Swordsman Archive
Thread: Finally figured out my ending template, how does this sound?
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
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.
@kinsei: no, doc´s have same problems with first aid. It doesn´t scale with growinng wound treatment skill.
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
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.
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.
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.
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
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
).
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 )