Swordsman Archive

Thread: Finally figured out my ending template, how does this sound?

Agramor
Sun Aug 10, 2003 10:07 am
#14

I'm going:



Master Swordsman



Master Squad Leader


Explore 4


Survival 4


Ranged Support Specialist (4)


Pistol Specialist


Rifle Expert



And that leaves me with......0 skill points. Heh, hope it helps



Mathmannon Kelly




LehZMoon
"Slowly, silently, now the Moon walks the night in Her silver Shoon."

Kinsei
Tue Aug 12, 2003 2:35 am
#15

You need to keep applying First Aid until the bleeding icon goes away.



Only Doctors can apply First Aid once and have it gone right away.




* * *
- Slowly taking over the Universe, one profession at a time.
Former Musician, Dancer, Swordsman, Creature Handler, Combat Medic, Pistoleer, Bounty Hunter, Tailor, Architect, Rifleman, Pikeman, Fencer, Teras Kasi Artist, Image Designer, Carbineer, Smuggler, Doctor.

Currently a Spy.
Good bye, choices. We will miss you!

- "Don't feed the animals."
Micos99
Tue Aug 12, 2003 4:42 am
#16

@Khalaermol: go for pharmacology 4, not for organic chemistry. With chemistry you can make stimpack C, with pharmacology you can use it.

@kinsei: no, doc´s have same problems with first aid. It doesn´t scale with growinng wound treatment skill.
ZalMalkel
Tue Aug 12, 2003 6:12 am
#17

On the question about whether pharm 4 is worth it or not, well... that is a hard question to answer. I make stim packs for sale on my server and feel like I have a good handle on what you get for the different levels of pharmacology.



First off, let me explain what pharma does for you. If you take novice medic you get a modifier to a skill called "medicine use" of 5. That initial 5 allows you to use both stim pack A's and B's. Each level of pharmacology adds more to the skill. The flow looks like this:


Novie Medic: +5


Pharma 1: +5


Pharma 2: +10


Pharma 3: +10


Pharma 4: +10


What this means is that at pharma 4 you have a total of +40 to medicine use, at pharma 3 you have a total of +30 to medicine use and so on.


Highly experimented stim packs with advanced components have stats similar to the following (keep in mind the components on Scylla have sucked for some time now... you could potentially get a bit better on your server or in time).


Stim B, skill req 5: 31 charge / 300 base heal


Stim C, skill req 29: 36 charge / 430 base heal


Stim C, skill req 33: 36 charge / 500 base heal


Stim D, skill req 40: 28 charge / 600 base heal (one of the components is broken -- that is why the charges are lower)


Is it worth it to get any level of pharmacology? Tough question -- your typical unbuffed player is going to have 900-1000 health/action. A stim b will heal for around 150-600 -- usually plenty if you heal early and often. A stim c that has been "dumbed down" will heal for around 215-860 and a standard c will heal for 250-1000 (notice a trend here? yep, you guessed it - the heal variance is right about .5 to 2.0 of your base heal). I know that doesn't answer your question directly, but hopefully it added a little information to help you make your own decision.



If you are on Scylla I will let you try out a couple stim packs of the varying levels if you just wanted to take the skill and surrender later (medical exp is insanely easy to get with a decent wound pack).



Dakani

KaNViC240Sx
Tue Aug 12, 2003 8:02 am
#18

Master Heavy Swordsman


Master Rifleman


First Aid 2


Diagnostics 2


Pharmacology 4


Exploration 3


I have 3 pts left over, and I switch my skill around with those 3. Sometimes survival 1, sometimes marksman combat xp, either way works.




Euri Amadaki - First master swordsman of bria.
Jugulus
Tue Aug 12, 2003 8:23 am
#19

http://swg.allakhazam.com/db/userinfo.html?char_id=14870


this is what i hope to end up with, its a long road, note the melee and ranged defense mods.




Jugulus Vaporblade
Flurry * Naboo
DToxWeaponsInc
Tue Aug 12, 2003 8:50 am
#20

I'd go with First Aid 4 over Pharmacology...or do both for some really uber heals (well, uber to a guy not going to Master). Ignore Organic Chem altogether. Diagnostics is not needed, and it won't add any sort of tangible benefit. (Sure, you can heal faster, but you're gonna be doing specials or otherwise just fighting...you shouldn't really be fighting anythign where you'd need to be healing constantly)


Highly experimented Stim Bs are pretty powerful. I have a few that have 30 charges, with 340 healing at Medicine Use 5. Stim Cs and Ds aren't very easy to get (even with money...I've got tons of cash)...I have Pharm 4 and First Aid 4, but am already contemplating dropping Pharm, since the Bs are adequate for me when soloing, or just to help a bit when grouping.


Big recommendation - a Droid with a level 6 Medical Module. It can add up to 75% to your healing power. VERY nice, and VERY worthwhile to pick up.


With my 2.0 speed sword, I just do "HeadHit2/HeadHit2/Heal..." over and over and over again, and I rarely drop health/action much. I solo reds pretty easily at just 2Handed Specialist (I'm working on Novice Swordsman now).


Migrate stats to Mind...it's unhealable. This is where your down-time will come from. When your mind gets low, you'll have to rest. Personally, as a Mon Cal, I keep my Mind stats boosted, since it's the advantage of my race, and I rely on healing a bit more in combat. Your mileage may vary.




Master D'Tox - "Master Weaponsmith"

"You don't want to be on the bleeding edge of my technology"
Tatooine Vendor locations:
Mos Quito -3370 -6325
D'Tox Auction Drop Off: -3285 -6030
Solaera
Tue Aug 12, 2003 9:13 am
#21

I actually finished what I set out to do.

Here's my final build...

Master Heavy Swordsman
Master Medic
Scout - Hunting IV, Explore IV
Creature Handler - Tame IV, Empathy I, Management III

This works well for me.

Ivy
Master Heavy Swordsman
Flurry Galaxy
Khalaermol
Tue Aug 12, 2003 3:31 pm
#22

Thanks for all the replies



I picked up a surgical droid with a med mod IV and a crafting station, and it's GREAT. I can finally experiment on my stim b's and get them up to good values and it seems like thathe "ups" my healing whenever I have him grouped.



Nice to see others posting their templates, this will hopefully give others good ideas on how to build around the swordsman line.


But, I still believe master brawler is a MUST for a swordsman, even with the knockdown nerf (I might eat my words after tomorrow, but we'll see ).






Khal's Crap 6164, 5539 Rori just to the east of restuss Wanderhome
Master Swordsman, 3/0/3/0 scout, 0/4/4/4 doc
Master Artisan, Droid Engineer, Merchant (my alt)
Holocron said, " ...there's something oddly satisfying about running a game people pay to hate..."
http://www.gamespy.com/articles/march04/galaxies/01/
http://www.gamespy.com/articles/march04/galaxies/02/
http://www.gamespy.com/articles/march04/galaxies/03/
Bohswg
Tue Aug 12, 2003 3:46 pm
#23

Master CH right now (I'll see what happens after CH nerf)


Nearly Master Swordsman (should of been last week but I'm a lazy **edit**)


Left over points are in artisan right now, Survey IV ( Sword money )




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