Swordsman Archive
Thread: Your PvP Only Build:
Zeriax
Fri Aug 13, 2004 6:07 am
#14
TenlossDisruptor wrote:
lol @ buzzterm of the week "Temploiter" = "someone who learns only the skills they want to give them the skillmods they want.."..... ...... ....... ............
yeah, ok. It makes life difficult. but what doesn't? the beauty of the SWG profession system is that you can customise, chop and change professions as much as u like, creating innumerable unique templates, depending on how much u want to study the profs/skillmods to find the best one.. The people who have taken the time to figure out what are the most effective combination of skills deserve to be able to wipe the floor with people who've just gone FoTM or whatever imo.
/rant off
/kettle on
/flame retardent suit on
Why bother posting this drivle? I am asking for insight on to why people chose certain things, how well they work, and why. This is not me asking "What is the penultimate PvP build", it's me seeking information from those who know. Do you just go into a lumber yard, buy wood and nails and start building a play-yard for the kids or do you seek information, guidance, and insight from those who know?
Do you follow crafters around and post this soapbox egocentric blather on their posts when they ask for tips on grinding out their profession, or perhaps you follow the novice Doctor's around and berate them for being money hungry automatons....?
Pardon me for playing a PvE character only and wanting to ask people who have been PvP'ing for a long time for advice. This is an alt character being designed to group with my friends and compliment their abilities. Even if I was a FoTM'er, who are you to tell me how to play, or to criticize my decisions?
TenlossDisruptor wrote:
The people who have taken the time to figure out what are the most effective combination of skills deserve to be able to wipe the floor with people
Perhaps in your excitement upon seeing another person you could squack at you missed where I said:
Zeriax wrote:
I want to see a few variations and how they work so I can build a frame from the suggestions that I can fine tune to fit my style.
Finish up high school and finish your reading comprehension courses before choosing to preach from up high, or save yourself the embarassment and just click the back button. These posts offer nothing positive to the forums and are just troll bait.
Message Edited by Zeriax on 08-13-2004 06:15 AM
Zeriax
Fri Aug 13, 2004 6:42 am
#15
TenlossDisruptor wrote:
I'm looking at my post again, and really fail to see where I criticized you, or anyone for that matter...
"Temploiter" = "someone who learns only the skills they want to give them the skillmods they want.."
... with people who've just gone FoTM.
These terms are certainly not endearing, in fact they carry quite the negative connotation. You entered a thread that was asking for insight and help in making a PvP character frame and post these words... how do you think they are going to be taken? They directly reflect back to the starter of the post. You're backpedalling to cover the truth, but the evidence is on this page...
I'll leave you with your own hypocritical last line to ponder "I'll hit the back button and move along when you grow up and stop with the "/flame on without engaging braincells".
Please do not respond and attempt to derail this thread, unless your vain ego must have the last word....
For the rest of the people, thanks for the great info. It really opens up a lot of choices, but I have a few more questions:
When in combat do you find you are often faced with a single advesary or are you facing multiple people?
Do you find melee only defense to be adequate or is ranged defense and damage mitigation a must?
Thanks again....
Message Edited by Zeriax on 08-13-2004 06:44 AM
AgyarBros
Fri Aug 13, 2004 7:38 am
#16
Zeriax wrote:
TenlossDisruptor wrote:
I'm looking at my post again, and really fail to see where I criticized you, or anyone for that matter...
"Temploiter" = "someone who learns only the skills they want to give them the skillmods they want.."
... with people who've just gone FoTM.
These terms are certainly not endearing, in fact they carry quite the negative connotation. You entered a thread that was asking for insight and help in making a PvP character frame and post these words... how do you think they are going to be taken? They directly reflect back to the starter of the post. You're backpedalling to cover the truth, but the evidence is on this page...
I'll leave you with your own hypocritical last line to ponder "I'll hit the back button and move along when you grow up and stop with the "/flame on without engaging braincells".
Please do not respond and attempt to derail this thread, unless your vain ego must have the last word....
For the rest of the people, thanks for the great info. It really opens up a lot of choices, but I have a few more questions:
When in combat do you find you are often faced with a single advesary or are you facing multiple people?
Do you find melee only defense to be adequate or is ranged defense and damage mitigation a must?
Thanks again....
Message Edited by Zeriax on 08-13-2004 06:44 AM
Hey, Zeriax-
APEist_theReb was the one who used the term "Temploiter" in a derogatory fashion. TenlossDisruptor was merely commenting on (laughing at?)the current popularity of the term. He then went on to say that doing the research to mix the skills effectively - which is what you're trying to do here. Intelligently select a template to use complimentary skills - is a good way to play and those who do so should be able to reap the rewards of their work without being called names like "Temploiter."
He was on your side, and you jumped all over him.
TenlossDisruptor
Fri Aug 13, 2004 7:57 am
#17
Thanx for that AgyBros - glad you see what i was getting at - but I respect that Zeriax is trying to keep this thread as an Info-only thing and I probably shouldn't have ranted on it like i did. Going off-topic again there tho... lets get back on track if i may, this is a post from a guildmate of mine, from our Guild forum - I hope it is some use.
---------------------------------------------------------
Defensive skills:
Primary Defensive Modifiers
Secondary Defensive Modifiers
Supporting Defensive Modifiers
We will now continue to list and explain them in Close detail.
Primary Defensive Modifiers:
These are:
Defence Acuity (TKA)
Dodge (Pistoleer/Fencer)
Counterattack (Carabineer/Swordsman)
Block (Rifleman/Pikeman)
Ranged Mitigation (Elite Ranged Combat Professions)
Melee Mitigation (Elite Melee Combat Profession)
All share the same intend: To avoid damage with the exception of Mitigation. Their respective Modifier works as a competitive value against the attacker's accuracy. If the Modifiers reduction in accuracy results in a Miss where the attack normally would have hit you, the defensive modifier worked and will trigger its special ability:
Acuity (works like a combination of Dodge, Block and Counterattack, at a random basis)
Dodge: a defensive move (sidestep, dodge-roll) gets the character out of harms way. The move will interrupt your normal movement and changes your position. This effect has to be paid attention for.
Counterattack: you immediately react to the attack with an unblockable return fire (standard attack). (This special ability of the Counterattack DM is currently non-functional)
Block: Block halves the damage from an incoming attack if it is successfully triggered.
Side note: DoT effects delivered by weapons are unaffected by defence Modifiers. They will deliver the wounds and the DoT effect even if the DM was used successfully by your character
.
Mitigation:
There exist 2 versions of Mitigation: Ranged and Melee.
Each of them works against origination from the prerequisite forms of attack (Melee Mitigation only works against Melee Attacks and ranged Mitigation only works against Ranged Attacks).
Mitigation comes in three levels: 1-3
each level confers a 20 % reduction of the Damage Span. The Damage Span is the difference between Minimum Damage and maximum Damage of your weapon.
This basically means: The greater the difference between Minimum Damage and Maximum Damage of your weapon the greater the impact of Mitigation will be on your DPS.
Secondary Defensive Modifiers:
These are:
Defence vs. Blind
Defence vs. Posture Change
Defence vs. Knockdown
Defence vs. Intimidate
Defence vs. Dizzy
Defence vs. Stun
These are Modifiers that work with a percentage, competitive to the innate affectivity percentage of the Status effect. ON a successful roll, the status effect is not applied to the target. Once a status effect bypassed this modifier, it will stay in full effect until timed out.
Supporting Defensive Modifiers:
These are:
Ranged Defence
Melee Defence
These Modifiers are special in how they operate. They have two functions compared to the single use DMs mentioned before.
On the one hand they act as a competitive modifier with the opponent’s accuracy Modifier, thus reducing the chance to get hit. An attack has to bypass them before the primary defence Modifiers kick in.
It is possible to increase these Modifiers to a level, where the Primary DMs become virtually meaningless.
Now for how they intervene with each other:
The primary defence Modifiers are restricted to the prerequisite weapons category:
Dodge: Pistols and One-Hand Melee Weapons
Counterattack: Carbines and Two-Handed Melee Weapons
Block: Rifles and Polearms
Acuity: Unarmed
Other than this restriction they stack with each other (e.g. Pistol Dodge Stacks with Fencer Dodge, but not with any other primary defence Modifier).
The secondary Defence Modifiers stack with each other regardless of armament.
The supporting Defence Modifiers stack as well.
---------------------------------------------------------
That's pretty much a definitive guide to defensive skills as they stand, and I think at least, gives some insight into which skillmods compliment each other the best.
---------------------------------------------------------
Defensive skills:
Primary Defensive Modifiers
Secondary Defensive Modifiers
Supporting Defensive Modifiers
We will now continue to list and explain them in Close detail.
Primary Defensive Modifiers:
These are:
Defence Acuity (TKA)
Dodge (Pistoleer/Fencer)
Counterattack (Carabineer/Swordsman)
Block (Rifleman/Pikeman)
Ranged Mitigation (Elite Ranged Combat Professions)
Melee Mitigation (Elite Melee Combat Profession)
All share the same intend: To avoid damage with the exception of Mitigation. Their respective Modifier works as a competitive value against the attacker's accuracy. If the Modifiers reduction in accuracy results in a Miss where the attack normally would have hit you, the defensive modifier worked and will trigger its special ability:
Acuity (works like a combination of Dodge, Block and Counterattack, at a random basis)
Dodge: a defensive move (sidestep, dodge-roll) gets the character out of harms way. The move will interrupt your normal movement and changes your position. This effect has to be paid attention for.
Counterattack: you immediately react to the attack with an unblockable return fire (standard attack). (This special ability of the Counterattack DM is currently non-functional)
Block: Block halves the damage from an incoming attack if it is successfully triggered.
Side note: DoT effects delivered by weapons are unaffected by defence Modifiers. They will deliver the wounds and the DoT effect even if the DM was used successfully by your character
.
Mitigation:
There exist 2 versions of Mitigation: Ranged and Melee.
Each of them works against origination from the prerequisite forms of attack (Melee Mitigation only works against Melee Attacks and ranged Mitigation only works against Ranged Attacks).
Mitigation comes in three levels: 1-3
each level confers a 20 % reduction of the Damage Span. The Damage Span is the difference between Minimum Damage and maximum Damage of your weapon.
This basically means: The greater the difference between Minimum Damage and Maximum Damage of your weapon the greater the impact of Mitigation will be on your DPS.
Secondary Defensive Modifiers:
These are:
Defence vs. Blind
Defence vs. Posture Change
Defence vs. Knockdown
Defence vs. Intimidate
Defence vs. Dizzy
Defence vs. Stun
These are Modifiers that work with a percentage, competitive to the innate affectivity percentage of the Status effect. ON a successful roll, the status effect is not applied to the target. Once a status effect bypassed this modifier, it will stay in full effect until timed out.
Supporting Defensive Modifiers:
These are:
Ranged Defence
Melee Defence
These Modifiers are special in how they operate. They have two functions compared to the single use DMs mentioned before.
On the one hand they act as a competitive modifier with the opponent’s accuracy Modifier, thus reducing the chance to get hit. An attack has to bypass them before the primary defence Modifiers kick in.
It is possible to increase these Modifiers to a level, where the Primary DMs become virtually meaningless.
Now for how they intervene with each other:
The primary defence Modifiers are restricted to the prerequisite weapons category:
Dodge: Pistols and One-Hand Melee Weapons
Counterattack: Carbines and Two-Handed Melee Weapons
Block: Rifles and Polearms
Acuity: Unarmed
Other than this restriction they stack with each other (e.g. Pistol Dodge Stacks with Fencer Dodge, but not with any other primary defence Modifier).
The secondary Defence Modifiers stack with each other regardless of armament.
The supporting Defence Modifiers stack as well.
---------------------------------------------------------
That's pretty much a definitive guide to defensive skills as they stand, and I think at least, gives some insight into which skillmods compliment each other the best.
WharryBite
Fri Aug 13, 2004 8:01 am
#18
I'd have to agree with Agyarbros regarding Tenloss, they were trying to help before you jumped off your high horse on them.
Anyway, For what it's worth, Master Brawler is invaluable in PvP. Having Intim/Warcry 2 and a 20 ranged kockdown is superb. Along with the ever so useful +5 to Swordsman speed it's a godsend.
I couple this with TKM (+ some Fencer defence),so that I Can start fights by applying all the different TKM states Stun/Blind/Dizzy/KD before switching weapons to pummel mind with swordsman moves. The weakness of my tactic is that since the weapon change delay it is a little bit less effective but still dangerous.
Anyway, For what it's worth, Master Brawler is invaluable in PvP. Having Intim/Warcry 2 and a 20 ranged kockdown is superb. Along with the ever so useful +5 to Swordsman speed it's a godsend.
I couple this with TKM (+ some Fencer defence),so that I Can start fights by applying all the different TKM states Stun/Blind/Dizzy/KD before switching weapons to pummel mind with swordsman moves. The weakness of my tactic is that since the weapon change delay it is a little bit less effective but still dangerous.
Taidashan
Fri Aug 13, 2004 1:42 pm
#20
Hey there!
I do confess to not having experience with this build, but I have been around for a while and believe that it is a fairly good template. In your first post, you mentioned going pvp for the sole reason of joining your friends in their attempts on jedis. I also assume that since you posted on the swordsman forum you would like a build based around master swordsman. The build is as follows:
Master Swordsman
Master Brawler
TKA: 4/3/0/4
Fencer: 4/4/4/0
Novice Medic
This template would put you above the melee and ranged defence cap (you could drop the wasted boxes if you wanted, I was to lazy to trim down on the exceses, besides, you mentioned wanting to tweak the template to your satisfaction anyway) Also, this would give you fairly good state defenses. The novice medic is for the little extra healing you can do. The tka is for the meditate line (im addicted), the defenses and for unarmed toughness, one of the only defenses vs jedi. fencer is for the defenses too.
The weakness is that you dont have any scout for terrain nego. (I have to go now, other people will surely tell you the other weaknesses) 
P.S. sorry for the spelling, couldnt spell check 
APEist_theReb
Fri Aug 13, 2004 6:38 pm
#21
sorry but i didnt mean to say temploiter in a derrogatory way. most swordsman are temploiters.
i am kinda/sorta.
a temploiter isnt a bad thing, its a person who stacks there template build to be powerful. not bad at all, not derrogatory either.
o and for the person who replied "accuracy tapes help for that too"
omg can u do anything wihtout TAPES TAPES TAPES???
if u cant maybe u shoud invest some mroe time in learning how to pvp. or maybe learn swordsman a little more.
if u cant fight wihtout tapes u just suck anyways.
Keuller
Fri Aug 13, 2004 9:44 pm
#22
Tapes are just like any other piece of equipment, not necessary, but extremely helpful.
Don't use a scythe or powerhammer! OMG OMG OMG, can you do ANYTHING without a scythe or powerhammer? If u can't fight with a heavy axe u just suck anyways!
You say I suck since I choose to take advantage of equipment that allows me to quintuple my damage output? This is foolishness.
Don't use a scythe or powerhammer! OMG OMG OMG, can you do ANYTHING without a scythe or powerhammer? If u can't fight with a heavy axe u just suck anyways!
You say I suck since I choose to take advantage of equipment that allows me to quintuple my damage output? This is foolishness.
APEist_theReb
Sat Aug 14, 2004 12:32 pm
#24
no its not regular equipment its loot.
lol and dont go on about the scythe i pvp with a 215-380 scythe i know i could do better but why when u kill all the ppl u care to already
im tired of ppl saying u HAVE to be speed capped to be good. u didnt say that this last post u said it helps a lot. now thats what i like hearing. but i see so many posts about u HAVE to be speed capped and its sickening becuz the ppl asking wether or not swords is good in pvp get intimidated by it (uh ok so u have to be speed capped to be swords... hm fencer does pretty well without haveing to buy or find the expensive and rare loot, i think ill go fencer)
it almost seems like a wives tail told to scare non swordsman from trying it out in pvp.
the more intermixed pvp is with professions the better.
kthxgoodbye
Keuller
Sat Aug 14, 2004 1:09 pm
#25
A scythe requires loot as well, so it should also be disqualified right?
I've never said someone has to be speedcapped. I wouldn't recommend PvPing without being speedcapped though.
Now, I ought to qualify that statement a little, I simply mean speed-capped. Not +20, capped with an acklay hammer speed-capped. I generally use a scythe in PvP because some of my speed tapes are on a belt, and I find a PSG to be infinitely more valuable in PvP than the ability to use my hammer. That said, I cap with a damage sliced scythe at just 85 speed, +5 over MB/MHS, which is not all that hard to acquire in +1's and +2's.
I've never said someone has to be speedcapped. I wouldn't recommend PvPing without being speedcapped though.
Now, I ought to qualify that statement a little, I simply mean speed-capped. Not +20, capped with an acklay hammer speed-capped. I generally use a scythe in PvP because some of my speed tapes are on a belt, and I find a PSG to be infinitely more valuable in PvP than the ability to use my hammer. That said, I cap with a damage sliced scythe at just 85 speed, +5 over MB/MHS, which is not all that hard to acquire in +1's and +2's.
VoTech
Sun Aug 15, 2004 2:15 pm
#26
Mine is in my sig...oh and also add TK 4003 and Novice Medic to it. I LOVE this template.