Pikeman Archive
Thread: is this template any good?
Not sure if this is the best place to post this, and I apologise if it isn't, but I was wondering if you people could make any suggestions concerning this template. I was hoping to create a character who could hold their own in PVE with almost any creature and be able to defend themselves in PVP (I'm not looking for a PVP template but if a join a faction and get TEFed I want to be able to defend myself).
Master TKA: I thought it went well with fencer and I like the idea of martial arts.
Master Fencer: I like the idea of wielding swords and so far I am enjoying the one handed tree.
Marksman 4-0-0-0: This way I would have some ranged defense and I would be able to take out the ones that run away.
Scout 2-0-0-0: Terrain negotiation and Mask Scent
Medic 1-0-0-0: To heal myself and others in the field
This leaves me with 15 skill points (I think) and I'm not sure where to put them, Scout to build up the terrain neg or even creature harvest, or medic to improve my healing abilities.
I really want to keep the Mater Fencer and TKA but the others I can play around with (eg would carbines or pistols be better than rifles?). Any help or suggestions would be greatly appreciated.
Thanks in advance,
Excarn
Excarn wrote:
Hello everyone,
Not sure if this is the best place to post this, and I apologise if it isn't, but I was wondering if you people could make any suggestions concerning this template. I was hoping to create a character who could hold their own in PVE with almost any creature and be able to defend themselves in PVP (I'm not looking for a PVP template but if a join a faction and get TEFed I want to be able to defend myself).
Master TKA: I thought it went well with fencer and I like the idea of martial arts.
Master Fencer: I like the idea of wielding swords and so far I am enjoying the one handed tree.
Marksman 4-0-0-0: This way I would have some ranged defense and I would be able to take out the ones that run away.
Scout 2-0-0-0: Terrain negotiation and Mask Scent
Medic 1-0-0-0: To heal myself and others in the field
This leaves me with 15 skill points (I think) and I'm not sure where to put them, Scout to build up the terrain neg or even creature harvest, or medic to improve my healing abilities.
I really want to keep the Mater Fencer and TKA but the others I can play around with (eg would carbines or pistols be better than rifles?). Any help or suggestions would be greatly appreciated.
Thanks in advance,
Excarn
All in all it isn't a bad template. You could put the skill points from Marksman to better use though, as you won't really be that effective if they run. I would probably do:
TKM
Master Fencer
Master Brawler (For lunge2 and intimidate2)
Scout 3-0-0-0
Medic 1-2-0-0 (Allows you to drag incapped players also)
catalyst1234 wrote:
take off the scout
and medic really cause maybe 1 in a thousand times will u die by action or health
Hmm, fighting Nightsisters solo since there got the specials back and u will never ever think about droping any medic skills...yesterday i want to dath with 2 friends...a fellow master brawler/swords and a doc/rifleman...we chase around the stronghold and found a group of sister...1 Elder, 3 Sents, 1 Spellweaver and 1 Protector....We decide that my friends trying the elder and i stick with the rest of the lesser once...our doc/rifle pulled out the elder with an ranged bleed and after that i want to the left lesser sisters...they gone all agro on me and afterlets say1 minute another weaver and protector spawning...i had 2 weaver, 2 protectors and 3 sents on me...5 things safed my live....doing a wookiee roar for intimidate them all, switching from tka to swords, poping an emergency muon, havinenough space for eating synthisteaks and the ability to use meduse39 stims "e"....while the fight they had my 2 times nearly down....gettin chocked and havin some stacked bleeds ticking for up to 400 on health u will be a dead a$$ without medic skills/abilities...there lightsaber specials bypass any armor....i was fully doc and entertainer mindbuff + tka mediation, poping 2 brandies + 1 canape and synthisteaks...leaves my with +3700 Health and Action and +3400 Mind...after poping the muon +3900 Mind...wearing 80% armor...
Havin medic-skills is one of the biggest winners for a melee-fighter....i prefere it any time then havin higher defense....melee or ranged defense helps u next to nothing while fighting high-end-mobs...havin some good def. vs. stats could be helpfull but there is allway a 10% chance to land a stat....havin some npcson u andthey land these stats sooner or later for sure...i was master sword/fencer/pistoleer 1043 myself....never dodged a lesser sister while fighting them...got kd/dizzy/stun as much as i got it now...so if u focus mainly on pve medic helpsmore then defense....
just my2cents