Swordsman Archive
Thread: At What Price Defense?
Previously (as my signature states) I was a TKM, Master Fencer, Master Swordsman, basically just to stack everything up nicely. The only problem with that was I had to have a doctor/CM with me at all times or I had to occasionally run for my life (not very often did that happen, only on big mobs). Since then I've re-thought things. I dropped to 4-4-4-0 in fencer and picked up novice medic. At this point however I'm considering a different route. The only reason I keep my fencer stuff is for the def vs. stats, I don't even carry any fencer weapons with me. That being said I'm thinking about dropping it and going 0-0-4-0 in pistoleer, simply because you get +50 def vs. KD at that point and I'd have ranged mitigation II.
I've already done and completed the Corvette (twice) with a good group and I didn't have any problem without ranged mitigation. My problem comes when I try and hit AT-STs... those things own me.
I also was working on a melee heavy profession template until I went aboard the corvette. It reminded me that I need some Ranged Def mitigation. My thought process is much like you are going through now.
It is a tough call on which ranged prof to do with heavy swords because they all have great benefits. At the moment I have the pistol tech line that offers great def vs bonuses and ranged mit 2. The dx2 acid pistol is a nice addition. Plus it is the most like a melee prof since you can engaged your opponent in close quarters rather efficiently.
For carbineer, with tapes you can probably get near the counterattack limit. Also most high level mobs you would want to use state effect changes on will probably have higher resists to those changes (like NS elders resisting stun attacks).
However I seem to be leaning towards rifleman because of the heavy armor piercing ablility of the T21.Plus like you stated your primary melee/ ranged def stay pretty high. Also if you are looking at a place like the corvette, a disruptor acid rifle can come in handy against mobs like the super battle droid. The cold rifle is also another nice bonus of the prof. The one negative is that the prof is completely a 180 turn from close up melee fighting. To be effective with the rifle you really have to take a static position and kneel or lay prone. Depends on your play style but pulling out a rifle in close quarters when engaged in a fight can be ineffective in my opinion.
But in the end, I would only suggest a change if you are looking for some new game playing for soloing. The corvette has done a nice job of being a place where one person cant dominate with a template. It really requires multiple professions each with a specific role to play in certain areas of the ship which I think this game has been in desperate need of. But the corvette is only one small part of the game so dont change everything just to do one small area of the game. With the combat balance on the horizon I think we will all end up filling more of a role-playing function where we are good at some areas and mobs, and poor in others. The corvette seems to be the first in a line of tougher mobs vs melee prof.
Message Edited by jcarlson34 on 04-14-2004 03:06 PM
pseudonimity wrote:
I may just be ignorant, but isn't mitigation not applied when you're not wielding the weapon that gives it to you? If you still get it, that's great, but I thought you didn't.
I asked this question a while ago on the Nartius forum and the resounding answer i got back was No. Melee/Ranged Mitigation stays applied whether or not you are holding a melee or ranged weapon. Counterattack, Dodge, and Block however are now directly linked to the weapon you are holding. Hold a pike, you will block, pistol you will dodge etc.