Pikeman Archive

Thread: CU Template Pike advice/Melee Tank

annelid0
Fri Apr 08, 2005 9:34 pm
#1


WarWidow wrote:
Was it stated anywhere what the CU skill caps would be? Will some form of basic healing be provided for all classes or will basic stims still require the Medic profession? Wasn't the CU designed to make players in combat classes choose a melee and ranged profession?

1) There are not technically any more caps. There are "diminished returns" at higher levels. Above a certain level any improvement will be minimal, but it's not yet clear what level that is.

2) If I'm not mistaken, anyone will be able to use the lowest-level stim even without medic. It will be totally ineffective compared to a real medic/doctor though.

3) No, I don't think it was ever a goal to make players choose both a melee and a ranged profession. Stacking similar professions (melee/melee or ranged/ranged) is actually encouraged by the cross-profession special abilities.



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Gunman21
Fri Apr 08, 2005 11:16 pm
#2



Taking a melee/ranged profession, while definately not gimped, does make you have a less focused template. Your specials won't be interchangable (since you can't use rifleman/carb/pistol specials using a melee weapon and vise versa) and you won't have the + melee speed/accuracy that you'd get by stacking two melee professions.


The bonus, though, is that you'll be more versatile and able to take on either a ranged or melee role depending on group needs, and you won't be limited to a 5m range.


I strongly feel that every double-combat mastered template is going to be viable and fun, reguardless of what professions you choose, so choose the professions you will have the most fun in reguardless of template power.Each template will require different tactics though. If your goal is to be the best pikeman around, I'd definatly go for master brawler and either swords/tka/fencer since taking those will increase your power as a pikeman (tka if you wish to be the best tank availible, sword/fencer for a a damage/defense template). If your goal is to be more versitile and have a broad range of options, I'd take a melee/ranged template.

Message Edited by Gunman21 on 04-08-2005 11:18 PM




Aidelon Kejaci
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WarWidow
Sat Apr 09, 2005 12:24 am
#3

Its really hard to tell what will work and what will not, since the key to the CU is balance among the masses.

I am trying to work on my template for the CU. I will remain Master Pikewoman, but I am trying to figure on what to add. Since stacking to a point will be nerfed. The skills are now up in the air to choose from.

Correct me if I am wrong. Was it stated anywhere what the CU skill caps would be? Will some form of basic healing be provided for all classes or will basic stims still require the Medic profession? Wasn't the CU designed to make players in combat classes choose a melee and ranged profession?

Just curious...if going all melee in the new system would consider you a close quarters crowd control tank?

Just think, you can do:
Master Pikewoman
Master Swordswoman
Master Brawler
and still have 47 points left over.

pros? cons? advice? I will state that one con is we are slow on our feet for movement!





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WootKing
Sat Apr 09, 2005 12:43 am
#4

Id say carry two sets of armor, one for low movement decrease, and one for high tanking dmg decrease. When moving around places and stuff, wear your movement as a caution, but while tanking in party, use your high def.



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davelope
Sun Apr 10, 2005 12:42 pm
#5






Master Pikewoman
Master Swordswoman
Master Brawler
and still have 47 points left over.




exact template im working on now for the CU,the best defender pikeman (Post CU since it seemsfencer wont be the defense master anymore) with the strongest hitter swordman (well melee at least) that can use just one set of armor(since we wont be able to change armor anymore after combat is initated)





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DBinky
Sun Apr 10, 2005 4:02 pm
#6

My other character is a Master Armorsmith. I would *HIGHLY* suggest taking TK, since it allows you to fight with no armor. If you read the Armorsmith boards, they are *seriously* messing with both Armor and the craft. Post CU, armor will be much less useful, significantly more expensive, and difficult to find.

I'm keeping my armorsmith acount for now, but I'm immediately switching my pikeman to master pike master tk....

davelope
Mon Apr 11, 2005 9:39 am
#7






DBinky wrote:
...Post CU, armor will be much less useful, significantly more expensive, and difficult to find.





I thought armor-smithing was justbeing dumbed down, with less ways to experiment. why would prices go up?



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| _ || _ || ||-- __|| | |

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DarkBShadow
Mon Apr 11, 2005 9:55 am
#8



davelope wrote:


DBinky wrote:
... Post CU, armor will be much less useful, significantly more expensive, and difficult to find.


I thought armor-smithing was just being dumbed down, with less ways to experiment. why would prices go up?





the experimentation line is not the prob.(they hate it but that is not what is really bugging them)

They changed what you need in resourses now. making millions of units if resourses that they used to be able to use now completely useless to them. Also they now require tons of hide that sell for like 50 CPU and each piece of armor needs alot of hides now. and resourses that goes into the armor has doubled i believe.



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Iridescence
Wed Apr 13, 2005 9:36 am
#9

Sort of.. the problem you're describing is where they made it so OQ and UT mattered to armor crafting instead of OQ and SR. It was switched back to SR in one of the latest patches.
wizika
Wed Apr 13, 2005 1:08 pm
#10

"Master Pikewoman
Master Swordswoman
Master Brawler
and still have 47 points left over."
Heh, i was thinking of that template even on the basis of that diagram before TC5 has gone live.
For anyone that didnt notice, ONLY pikeman has intimidate/warcry, so this pikeman line and master pikeman will be most popular elite melee profession IMO.
Can't force myself to grind on TC now, tho... I crash too often and xp reward is measley.



Saal Anarion
Iridescence
Wed Apr 13, 2005 8:38 pm
#11



wizika wrote:
For anyone that didnt notice, ONLY pikeman has intimidate/warcry, so this pikeman line and master pikeman will be most popular elite melee profession IMO.



We're the only ones with WARCRY as it were, but some other professions have similar abilities. There is a combat medic ability called Traumatize (i think thats the one) that has exactly the same description in the Skill tree.
Geddeo
Thu Apr 14, 2005 11:10 am
#12

I have been reading a lot of posts from the pikeman and rifleman forums about combining melee profs with melee profs and ranged with ranged to make the best templates. Will the melee/ranged template still be effective in the new CU? Will it allow us to be a well rounded player adapting to situations as needed or will it be too weak in both areas to be effective? I notice that TKA/anyprof will be good after CU because of the armor bonus, but tka isn't nearly as cool as pike. Is there any benefit to being pike and having a ranged prof as second profesion?

I just want to know the feel you guys are getting on the TC. I don't mind changing my templates or anything and will definitely not change untill the CU goes live, but I still want to prepare myself as much as possible before hand. I can max out on TKA exp for example if I think I'm going to need to drop rifles to be an effective melee character.
wizika
Thu Apr 14, 2005 12:21 pm
#13

And that is good, pistoleer has a intimidate shot too. But pikeman is only melee profession which has intimidate and warcry.



Saal Anarion
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