Swordsman Archive
Thread: whats a good swordsman temp for pvp?
Melee Defense: +141
Ranged Defense: +119
Counterattack: +110
Defense Vs. Intimidate: +40
Defense Vs. Dizzy: +65
Defense Vs. Stun: +65
Defense Vs. Posture Change (Down): +90
Defense Vs. Knockdown: +95
Defense Vs. Blind: +60
You don't have the medic skills and the melee defense is a little over the cap, but the defenses make it worthwhile to me.
Since i got that, I havent lost. Its total UBZOR!!
Def vs Blind +110
Def vs Dizzy +120
Def vs Intim +40
Def vs KD +95
Def vs Posture +80
Def vs Stun +110
I wouldn't try and waste going into carbineer, counterattack at +100 is good already and you will need better overall defense instead.
Message Edited by SpunkyKuma on 08-30-2004 04:12 AM
The litte bit of SL really helps out in groups although it takes a lot of SP away, but I think it's worth it. I've been SL since I started, though too.
I was thinking about doing
Master Brawler, Master Swordsmen, TKA 4/0/0/0, Fencer 0/4/4/0 and Daabble the rest in Scout.
People really over look Terrain Neg. in PvP - Brawlers especially need it.
Liwiwo wrote:
just untill some rifleman shows up with a 1k dmg t21 and do strafe2 on you for 2000 dmg every second, even with a 90% armor thats 200 dmg going through every second, too many ppl overlook ranged mitigation when doing a pvp melee template.
Yeah, if the RM is in good range and not running around....Most of the rifleman imo using jawa ion or dxr-6b while pvp may the t21 to finsh withsnipershot....
Bimo wrote:
solution? i think i have 1
master sword/pistol0040/fencer4440/carb0030/novice med
why? explain:
counterattack 160
d vs dz 100
vs kd 140
vs stun 90
melee D 89
d vs blind 90
vs intimidate 65 <----
vs posture 80
range D 88
opinions??
wow man thats a great template, but drop carbineer down to 0-0-2-0, since u are already capped in counterattack by then and also there isnt any defense in the 3rd box, only ranged mitigation 2, which u already have from pistoleer. get the first box of first aid if u do this.
i have 75 defense vs intimidate (im a zabrak so i get +10) and i still get intimidated fairly easily. the thing is a good pvpr will run and spam it untill they do get it to stick, and then of course that 75 defense becomes 37.5 or whatever and its even easier to intimidate you. i wish tailors could make stuff with defense vs intimidate... oh well.
capped counterattack has several advantages over capped melee/ranged defense. the only thing that can affect counterattack is intimidate, which of course halves the mod. melee/ranged defense can be intimidated AND stunned to bring it down to levels where it almost doesnt matter. also counterattack is affected by center of being.
the thing with ur template is... if ur gonna have capped counterattack u might as well haave capped center of being, and u can do that by mastering brawler. cant really do that with ur template... but still go ahead and try it out.
depends on how u play also of course, like myself... i cant live without meditation.
this is my template: master swordsman, master brawler, carbineer 0-0-2-0, fencer 2-0-4-0, tka 4-0-0-0 (again i cant live without this line, i just love it, but if u dont think u need it id go ahead and put those points into fencer, and maybe pick up carbineer 0-0-3-0 for ranged mitigation 3) and medic 1-0-0-0.
ive posted my template in the past on these forums and it just gets bashed. i dont care really i think its dumb to bash a template i mean its a template lol, but what i get in pvp from the ppl i fight is "what is your template, it has to be awesome??". im not sure if its my template or just cause i know what im doing butone thing is for suremy template doesnt hurt.
Can heal all states, disease/poison, and fire, plus you get to use those nifty AOE cures, its a great temp for solo and support. With a good PSG/stun helm you shouldn't have to worry too much about riflemen either... besides, they can't keep you intimidated