, MLS/MD/E4004, MLS/ME/H4004, MLS/MH/E4004 and many single mastery templates. However, there is one thing that kept nagging me in the back of my mind. The more I played as Master Defender, the more bored I got with it, yes it was good in PvE, and good for PvP, but I really felt something was missing. So I decided to go back to MLS/ME/H4004, if I hadn't have chosen this, I would have chosen MLS/MD/E4004.


Now many of you may laugh at this, but really, those were for me the two most fun templates I tried. This guide is great, because not only does it indicate the strengths of the template, it points out the main fault with it...'it's not a tank'. As long as you remember that, you can be a formidable opponent in PvP.As the original poster says, many Defender templates have Aura running on a macro, and using the advice posted you will find that Defenders are not so hard to deal with. Sure, I lose some, but I also win some. As for the periods of downtime...I am the first toregenerate and I am the first to transfer force to other players. I don't find any problems with lack of force. It's all about knowing your template and how to use it. Granted, I am not the expert, far from it, I am still learning my template, several months after choosing it.


Well done on a well written guide





Pao'lo I r liek smiggling and stuff
Part of the FUBAR Collective
Govindan
Wed Sep 14, 2005 5:53 am
#7

Hi.

Message Edited by Govindan on 09-14-2005 10:52 AM



Govindan Freewave CANCELLED
"Elder" Dark Jedi (Currently playing WoW and Loving It)
~ E-D Guild Leader Emeritus ~
Wasz
Wed Sep 14, 2005 5:59 am
#8

Well said and respectable. I too have MLS/MENH/Healer 4004. I like the speed this template offers. Eventually, I will change to healer 4040. It requires finesse and tactics. It allows me to control targets and help others in need. But this template also offers some offensive advantages already mentioned by the OP. The learning curve is slow, but the time spent learning this template is rewarding. Groups appreciate having enhancers around when the mob hate is high. Stasis and FR3 are good for buying time and saving your hide. Recognizing when to do it is the trick one has to learn. As with many and any template all combat moves require discreet timing. Good post and keep learning.




Wasz Ipo, Jedi, Bustah Boute, Spy, Praise Darkness, Smuggler
Chubbatunde, Trader, Munitions



"I don't have time to bleed", Jesse Ventura, Predator
ahood
Wed Sep 14, 2005 6:16 am
#9

There are alot of cool things in the Enhancer tree.


However, "Master" Enhancer suffers over "dabbler" enhancer by not having access to FR1


FR3 provides strategic mobility - it gets you INTO a fight and OUT OF a fight but its not very good at being used during the fight (toggling is very inefficient - but can be done).


FR1 provides tactical mobility - it helps u directly win fights. It allows you to close quicker, use LOS more effectively or even allows for successful kiting if needed.


This issue for me is very frustrating because I actually feel I would have a better character if I surrendered the Master box and dropped 4xxx to just 3xxx.


So to those thinking of Master Enhancer, there is a real difference in the type of character you create when you go from say 34x4 to Master - you dont get better you get different :-)


AdiWanTinova
Wed Sep 14, 2005 7:07 am
#10

Without going into too much detail about Healer, I wanted to mention that the Sap/Shock (x-x-4-x) line within Healer does offer offensive attacks that will hinder the offensive output of the adversary. Again, offense to make up for a somewhat lackluster defense. With little/no action/mind for a short period of time, as well as minimal defenses to stun/blind/dizzy attacks (which also hinder action/mind regeneration) - an offensive threat slowly becomes a sitting duck target.


I appreciate everyone's feedback (even the correction to the title of this thread ... haha - was at work, and needed to post it quickly with minimal review - as the CEO came walking by my cube. ).


I also agree that if I were to be able to toggle (like Pre-CU) the ability to choose which Force Run I wanted to use, rather than being forced to use FR3 at all times, I/we would be extremely more deadly in the combat fray with the constant reliance upon faster combat mobility, and 33.3% terrain negotiation increase. That said, we don't have that ability ... and thus, we must work around it for the short term until (if ever) it is addressed to our wishes. I have a hunch that this will never be changed, so I've come to terms with it ... and embraced it as something to be aware of in combat (sucks against MBH/MCM's that hit with a Thyroid Rupture ... haha).


/bowhead





" DO, OR DO NOT. THERE IS NO 'TRY'. "

___________________________________________________
REMNANTS OF THE JEDI
___________________________________________________
.: C O U N C I L M A N :.
ADI-WAN TINOVA
trajen2
Wed Sep 14, 2005 7:54 am
#11

good post.


ME is a fun template to play....one of the more difficult to play also. I am still getting used to it myself getting over the lack of tanking ability and accepting the running is sometimes the only option. Some will complain, especially BHs, but frankly, it is not my job to die to a BH







Inat Mivea - Elder Jedi
"
It ain't braggin' if you can do it . . ."

thelar
Wed Sep 14, 2005 8:29 am
#12

I have 2 jedi characters, Taurel Rho who is MLS, def 4440, heal 4000 and enh 3002 and Thelar Rho who is MLS, Menh, heal 4040.


Currently, I do far better on Taurel then I do on Thelar because of the added defence and a pre cu saber. However, it is my firm beleif that Thelar will become the more powerful of the 2 once I finally figure out how to play him. I think a master enhancer build is the most powerful in the game, but its also by far, the most difficult to play.





________ Taurel Rho ________
F S J E D I G U A R D I A N
_____THELAR____________Elder E-meanie_____________NAPOLEON-_____

trajen2
Wed Sep 14, 2005 8:46 am
#13

i dropped a healer line and added def 0020 to my template. . . not sure if the +250 aura is that beneficial but at least from my perspective it SEEMS to help; especially in PvE





Inat Mivea - Elder Jedi
"
It ain't braggin' if you can do it . . ."

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