Pikeman Archive

Thread: How does this template sound?

utahraptor-strife
Tue Nov 23, 2004 7:33 pm
#14

Master TKM/Master Defender/Force Healing 4/0/0/0, Medic 0/1/0/0, Combat Prowess 0/0/4/4, Enhanced Reflexes 4/4/4/0, Heightened Senses 4/0/0/0

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???



Ryback/Utahraptor/Kay

Dark Jedi Knight/BH, Pistoleer/WS, AR, AS

Vendor -2035 -3756 West of Bestine

Dark Order


dhamian
Thu Nov 25, 2004 4:54 pm
#15

LOL, ditto. that is a crazy template if you use a LS then you cnt wear armor.



Lowca: ingame name: lutenant spike, title plan: Master Rifleman and Master BH
Naritus: Ingame name: Dhamian Cain, Title plan: Master BH and Carbineer
Jaim_Darkstryder
Thu Nov 25, 2004 10:51 pm
#16

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.



# I support people who don’t pirate the ribbon symbol and plaster all over irrelavent "causes" YARR, matey!
ShadowoftheVoid
Sat Nov 27, 2004 6:46 am
#17






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



Haydir Ter-Luceyn TKM/mBrawler
Tyranny Jedi
Krys Ter-Luceyn Dancer/Doctor
Tomas Ter-Luceyn Artisan/Architech/Musician
Luceyn l60 NE Hunter - WoW
Silence---
Sun Nov 28, 2004 1:22 pm
#18

Are u saying that you are going Jedi and am not going to use a lightsaber?

I respect that...kinda



ign: Merumeru
Bkiddin
Thu Dec 02, 2004 5:25 pm
#19




#1 Ok i wanted to go Master swords/Mfencer/tk meditate tree/ medic 0/0/1/4 <--- cuz i worked so hard for the crafting grind i dont wanna do it again. Only problem with this is i get too many skillpoints used up .... im master swords, and almost master fencer, so i wanna get master fencer mainly for the badge (its also real fun) but i dont know if tkm will be better since the only way to be good in pvp with fencer is have an uber stun baton (which i dont want to waste my time or money on getting) This is the mods for this template ( i had to remove one skill from medic in order to have positive skillpoints, which left me with 3 remaining skillpoints)


Alertness+10
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


#2 Instead i thought of this new template that will include meditate (which i really want for wound heals/poison ect.) although there will no be any defences from fencer since ill drop it . (but since the combat revamp will fix all the melee stacking i dont think it will matter) i know in the combat revamp we can realocate our skillpoints freely... but i dont want to wait that long lol

so this is the new template i thought up of (and it uses less skillpoints) Master swordsman/TKM (which will include meditate, with a bonus at master) Master Brawler (for extramods in swordsman mainly) and medic 0/0/1/4. Here is all the mods and stuff


Berserk+20
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


(this template left me with 16 skillpoints remaining, INCLUDING ONE EXTRA MEDIC SKILL THAT WAS WORTH 5 SKILLPOINTS


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



Blindshot Kiddin
Bkiddin
Thu Dec 02, 2004 9:25 pm
#20

aw no one has responded


oh just to clarifiy something, im using swordsman for pve although im not one of those people that solo elders lol



Blindshot Kiddin
Kupcake
Fri Dec 03, 2004 12:49 am
#21

why would you want to craft your own medicine?

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.




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Plural form of Jedi is JEDI!!!
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EliXir - NWS -Rebel Master Doc / Rifle shim
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Ka-Lil
Fri Dec 03, 2004 4:57 pm
#22

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.




COL ~Ka-Lil McTavick~ / ~Kir'zon Myst~
Honor be thy name:
Iadao, Loc, Couger, Koelyde, Sugarlizard, Stream, Fade, Peart, Deorwyne, Miggs, Holepuncher, Srykin, Grease, Freakzilla, Nomakk, Cithri, Haanoverfist....PS i reserve the right to pull any item, at any time from my auctions.

Bkiddin
Fri Dec 03, 2004 5:05 pm
#23






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.





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




Blindshot Kiddin
Ka-Lil
Fri Dec 03, 2004 5:07 pm
#24

macro's are for grinding mate. you need to find some heavy crafters on your server to give you a good macro. i can do that like in about 30 mins, while i take a shower.



COL ~Ka-Lil McTavick~ / ~Kir'zon Myst~
Honor be thy name:
Iadao, Loc, Couger, Koelyde, Sugarlizard, Stream, Fade, Peart, Deorwyne, Miggs, Holepuncher, Srykin, Grease, Freakzilla, Nomakk, Cithri, Haanoverfist....PS i reserve the right to pull any item, at any time from my auctions.

xxawkxx
Fri Dec 03, 2004 5:41 pm
#25

grinding medic is easy.. dont be a littile wuss.. oyea if your gonna do a stacker template get rid of that crafting part of medic and go mswords/mfencer/tka4004/novmedic your just wasting skill points into something your never gonig to use and even if you do use your going to make crappy stuff..


erelado tigen

swordsman

combat medic


raebi tigen

desperado

hunter





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Jafar / Master Rifleman

- I support keeping & balancing the current combat system You can too

lycanthropy
Sat Dec 04, 2004 1:35 am
#26

you stackers are gonna be really hurt when the CB changes defense stacking.



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