Pikeman Archive
Thread: How does this template sound?
You would have Unarmed Toughness+ Jedi Defense+ 80% composite armor. Because as far as i know Jedi D works without having a saber equiped so it should stack with our unarmed toughness, plus since the Jedi D is not a skill per say, you could still wear armor, only thing is you couldnt use the jedi heals while its equiped.
would this make the ulitmate Tank???
Master TKA
Master Defender
Force Healer 3/0/0/4
Force Enhancer 0/2/0/0
Enhanced Reflexes 1/0/0/0
Now the benefits of this are the TKA toughness/damage/meditate line, added to the Defender toughness/states/defense(including force defense for those rare Power users), the Enhancer force Armor 1, plus the ability to heal all self and heal mind/action/health self 2, remove disease/poison/bleeds/states from force Healer and the last bit in Reflexes just to cap out your Ranged Defense.
Granted you can never wear armor, however, your unarmed toughness is 57 and your Jedi toughness is 45 *if* they stack, that gives you a nifty 102 toughness... pretty damn nice. Also you can use Force Armor 1 in a pinch, and heal EVERY pool and remove EVERY state and DOT (except for Fire) while fighting,and though your Force Pool would be limited(4275) compared to a full Jedi, you would be spending no force points on attack... I think that would be tough to beat.
The down side really would be the inability to do a lot of damage in PvP (except vs Jedi) and the inability to face certain hi-end mobs (NS Elders)
Personally, I always thought it would be cool to have a TKM with force powers of a more passive nature, to truly represent the Order's position on monitoring Jedi.
Jaim_Darkstryder wrote:
Well, if your intent is to kill Jedi it is not such a bad idea, but I would suggest this instead:
Master TKA
Master Defender
Force Healer 3/0/0/4
Force Enhancer 0/2/0/0
Enhanced Reflexes 1/0/0/0
Now the benefits of this are the TKA toughness/damage/meditate line, added to the Defender toughness/states/defense(including force defense for those rare Power users), the Enhancer force Armor 1, plus the ability to heal all self and heal mind/action/health self 2, remove disease/poison/bleeds/states from force Healer and the last bit in Reflexes just to cap out your Ranged Defense.
Granted you can never wear armor, however, your unarmed toughness is 57 and your Jedi toughness is 45 *if* they stack, that gives you a nifty 102 toughness... pretty damn nice. Also you can use Force Armor 1 in a pinch, and heal EVERY pool and remove EVERY state and DOT (except for Fire) while fighting,and though your Force Pool would be limited(4275) compared to a full Jedi, you would be spending no force points on attack... I think that would be tough to beat.
The down side really would be the inability to do a lot of damage in PvP (except vs Jedi) and the inability to face certain hi-end mobs (NS Elders)
Personally, I always thought it would be cool to have a TKM with force powers of a more passive nature, to truly represent the Order's position on monitoring Jedi.
you do know you're short about 19 sp...and 23 FS skills right??
that said...look under the template sticky...this idea was talked about there
oh and as to the red text....force armor1 uses fp each and every time you get hit...regardless of how much damage you take...and without such low cap/regen you'll burn thru it as fast as anything else...not to mention every heal uses a decent chunk...and you need some fp to use /regainconscious
you'll most likely be out of fp before you've even gotten thru their synth steak
Message Edited by ShadowoftheVoid on 11-27-2004 05:52 AM
Berserk+20Combat Equilibrium+40
Counterattack+100Defense Acuity+15
Defense vs Blind+50Defense vs Dizzy+60
Defense vs Intimidate+40Defense vs Knockdown+75
Defense vs Posture Change+60Defense vs Stun+50
Dodge+105Injury Treatment+5
Injury Treatment Speed+5Intimidation+20
Medical Foraging+10Medicine Assembly+40
Medicine Experimentation+40Medicine Use+5
Meditate+75Melee Defense+101
Melee Mitigation+6One-handed Melee Toughness+37
One-handed Weapon Accuracy+175One-handed Weapon Center of being duration+36
One-handed weapon Center of being efficacy+115One-handed Weapon Speed+95
Polearm Accuracy+55Polearm Center of being duration+17
Polearm Center of being efficacy+45Polearm Speed+30
Polearm Toughness+13Ranged Defense+89
Taunt+40Two-handed Melee Accuracy+135
Two-handed Melee Center of being+36Two-handed melee Center of being efficacy+120
Two-handed Melee Speed+80Two-handed Melee Toughness+48
Unarmed Accuracy+75Unarmed Center of being+10
Unarmed Center of being duration+18Unarmed Center of being efficacy+45
Unarmed Damage+115Unarmed Speed+40
Unarmed Toughness+29Warcry+20
Wound Treatment+5
Combat Equilibrium+55Counterattack+100
Defense Acuity+96Defense vs Blind+20
Defense vs Dizzy+25Defense vs Intimidate+20
Defense vs Knockdown+45Defense vs Posture Change+40
Defense vs Stun+65Injury Treatment+5
Injury Treatment Speed+5Intimidation+20
Medical Foraging+25Medicine Assembly+50
Medicine Experimentation+50Medicine Use+10
Meditate+100Melee Defense+87
Melee Mitigation+6One-handed Melee Toughness+25
One-handed Weapon Accuracy+55One-handed Weapon Center of being duration+18
One-handed weapon Center of being efficacy+50One-handed Weapon Speed+30
Polearm Accuracy+55Polearm Center of being duration+17
Polearm Center of being efficacy+45Polearm Speed+30
Polearm Toughness+13Ranged Defense+65
Taunt+40Two-handed Melee Accuracy+135
Two-handed Melee Center of being+36Two-handed melee Center of being efficacy+120
Two-handed Melee Speed+80Two-handed Melee Toughness+48
Unarmed Accuracy+210Unarmed Center of being+10
Unarmed Center of being duration+30Unarmed Center of being efficacy+90
Unarmed Damage+245Unarmed Speed+120
Unarmed Toughness+62Warcry+20
Wound Treatment
Ok so it has less defences than fencer, but i dont really care about that since in the combat revamp defences will no longer stack. So with this template i will get everything i wanted (tk meditate, Master Brawler) without wasting extra skillpoints oh and i wont have to spend tons of money/time on an uber stun baton lol
. Which do you think is better? template #1 or Template#2 . thanks for the feedback
EDIT: Oh and i willobviously be using TKM for pvp and swordsman for pve![]()
Message Edited by Bkiddin on 12-02-200404:27 PM
Message Edited by Bkiddin on 12-02-200404:32 PM
Message Edited by Bkiddin on 12-02-2004 04:35 PM
just get medic 0/0/4/0 and buy stim D's.
And pick up scout 1/0/0/0 as well. (you might have to drop some medic for this, but no biggie i think)
Otherwise it's the exact same template I used for a long time. Don't forget that TKM has good defenses as well. If you pick up
melee speed lines from FS next phase, you will be able to do significant damage with the PH.
i know it is but that crafting took me forever and i was about to die at my keyboard from it, if i ever decide to become a doc or CM i DO NOT want to do that crafting over lol
Ka-Lil wrote:
you want my honest opinion? it's a waste.
first.....
TK and swordsman both offer kin damage. so to have masters of both you're just wasting pts. depending on what you're looking to do, you need various things. i'm a lifer as a swordsman and i have probably the most well balanced swordsman template you can have for both PVE and PVP.
master swordsman
master brawler (intim2/warcry2 plus the ever useful lunge2)
fencer 2400 (good def vs states)
tk 4004 (meditate and high melee/ranged def)
medic 2040 (you need the high end stims and the ability to cure bleeds to play with elders)
plus i have the melee/ranged FS defense line and the FS melee speed line.
i'm speed capped at swordsman, can heal for 1400, cure bleeds, meditate poison/disease/bleeds and wounds away, powerboost, force of will, capped melee/ranged defense, 75 def vs KD (which is quite high for swordsman)
imo, there isn't much more you could get that is a better over all combo for a swordsman template for PVE and PVP. triple master is nice, but you need to focus on the strong pts and put the extra pts into other valuable areas.
OH, and btw you need to drop 0004 column of medic it's trash.