Swordsman Archive
Thread: Advice on +5 2hand Speed CA
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Liander
Tue Jan 11, 2005 2:55 pm
#1
Tiberiuse wrote:
I'd go with a BE shirt, there are some nice options. Mine is a +18 Intim/Warcry with +10 Counterattack and atleast one socket left.
if this is the attachment that gets you capped...don't mess around...put it in a pre-nerf ubese shirt...then get a war/intim bando to go over the top...don't put speed ca's in normal clothes unless its a +1 for something that is common
Tiberiuse
Tue Jan 11, 2005 3:12 pm
#2
My +10 counterattack works fine in that shirt even at 0/1000 cond. so unless they fix that my ubese shirt stays the way it is with all sockets empty. If I had more than one I would be more willing to use it but the prices to get another no cond. ubese shirt on my galaxy are nuts.
Message Edited by Tiberiuse on 01-11-2005 02:15 PM
xb7rvfy
Tue Jan 11, 2005 7:07 pm
#3
ok thank you for the tips, kind of what I thought but not sure.
have to try to locate a pre nerf shirt.....that may prove difficult but will try 
Liander
Tue Jan 11, 2005 9:12 pm
#4
post a WTB on your trade forums...someone is hording them...i guarantee it
xb7rvfy
Wed Jan 12, 2005 1:33 am
#5
Hello my brother swordsmen. I just bought a +5 2hand speed CA (I have never owned any previously), what should I put this into.
Your thoughts and advice are appreciated.
Thank you,
Loeket
Master Swordsmen/Master Riflemen
Tiberiuse
Wed Jan 12, 2005 1:46 am
#6
I'd go with a BE shirt, there are some nice options. Mine is a +18 Intim/Warcry with +10 Counterattack and atleast one socket left.
Daunte89
Wed Jan 12, 2005 1:50 am
#7
I would put it in a pre-nerf no condition ubese armor shirt or bando. But that's just cuz I'm paranoid about stuff like that.
JediForceSeeker
Wed Jan 12, 2005 7:02 pm
#8
xb7rvfy wrote:
ok thank you for the tips, kind of what I thought but not sure.
have to try to locate a pre nerf shirt.....that may prove difficult but will try
That would be best
Red1982
Wed Jan 12, 2005 10:13 pm
#9
I have a pre nerf Ubese Shirt with melee defense +16 and defense vs dizzy 12, but I heared that DEVs are going to nerf/destroy them or what ever. Cos they whant to stop this insane trading on the forums. Is there any truth in that or ca I put my 2handed Counter +19 CA I found in it?
Daunte89
Thu Jan 13, 2005 7:57 pm
#11
I don't think UA damage is broken, I think TKM is just capped on damage, so a non-master would benefit from it...At least that's how I understand it...
JediForceSeeker
Fri Jan 14, 2005 1:05 am
#12
* Weapon Experimentation and Assembly
* Armor Experimentation and Assembly
* Food Experimentation and Assembly
* Medicine Experimentation and Assembly
* Combat Medicine Experimentation and Assembly
* Droid Experimentation and Assembly
* Clothing Experimentation and Assembly
* Structure Experimentation and Assembly
* Artisan Experimentation and Assembly
* Grenade Experimentation and Assembly
All of these mods work except grenade experimentation and assembly, which was removed in beta and no longer exists on the current skill tree.
Repair Skill Mods
* Weapon Repair
* Armor Repair
* Clothing Repair
None of these mods do anything. They have been tested extensively and serve no purpose.
Other Artisan Related Skill Mods
* Droid Customization
* Droid Complexity
* Structure Complexity
* Surveying
The first three mods here do nothing. Surveying works, but you hit the hard cap for surveying distance at artisian surveying 4 anyway so take that into consideration.
Other Medic and Doctor Related Skill Mods
* Injury Treatment
* Injury Treatment Speed
* Wound Treatment
* Wound Treatment Speed
* Medical Foraging
* Medicine Use
Most of these mods work, however the medical foraging skill is as good as useless, and it would be pointless to use. Also Medicine Use was nerfed and no longer functions.
Other Combat Medic Related Skill Mods
* Healing Range
* Ranged Injury Treatment Speed
* Combat Medicine Use
* Combat Medicine Effectiveness
Healing range and combat medicine use have been tested and don't do anything, combat medicine effectiveness probably doesn't work and but is hard to properly test. I wouldn't lay down any serious credits for this skill. The second mod up there works just fine.
Scout, Ranger, and Squad Leader Related Skill Mods.
* Terrain Negotiation
* Camouflage
* Foraging
* Rescue
* Group Terrain Negotiation
* Steady Aim Bonus
* Volley Fire Bonus
All of these skill mods are tested and should work, but I don't know anyone who would actually want most of them. Don't put down any credits on the last two especially, since it is hard to confirm just how effecitve they are since they don't really do much anyway. I'm leaving them green since we know they do function.
Creature Handler Related Skill Mods
* Additional Pets
* Stored Pets
* Creature Taming Bonus
Additional Pets and Stored Pets both used to work but have been nerfed, creature taming bonus works fine and I beleive is a requirement for taming a bull rancor baby.
Entertainer Related Skill Mods
* Wound Healing (Music)
* Wound Healing (Dancing)
* Battle Fatigue Healing (Music)
* Battle Fatigue Healing (Dancing)
* Musical Mind Enhancement
* Dancing Mind Enhancement
* Instrument Assembly
Yep, all of it works, although instrument assembly is kind of redundany since instruments don't really have any mods or different values to them.
Defensive Skill Mods
* Dodge
* Counterattack
* Block
* One Handed Weapon Counterattack
* One Handed Weapon Evasion
* Two Handed Melee Counterattack
* Two Handed Melee Evasion
* Polearm Counterattack
* Polearm Evasion
The first three mods here work, as long as you are equipping a weapon that fits with each mod. For example counterattack works when holding a power hammer, but you won't dodge while weidling it no matter how much +dodge you have. Make sure you get the right mods for the weapons you use. As far as the rest of this list... All of these were removed in beta, replaced by the trio of working skills.
General Defense Skill Mods (Part 1)
* Bleeding Resistance
* Combat Bleeding Defense
* Poison Resistance
* Disease Resistance
* Fire Resistance
All of these mods should work but are nearly impossible to test.
General Defense Skill Mods (Part 2)
* Melee Defense
* Ranged Defense
* Defense vs. Dizzy
* Defense vs. Blind
* Defense vs. Knockdown
* Defense vs. Posture Change (Up)
* Defense vs. Posture Change (Down)
* Defense vs. Intimidate
* Defense vs. Stun
All of these mods work fine, but the posture change (up) is basically useless because you are rarely (if ever) forced up by an attack.
Melee Skill Mods
* Unarmed Speed
* Unarmed Accuracy
* One Handed Weapon Speed
* One Handed Weapon Accuracy
* Two Handed Melee Speed
* Two Handed Melee Accuracy
* Polearm Speed
* Polearm Accuracy
* Warcry
* Berserk
* Intimidation
All of these are working properly.
Melee Damage Skill Mods
* Unarmed Damage
* One Handed Melee Damage
* Two Handed Melee Damage
* Polearm Damage
All of these mods should work, but only the first one actually does. I beleive the devlopers removed the last three mods completely when they removed them from the skill trees. This is the source of much debate, but it has been tested time and time again. Do not get duped into buying skill mods for any of these except unarmed.
Ranged Skill Mods
* General Ranged Aiming
* Alertness
* Carbine Speed
* Carbine Accuracy
* Carbine Accuracy While Moving
* Carbine Aiming
* Pistol Speed
* Pistol Accuracy
* Pistol Accuracy While Moving
* Pistol Accuracy While Standing
* Pistol Aiming
* Rifle Speed
* Rifle Accuracy
* Rifle Accuracy While Moving
* Rifle Aiming
* Cover
* Taking Cover
* Rifle Crawl Speed
The last two mods here no longer function, but the rest work fine with the proper weapon equipped.
Commando Related Skill Mods
* Thrown Weapon Accuracy
* Heavy Weapon Speed
* Heavy Weapon Accuracy
The first mod here works, the second two do not. Heavy weapons now have their own mods, such as flamethrower accuracy, flamethrower speed, etc.
Bounty Hunter Related Skill Mods
* Tracking Droids
* Tracking Droid Effectiveness
* Droid Speed
* Droid Precision
All of the above work, including speed, but currently adding speed actually slows down the droids! This makes it a functioning but worthless mod until the skill itself is fixed.
* Armor Experimentation and Assembly
* Food Experimentation and Assembly
* Medicine Experimentation and Assembly
* Combat Medicine Experimentation and Assembly
* Droid Experimentation and Assembly
* Clothing Experimentation and Assembly
* Structure Experimentation and Assembly
* Artisan Experimentation and Assembly
* Grenade Experimentation and Assembly
All of these mods work except grenade experimentation and assembly, which was removed in beta and no longer exists on the current skill tree.
Repair Skill Mods
* Weapon Repair
* Armor Repair
* Clothing Repair
None of these mods do anything. They have been tested extensively and serve no purpose.
Other Artisan Related Skill Mods
* Droid Customization
* Droid Complexity
* Structure Complexity
* Surveying
The first three mods here do nothing. Surveying works, but you hit the hard cap for surveying distance at artisian surveying 4 anyway so take that into consideration.
Other Medic and Doctor Related Skill Mods
* Injury Treatment
* Injury Treatment Speed
* Wound Treatment
* Wound Treatment Speed
* Medical Foraging
* Medicine Use
Most of these mods work, however the medical foraging skill is as good as useless, and it would be pointless to use. Also Medicine Use was nerfed and no longer functions.
Other Combat Medic Related Skill Mods
* Healing Range
* Ranged Injury Treatment Speed
* Combat Medicine Use
* Combat Medicine Effectiveness
Healing range and combat medicine use have been tested and don't do anything, combat medicine effectiveness probably doesn't work and but is hard to properly test. I wouldn't lay down any serious credits for this skill. The second mod up there works just fine.
Scout, Ranger, and Squad Leader Related Skill Mods.
* Terrain Negotiation
* Camouflage
* Foraging
* Rescue
* Group Terrain Negotiation
* Steady Aim Bonus
* Volley Fire Bonus
All of these skill mods are tested and should work, but I don't know anyone who would actually want most of them. Don't put down any credits on the last two especially, since it is hard to confirm just how effecitve they are since they don't really do much anyway. I'm leaving them green since we know they do function.
Creature Handler Related Skill Mods
* Additional Pets
* Stored Pets
* Creature Taming Bonus
Additional Pets and Stored Pets both used to work but have been nerfed, creature taming bonus works fine and I beleive is a requirement for taming a bull rancor baby.
Entertainer Related Skill Mods
* Wound Healing (Music)
* Wound Healing (Dancing)
* Battle Fatigue Healing (Music)
* Battle Fatigue Healing (Dancing)
* Musical Mind Enhancement
* Dancing Mind Enhancement
* Instrument Assembly
Yep, all of it works, although instrument assembly is kind of redundany since instruments don't really have any mods or different values to them.
Defensive Skill Mods
* Dodge
* Counterattack
* Block
* One Handed Weapon Counterattack
* One Handed Weapon Evasion
* Two Handed Melee Counterattack
* Two Handed Melee Evasion
* Polearm Counterattack
* Polearm Evasion
The first three mods here work, as long as you are equipping a weapon that fits with each mod. For example counterattack works when holding a power hammer, but you won't dodge while weidling it no matter how much +dodge you have. Make sure you get the right mods for the weapons you use. As far as the rest of this list... All of these were removed in beta, replaced by the trio of working skills.
General Defense Skill Mods (Part 1)
* Bleeding Resistance
* Combat Bleeding Defense
* Poison Resistance
* Disease Resistance
* Fire Resistance
All of these mods should work but are nearly impossible to test.
General Defense Skill Mods (Part 2)
* Melee Defense
* Ranged Defense
* Defense vs. Dizzy
* Defense vs. Blind
* Defense vs. Knockdown
* Defense vs. Posture Change (Up)
* Defense vs. Posture Change (Down)
* Defense vs. Intimidate
* Defense vs. Stun
All of these mods work fine, but the posture change (up) is basically useless because you are rarely (if ever) forced up by an attack.
Melee Skill Mods
* Unarmed Speed
* Unarmed Accuracy
* One Handed Weapon Speed
* One Handed Weapon Accuracy
* Two Handed Melee Speed
* Two Handed Melee Accuracy
* Polearm Speed
* Polearm Accuracy
* Warcry
* Berserk
* Intimidation
All of these are working properly.
Melee Damage Skill Mods
* Unarmed Damage
* One Handed Melee Damage
* Two Handed Melee Damage
* Polearm Damage
All of these mods should work, but only the first one actually does. I beleive the devlopers removed the last three mods completely when they removed them from the skill trees. This is the source of much debate, but it has been tested time and time again. Do not get duped into buying skill mods for any of these except unarmed.
Ranged Skill Mods
* General Ranged Aiming
* Alertness
* Carbine Speed
* Carbine Accuracy
* Carbine Accuracy While Moving
* Carbine Aiming
* Pistol Speed
* Pistol Accuracy
* Pistol Accuracy While Moving
* Pistol Accuracy While Standing
* Pistol Aiming
* Rifle Speed
* Rifle Accuracy
* Rifle Accuracy While Moving
* Rifle Aiming
* Cover
* Taking Cover
* Rifle Crawl Speed
The last two mods here no longer function, but the rest work fine with the proper weapon equipped.
Commando Related Skill Mods
* Thrown Weapon Accuracy
* Heavy Weapon Speed
* Heavy Weapon Accuracy
The first mod here works, the second two do not. Heavy weapons now have their own mods, such as flamethrower accuracy, flamethrower speed, etc.
Bounty Hunter Related Skill Mods
* Tracking Droids
* Tracking Droid Effectiveness
* Droid Speed
* Droid Precision
All of the above work, including speed, but currently adding speed actually slows down the droids! This makes it a functioning but worthless mod until the skill itself is fixed.
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