Swordsman Archive

Thread: At What Price Defense?

JediZork
Wed Apr 14, 2004 11:34 am
#1

Hey, folks. I've long been a major fan of pure melee. I've tweaked this and that around my beloved Master Heavy Swordsman skill. I eventually had settled on this:


Master Heavy Swordsman

Master Brawler

4/0/0/4 Teras Kasi

4/4/0/0 Fencer

3/0/0/0 Scout

Novice Medic


That was until the Warcry change. I decided that I didn't really want to use Warcry as a "fire and run" button and that I didn't want to invest 20 skill points simply for Intimidate 2. I made a change to the following:


Master Heavy Swordsman

Master Teras Kasi (I had mastered it before badges and wanted my badge more than anything)

4/4/0/0 Fencer

1/0/0/0 Scout

Novice Medic


That was until yesterday when I discovered SOE is finally programming mobs to not drop their guns and engage in melee all the time. The new Corellian Corvette has be pining for some Ranged Damage Mitigation. So I'm trying to decide on which of the three single-tree ranged elites to use. The final build should look something like:


Master Heavy Swordsman

Master -Insert Final Ranged Professoin Here]

4/0/0/4 Teras Kasi

Novice Medic


While I am loathe to sacrifice Scout, I'm willing to do it in the name of being a better tank. Now, each of the three professions brings something useful to the table. Rifleman permits my primary Ranged and Melee Defense stats to remain above or near the cap as well as giving the highest defense versus Posture Change. Carbineer provides an additional net of 25 Counterattack (after the cap) as well as the highest of the three professions in defense versus Intimidate to protect that high secondary. Finally, Pistoleer offers tremendous advantages for state defenses as well as a very high Melee Defense.


The other thing to considder is the offensive capabilities. With High Blast and Kinetic resists abounding in that Corvette as well as a few other places, having additional tamage types would be a blessing. Obviously Rifleman has the more powerful weaponry and a simmilar targeted pool. However, Carbineer provides a number of additional state effects to go with a ranged Knockdown. Pistoleer is also interesting as it has the most damage types available to it.


Currently, I'm working on Rifleman. I'm a big believer in primary defenses. I don't often have states slammed on me nor do I find them to be terribly frustrating when they are (the only exception being those times when a particularly unlucky dizzy effect is applied and I just can't get up no matter what I do). I don't PvP very frequently at all. I'm mainly looking for something to suppliment my Swordsman skills. The guns won't be my primary choice in weaponry but will provide a nice "out" if I get stuck fighting something *cough*SuperBattleDroid*cough* that I find particularly strong against my melee weapons.


I'm wondering if anyone has experience with this form of templating that would like to share their own results. Again, I'm almost exclusively PvE and I thoroughly enjoy trying to find a way to be the best tank possible for both solo play as well as group gaming.


Thanks In Advance,


JZ
ItalianJediLord
Wed Apr 14, 2004 11:48 am
#2

I'm doing the same thing you are. I have to remaster Rifleman. This should be one of the best PvE combos in game. I always hear about how Heavy Swordsman can tank and solo things, but I've never heard anything like that with ranged professions except Rifleman. Rifleman has power and so does Swordsman, the only problems is that they are slow and have little defenses.
SlippMercato
Wed Apr 14, 2004 1:37 pm
#3

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.





Slipp Mercato - Master Pistoleer .|. Master Combat Medic
Slyde Mercato - Master Swordsman .|. Master TKA
JediZork
Wed Apr 14, 2004 2:44 pm
#4

Good lord, what *isn't* in that Pistol Tech line? o.O I'm thinking I'm going to stick with Rifleman because I'd like to get Master without having to sacrifice more TK or Medic in favor of getting that Pistol Tech line. For those that have mastered Rifleman, the difference beween 4/4/4/4 and Master is so remarkable that it's difficult to put into words for folks that haven't played Diablo 2. =o]


I do want the level 3 mitigation box that is given only to mastered elites as the extra 20% reduction in maximum damage currently seems worthwhile. If I wind up not wanting it, I will probably keep the combat line in Rifleman and pick up the combat line of Pistoleer and of course the Tech line. That should permit a number of strong defenses as well as the mitigation I'm after while not forcing me to sacrifice additional skills.


Also, while I do realize that the Corvette isn't the *only* place in the game, it really is among the last places of major interest right now. It's also uncampable unlike the Nightsister Stronghold. I've not really found the Geo Lab to be terribly challenging. So, with all that in mind, I've little problem tailoring my build around the last bit of fun high-level content. =o]


Thanks for the info!


JZ
jcarlson34
Thu Apr 15, 2004 12:04 am
#5


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




Cameo - Droid Engineer | Shipwright | Artisan | Merchant
Proximo - Master Lightsaber Duelist | Force Dabbler
Octavious - Bounty Hunter | Carbineer | Pistoleer


pseudonimity
Thu Apr 15, 2004 2:06 am
#6

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.




Mala In-Se - Tarqiunas
(Master Swordsman/Master Brawler)
Ja'Rob - Chilastra
(Novice Bounty Hunter/Novice Pistoleer)

jcarlson34
Thu Apr 15, 2004 10:28 am
#7






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.




Cameo - Droid Engineer | Shipwright | Artisan | Merchant
Proximo - Master Lightsaber Duelist | Force Dabbler
Octavious - Bounty Hunter | Carbineer | Pistoleer


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