Swordsman Archive

Thread: Good PvE/PvP Build? (Mainly Want to solo PvE and not die 100% of time in PvP

Kruxx
Fri Oct 08, 2004 9:14 am
#1


Master Swordsman / Master Brawler / Fencer 0/4/4/0 / Pikeman 0/0/4/0 / TKA 0/4/0/4 / Medic 1/0/4/0


Berserk +20
Combat Equilibrium +40
Counterattack +100
Defense Acuity +71 (TKA Skill thats works ontop of counterattack )
Defense vs Blind +80 (+10 skill tape Caps it)
Defense vs Dizzy +85 (+5 Skill tape Caps it)
Defense vs Intimidate +40 (not to great, but better then most)
Defense vs Knockdown +115 (caps at 90, your maxed)
Defense vs Posture Change +110 (caps at 90, your maxed)
Defense vs Stun +85 (+5 skill tape Caps it)
Intimidation +20
Meditate +15
Melee Defense +117 (capes at 125, to cap or not?)
Melee Mitigation +9 (lol...)
Ranged Defense +90 (caps at 125, Ank Rings and backpack)
Taunt +40 (Good if you have a doc with you)
Warcry +20 (hope it sticks when your swarmed!)


was thinking crabbing some carbanierr for + counter attack, but can't think of what to drop for it.


any tips would be nice to this n00b.
AelricMistrider
Fri Oct 08, 2004 9:30 am
#2

I'm not 100% sure about this, but I don't believe the Defensive Acuity from TK stack with any other profession, and is strictly for when you are equipping unarmed weaponry. Instead of that line, pick up the meditation line, it's wonderful being able to meditate off poisons diseases and wounds.

Other than that, I wouldn't like to be pigeonholed into having only swords for damage output, even though blast is very good in PvE. In PvP it's not so hot, unless you have a good hammer . I'd almost pick up another combat skill and forego some of the defenses.

On TC, I was working with this build just for fun:

Master Brawler/Master Swords/Master TKM, 3-4-4-0 Fencer (Ranged/Melee defense and state defenses). It wasn't perfect, but the defenses were fairly high.




-----------------------------------------------------------------
Aelric
-----------------------------Corporate Universal-----------------------
Elder Bounty Hunter
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"I do not dream of the future, it comes soon enough."
Kruxx
Fri Oct 08, 2004 9:36 am
#3

you think carbineer would be a good combat choice? to add to swordsman? gets the + states and + counterattack. + more damage types.
Kruxx
Fri Oct 08, 2004 9:48 am
#4

Master Swordsman / Master Carbineer / Fencer 0/4/4/0


Is this any better? With 18 SP to spare, for maybe some medic?
Skill Points: 232 of 250 used. (92.8%)

Experience needed
1h Sword 2,666,000 (23.64%)
2h Sword 3,891,000 (34.50%)
Apprentice 1,240 (0.01%)
Carbine 3,891,000 (34.50%)
Combat 830,000 (7.36%)

--------------------------------------------------------------------------------

Total Experience 11,279,240

Skill mod Summary:

Counterattack +205
Defense vs Blind +50
Defense vs Dizzy +60
Defense vs Intimidate +65
Defense vs Knockdown +90 (Maxed)
Defense vs Posture Change +60
Defense vs Stun +50
Melee Defense +35
Melee Mitigation +5
Ranged Defense +57
Ranged Mitifation +3
Taunt +10
Rawauh
Fri Oct 08, 2004 10:35 am
#5






Kruxx wrote:


Master Swordsman / Master Brawler / Fencer 0/4/4/0 / Pikeman 0/0/4/0 / TKA 0/4/0/4 / Medic 1/0/4/0


Berserk +20
Combat Equilibrium +40
Counterattack +100
Defense Acuity +71 (TKA Skill thats works ontop of counterattack )
Defense vs Blind +80 (+10 skill tape Caps it)
Defense vs Dizzy +85 (+5 Skill tape Caps it)
Defense vs Intimidate +40 (not to great, but better then most)
Defense vs Knockdown +115 (caps at 90, your maxed)
Defense vs Posture Change +110 (caps at 90, your maxed)
Defense vs Stun +85 (+5 skill tape Caps it)
Intimidation +20
Meditate +15
Melee Defense +117 (capes at 125, to cap or not?)
Melee Mitigation +9 (lol...)
Ranged Defense +90 (caps at 125, Ank Rings and backpack)
Taunt +40 (Good if you have a doc with you)
Warcry +20 (hope it sticks when your swarmed!)


was thinking crabbing some carbanierr for + counter attack, but can't think of what to drop for it.


any tips would be nice to this n00b.




caps at 90? when did this happen? its 125 i think.




---------------
Celcon - Master of the Whoring of Loot Profession
Rawauh
Fri Oct 08, 2004 10:59 am
#6

also...


- melee mitigation doesnt stack from prof to prof. if you have master tka and master swords you still only have Mit3 not Mit6. highest you can get is 3.

- defensive acuity only work while using unarmed weapons. not with swords.

- taunt +40 is good if you have a doc? how in the world does a doc help taunt. taunt makes enemies aggro you instead of someone else.

- if you are wanting to solo high lvl npcs/creatures, melee/ranged def mean nothing as they have like 500 accuracy and barely ever miss. i dont think i have ever evaded an elder. counterattack works maybe 5 times in the 5min it takes to kill one.

- if you are going to be soloing elders you need atleast 2xxx medic to heal bleeds, or 4xxx tka to med them off fast after a warcry2.




---------------
Celcon - Master of the Whoring of Loot Profession
Kruxx
Fri Oct 08, 2004 11:26 am
#7

the doc comment was ment doc can heal while i use taunt to keep them off of the doc, if im alone... no use in taunting since im the only one to attack eh?


so is ther eno Ultimate PvE template out there? I could care less about PvP at this point.
SoF-Crimson
Fri Oct 08, 2004 11:47 am
#8

i belive that melee def and range def cap at 200 its block dadge and counter attack that cap at 125.


but whatever


(i think someone tested this)



Nosmirc - Rebel -
MS - MB - 4xxx TK - 244x Fen - xx4x Medic - FS ????
Kruxx
Fri Oct 08, 2004 1:13 pm
#9

so im basicly screwed when looking for a PvE Machine? I mean... I wanna be a tanking fool. Like solo pretty much anything.


Maybe pikeman/swordsman?
damonbrinkley
Fri Oct 08, 2004 1:26 pm
#10






vnicula wrote:

My template


MBrawler/MSwords/Medic 2000/ Fencer 0240/ TKM 4304/ Prowness 0044/ Reflexes 3400


Copyright (c) 2004 by vnicula








This template will be pretty good at soloing a majority of the creatures/NPCs. If you're looking for 'God mode' then you're out of luck.



Test Center
Misma Mookie
Melee Extraordinaire
Adefo-Oami
Fri Oct 08, 2004 1:28 pm
#11

def vs states all cap at 90 because there is ALWAYS a 10% chance to [insert state here]



********************************************************
***********Adefo Oami**********-Cassus- Oami***********
*********Jedi Elder******Master Bounty Hunter************
**********Proudly Serving the Mos eisley Syndicate********
********************************************************






ghettoGenius
Fri Oct 08, 2004 1:47 pm
#12



Adefo-Oami wrote:
def vs states all cap at 90 because there is ALWAYS a 10% chance to [insert state here]






How do you know this? The cap could still be 125 and there could still be a 10% chance to hit. Youre assuming the roll is as simple as a d100. Is there proof of this?



((Avada Kedavra:::::Master Brawler Fencer TKA Pilot Medic Force Sensitive Stacker
Adefo-Oami
Fri Oct 08, 2004 2:04 pm
#13

I'm just saying that once you hit 90 on defense vs states, your capped. This has been tested alot and there are some veterens on my server that informed me of this.



********************************************************
***********Adefo Oami**********-Cassus- Oami***********
*********Jedi Elder******Master Bounty Hunter************
**********Proudly Serving the Mos eisley Syndicate********
********************************************************






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