Swordsman Archive
Thread: Defenses- How do they measure up?
Message Edited by Oboewan on 08-09-2004 12:20 PM
ShadeSwifteye wrote:
3/4/4/0 in fencer is the best route to go.
The lack of +15 melee/range defense wont hurt you as much as a lack +30defense vs x modifiers from blind and dizzy. However if your pvping, novice medic is always good to have, which puts you in a bit of whole far as defenses go. But assuming you dont want novice medic then the above is probably the best route to go.
I can understand that- I'd love to be able to keep medic and scout 1000 as well- much of my current "livleyhood" is from selling creature resources. That's 18 plus 15 for Medic I'd need to free up. TG for swcb! I have a mock-up for the scout addition which bypasses the fencer techniques altogether. At what point is it worth sacrificing ranged/melee def for the state defs? Is knockdown and posture change more important that def vs dizzy/blind/stun?
Thanks for the advice- as Master Yoda always says- "Always in motion the template is..."
Na
Fencer & pistoleer give the best state defences; but Pikeman 0040 is a easy 20point defences (especially if you already have master brawler); nothing ever seems like a lot but you have to work out how many defences you cna get per skill point and weaterh it is worth sacrifcing some offesive capability for defensive.
Just mess around with the numbers included what you WANT what you need and see where you can shove the resat of the points. When people ask me for templates in game I say: pick TWO proffesions and use the rest of your skill points to improve on these. This may not land you the berst template but the best character from a playability point of view.
Oboewan wrote:
Here's my question:
When going for defenses- what "block" is more effective?
I'm master sword/master brawler/Rifle 2004 and suppose I'd like to keep the rifle at the moment (+40 melee/range def+ ranged mind attack)
1. Melee/Ranged defense
2. Def vs. Knockdown and Posture Change
3. Def vs. Dizzy, Blind, Intimdate
I'm trying to find the best defensive compliments to my current template. I'm mainly a PVEer but am interested in getting into PVP as well and am looking for the best balance. I'm enamored with the bits of Rifle I have for the moment.
Currently, with nfencer, my stats for the above sit at:
1. +82/*37
2.+25/+10
3. +20/+10/+20
Looking at Fencer as the best for me at this point- Stances gets me +54 for #1, Footwork +50 for #2, and +40/40/20 for #3
I can't quite go 4440 Fencer (one stinking skillpoint!) and would love to talk about which of these 3 defensive blocks is more critical for PVP.
Thanks,
Na
Message Edited by Oboewan on 08-09-200412:20 PM
Rifle is only good when u have the master....to be spd.capped is important for rifle and sword....so maybe a change on your template is not bad...if u wanne max out your defense abilities may have a look at master fencer/sword/pistoleer 1043...leaves u with 18sp...so if u wanne hunt pick up scout 1000...if u wanne pvp pickup novice med...switching those 2 novice will cost only 100 creds....
Counterattack+110
Defense vs Blind+90 - capped
Defense vs Dizzy+100 - capped
Defense vs Intimidate+40
Defense vs Knockdown+125 - capped
Defense vs Posture Change+80 - nearly capped
Defense vs Stun+90 - capped
Dodge+130 - capped
Melee Defense+114
Melee Mitigation+6 - capped
Ranged Defense+86
Ranged Mitigation+2
Naruk_The_Wookiee wrote:
Rifle is only good when u have the master....to be spd.capped is important for rifle and sword....so maybe a change on your template is not bad...if u wanne max out your defense abilities may have a look at master fencer/sword/pistoleer 1043...leaves u with 18sp...so if u wanne hunt pick up scout 1000...if u wanne pvp pickup novice med...switching those 2 novice will cost only 100 creds....
Counterattack+110
Defense vs Blind+90 - capped
Defense vs Dizzy+100 - capped
Defense vs Intimidate+40
Defense vs Knockdown+125 - capped
Defense vs Posture Change+80 - nearly capped
Defense vs Stun+90 - capped
Dodge+130 - capped
Melee Defense+114
Melee Mitigation+6 - capped
Ranged Defense+86
Ranged Mitigation+2
AFAIK when looking on pvp the def. vs. stats counts. IMO most important are KD/PC/DIZZY/Intimidate...havin some melee and ranged migration is good too...ranged and melee defense is not a big thing...the 3 defense modes: block, dodge and counterattack working as follow:
Block = Opponents Attack-Damage will be reduced by 50% but u still get hit
Dodge = U simply dodge the attack u your opponent get a miss
Counterattack = Opponents Attack will be "blocked" and u counter with an unblockable attack for afaik "basicdamage"
But your BEST DEFENSE-SKILL/MOD is INTIMIDATE1/2 and using CoB if possibile...