Swordsman Archive
Thread: The BEST weapon for a swordsman
hrmm he he sorry for being so long between posts... ok here is what i mean... first on regens... they are good in combat but they are extremely good out of it especially the mind as you have no other way to replenish it.
I tend to use the intimidate 2 then blind at the very least before i got to kill it... i have the helmet/chest/pants on my qbar. when i open i take them all of and spam intimidate2 (this move costs90 no armour 120 with armour) it often takes 3-5 tries to get it. However once it is on you will take 1/2 dammage from every it that creature does. combined with swords 42% resist (i think only affects melee now) and the 30% resist from armour and usually the further 50% from creatures attacking with ap0 weapons to your light armour and the following occurs:
300 hit - 50% (intimidate)=150 - 42% (toughness) = 87 - 30% (armour special resist) = 61 - 50% (ap0 to ap1armour) final dammage dealth on a 300 hit: 31 points
now my regen at 800 is 5 pts a second standing unarmoured... with armour it is 3. i will regen 2 times as almost all creatures attack 1 time every 2 seconds. 6 points armoured 10 without the chest. so i can say even armoured i will end up takeing only 20-25 pts a hit and thats if i never get missed. if the creature is ap1 or better this changes but still is good. i often only dearmour for major ham hits like intimidate2, warcry2, lunge2, and blind...to do this time your move and switch off armour watch the hit go green in the combat window and switch it back on (mind you this is detrimental to roleplay so is not fer everyone hehe {sees a trandy getting naked hitting a bantha getting dressed hitting a bantha, takeing off his hat hitting a bantha etc...}
when i say max the subhams yes i mean determine what you NEED to win... i determined a higher regen on my mind was needed thus 600 to regen and i wasnt loseing any mind when i styled... power hammer does hvy health but very low action and with the low multiplier on mind for swordsman styles i can regen my mind easy between hits. if i was a rifleman with those evil mind costs things would be MUCH different (and it was when i was rifle/sword originally) (btw on a power hammer it costs aproximately 25% less per move with my 800 strength... i havent done any tests here but 5% per 100pts sounds about right after 300... if you go below 300 i think you incur a penalty....
when you click on a creature you can examine him.. if you do most creatures will tell you what lvl armour they are and what resists it has. like when you attack a giant sand beetle light armour 20% resist kinetic... with a hvy action a 200 hp hit is 80 a shot with a vibro blade a 200 hit is 160 a shot,,, with a cleaver a 200 hit is 210 a shot (kinetic -20% 1 lvl higher ap +25%) and a power hammer 200 is 250 a shot (blast gets around the kinetic... 1 lvl higher ap +25%)
on a highly modified weapon you are absolutely right get a modified weapon for the specials like lunge2... a REAL good example here is the staff. it can become under 20ham in all areeas but a pikeman useing any other weapon will often triple that... especially in action...(i use pike as the example as sword has a lot of good weapons with differing ham costs to choose from... cleaver 40-40 curved 20-60 (i think) and power hammer 80-20 (all health-actiion as mind is negligable on all of our weapons) all of those with ap2 after patch. in the area of fast weapons being better sometimes... fast chained specials are deadly... in fencer for example a fast hit can do this... dizzy- knockdown - blind - health hit 2 in about 1 second per hit or ALL of that in 4 seconds... and all those will last a minimum of 10 sec (50 for blind)for 8 more health hit 2s... where a low speed weapon will be only getting there aroound the time it (or you) dies... 4 sec delay x 4 = 16 seconds to put the same debuffs on a mob the vibro blade did in 4... and if you dont think blind will save your life ... try it if youcan... it is very effective.
as for the pet... you can have one and it will save your life...after the patch you can only have a lvl 15 or less pet but... a lvl 15 pet has around 3-3.5k hams. evenwith no armour this is a very nice buffer for you to have... you can catch an add and the pet will hold it for at least a full minute unlesss you fighting crazy stuff on endor or something and if your doing that likely you have a real ch out there doing that job. if you get a lvl 15 one ( i like the rock beetle as that light armour really helps and all i want is time to finish my original target not for the pet to kill it) also as i said, if you have it help you in melee the mob will hit the pet about 40-50% of the time saveing you a lot of dammage.. and giveing you time, often enough, to get that emergency heal in after some warlord hits you for 400...( that same 400 reads as like 2-3k for a rifleman btw lol) (i usually hold the pet back and kill the mob myself... if things start to go bad i can tell the pet to attack and move back... often the creature will switch agro to the pet... also if an add comes i just tgt the new enemy hit the pet attack macro i made and then move away... the pet will get the agro while you continue to kill your original tgt switching back later to help kill the one your pet saved you from...)
hrmm on stat limitations by race... everyone is the same... just add the +racial modifiers. you can see this easily if you buy the prima guide as it shows a good chart in there of the modifiers. just take a starting char look at his stats by starting profession and you will see the base numbers for ALL races. there is a program i once saw that does that as well but i cant recall where i saw it.
sorry i didnt respond in a timely manner and hope this helps.