Swordsman Archive

Thread: Need help figuring out what to do with extra skill points to accomedate Swordsman

Enix_Dayspring
Tue May 11, 2004 4:51 pm
#1

Hi all. I'm in sort of a unique situation with my template.


I'm first and foremost, a weaponsmith. I run a very succesful business and have a blast at it and have no intention of dropping it.


But recently Ive discovered that I love playing a swordsman as well, and want to make the best use of my remaining skill points.


So here's the break down of skills that I HAVE to have, and would appreciate suggestions on what the best use for my remaining skill are to accomedate swordsman.



29 pts. - Artisan - Engineering line (to get to Weaponsmith)

63 pts. - Master Weaponsmith

29 pts. - Brawler - 2 hand weapon line (to get to Swordsman)

63 pts. - Master Swordsman (not there yet, but will be in another day or two)

15 pts. - Novice Medic (to use Stim B's)

______

199 pts. of bare necessity skills



This leaves me with51 skill points left to enhance my swordsman skills.


I've heard alot of people recommend Master Brawler. This would take another 42 skill points.


My question is, would I be better off spending the skill points on master brawler or going up enough of one of the other brawler skills to get some status effect defenses, etc.



I have little skill in fighting with my swordsman, but want to make the best of him despite the big chunk of skill points taken up by my business skills.


I'd like to hear from the experts what the best course of action would be.


Thanks in advance.



**************************************************************************
Pyrrhus
Sunrunner

Steven7856
Tue May 11, 2004 5:47 pm
#2

I have found that the first aid line of medic is invaluable, at first aid 4 you get Quick Heal which gives you an extra heal even if you are delayed. So you can heal yourself with a stim, quick heal, stim heal and even with a good set of buffs that completely heals me. Plus with first aid your heals are much better, I can generally hit around 600 to 800 points of strenght & action in a single heal using a 360 Stim B, and you get first aid which heals bleeds, sometimes useful sometimes not.


You're not alone though, I'm a merchant/swordmanwith medic. I know there are PvE templates that do much better but I have a ton of fun with it, spin attack simply rocks.





Alton Licaw
LIcaw Family of Crafters: Armorsmith (12pt) / Chef (12pt) / Architect (11pt) / Weaponsmith (12pt) / Tailor (10pt) / Artisian (12pt) / Master Smuggler
Vendors located at -432 +3617 Tatooine (Mos Entha nearest starport)
Enix_Dayspring
Tue May 11, 2004 8:32 pm
#3

Another question I have, is exactly how important are the Ranged Defense and Melee Defense modifiers? Do these make a big difference on how tough you are?


From what I've figured from looking at the skill trees, at Master Swordsman, we get +20 melee defense and +15 ranged defense.


For only 20 skill points, I could go up the Stances line of the Fencer tree and get an additional +69 melee defense and +39 ranged defense. This would give me a total of +89 melee defense and +54 ranged defense.


This seems like a significant boost. But my question here is, do those modifiers matter enough to justify the extra skill points, or would I be better off trying to get defenses against status effects? Do even those really matter?





**************************************************************************
Pyrrhus
Sunrunner

JhonBanner
Wed May 12, 2004 4:06 am
#4

get medic 0040, its a great help. with some good D's youl heal for 1300, instead of 300 dmg



Ryki
blaes2000
Wed May 12, 2004 6:59 am
#5

I say Master Brawler or some Fencer. The dodge line is great. Or the Block line from Pikeman. It gives all the State Defences as well.
Okin_Sin
Wed May 12, 2004 9:59 am
#6

Extra medic is nice, so is the fencer defences, but I think Master Brawler is one of the BEST skills to have in the game.
Tsimhnori
Wed May 12, 2004 11:42 am
#7

The dodge and block from fencer and pikeman doesn't work when you are using a two-handed sword.



110Naimi If'Lya - Bothan Jedi - Kauri Events010011
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TheBothan - deviantArt (+) AAU - 3D Modeling/Games
GabrielsSword
Thu May 13, 2004 11:35 pm
#8

Hi, this is a little off beat but when I think of this character I see a utility knife jack of all trades kinda guy. Perhaps something like this. I mean not the PvPer or great PvEr but effective with a group of friends having fun as well as great crafter.

Master Swords
Master Weaponsmith
Scouting 1020 - Good Terrain Negotiation with Hunting/Harvesting
Artisan 4003 - Engineer who can do good Surveying for mining
Medic 2040 - can heal bleeds and use nice high power stim Ds (your guildmates or friends will be glad you came along)

or

Master Swords
Master Weaponsmith
Scouting 1020 - Good Terrain Negotiation with Hunting/Harvesting
Artisan 4004 - Engineer who can do great Surveying for mining
Medic 2030 - can heal bleeds and use nice high power stim Cs



as for more combat oriented I like this:

Master Swords
Master Weaponsmith
TKA 0304 - Good defense package (Fencer has best defences but they are spread amongst 3 trees and Skill Points are a hot commodity)
Medic 2000 - can heal bleeds and use high power stim Bs (grab a +25 medic shirt to help also)

Master Brawler is nice IMHO but you'll be dropping heals like crazy because your defenses will be low.


Good Luck and have fun



3 Accounts Cancelled
hujak
Fri May 14, 2004 10:00 am
#9

I would take TKA 4-0-0-4 for det defence line and meditate, and artisan xxx-1 for survey






SAFIA UNO
Last years biggest customer with InsuranceRus LTD and CloneCorporation
pippi2j
Fri May 14, 2004 10:49 am
#10

I am amaster Dancer, Master Swordsman, and went up the meditate line in TKA, that way i heal my own poisons/dieases ..and as dancer i also get rid of my own bf.



It'co Drodu: Jedi, Bounty Hunter Magnet
Retired Master Combat Dancer
Win'nie: Master Combat Medic, Novice BH

R.I.P. Pip'pi
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