Swordsman Archive
Thread: How useful is melee/ranged defence?
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mldqj
Wed Oct 27, 2004 1:57 pm
#1
Hi, All,
I'm a master swordsman and is getting some defence mods from other professions. Could anyone explain to me what exactly does melee/ranged defence do and how they work with counter-attack? I am asking this, because I'm hesitating if I should get more state defence or go for more melee/ranged defence.
Thanks a lot.
I'm a master swordsman and is getting some defence mods from other professions. Could anyone explain to me what exactly does melee/ranged defence do and how they work with counter-attack? I am asking this, because I'm hesitating if I should get more state defence or go for more melee/ranged defence.
Thanks a lot.
Rawauh
Wed Oct 27, 2004 3:14 pm
#2
melee/ranged defense are one of your defensive mods.
counterattack is your secondary defensive mods.
1) when something swings/shoots at you it hits you melee/ranged defensive abilities 1st. if your number is up around 80+ you have a very good chance of not being hit by most animals &low/mid lvl npcs. it ties into you oppenents accuracy mods but not sure how.
2) if the enemy manages to get past you melee/ranged def mods then your counterattak mod kicks in. so this is your 2nd line of defense. you then have the chance for your counterattack to take the attack and do whatever it does (no dmg taken but states can stick).
3) if both of these fail you take damage.
- having a Center of Being macro running while in combat raises your defensive abilites even more (not sure how exactly) but it become harder to hit you at this point, this is how a master fencer is really hard to hit in PVP. they have high ranged/melee defense and dodge is an excelent secondary mod (you totally get out of the attacks way, no dmg or states taken).
- when you get into High lvl combat against stuff like Nightsister Elders or Ancient Krayts defenses do not matter, they have insanely high accuracy mods and hit you 95% of the time anyways no matter what your defense are stacked to. (im +125 counterattack and about 100 melee and they hit me all teh time). as you go down the food chain to Protectors and smaller Krayts your mods work somewhat better....down at the point of say a stormtrooper i can take on upwards of 10 at a time and never take a hit before i kill them all.
KaylBreinhar
Thu Oct 28, 2004 1:26 am
#3
So for NS hunters, let the good times roll with the following:
Master Brawler
Master Swordsman
Fencer 0440
TK4300
Pikeman0040
Medic2000
ComProw0004
Or go
Master Brawler
Master Swordsman
Carbineer 0010
TK 4300
Fencer 0440
(if you typically have medic/doctor backup, as this template won't fit it without taking out TK4xxx)
Master Brawler
Master Swordsman
Fencer 0440
TK4300
Pikeman0040
Medic2000
ComProw0004
Or go
Master Brawler
Master Swordsman
Carbineer 0010
TK 4300
Fencer 0440
(if you typically have medic/doctor backup, as this template won't fit it without taking out TK4xxx)
TenlossDisruptor
Thu Oct 28, 2004 12:44 pm
#4
What he said
Melee/Ranged def is very useful up to all but the highest level mobs, I've taken 2 Kimogila unbuffed, no armour, just a CoB macro, powerboost and a single stim B heal - melee def was 108, counterattack with CoB was 110. Janta/Mokk also I'm able to take 5 shamans at a time easily without armour. So in short, for general use melee/ranged defence is extremely useful but when you get to NS Elders/Giant Canyon Krayts et al, the mob's accuracy is so high it cancels out even maxed out defence skills.
Melee/Ranged def is very useful up to all but the highest level mobs, I've taken 2 Kimogila unbuffed, no armour, just a CoB macro, powerboost and a single stim B heal - melee def was 108, counterattack with CoB was 110. Janta/Mokk also I'm able to take 5 shamans at a time easily without armour. So in short, for general use melee/ranged defence is extremely useful but when you get to NS Elders/Giant Canyon Krayts et al, the mob's accuracy is so high it cancels out even maxed out defence skills.
p4inkiller
Sat Oct 30, 2004 2:01 pm
#5
KaylBreinhar wrote:
So for NS hunters, let the good times roll with the following:
Master Brawler
Master Swordsman
Fencer 0440
TK4300
Pikeman0040
Medic2000
ComProw0004
Or go
Master Brawler
Master Swordsman
Carbineer 0010
TK 4300
Fencer 0440
(if you typically have medic/doctor backup, as this template won't fit it without taking out TK4xxx)
I find that this template works the best (This is my 3rd template for krayt/elder hunting)
Medic 2000
Master Swords
Master Brawler
Master Fencer
Combat Prowess 0044
Fencer for the def vs. states, and with master brawler/combat prowess, you only need +3 in 2hand speed to cap with a damage sliced acklay hammer. When you are fighting elders, your wounds aren't what kills you, its your bf. Since TK 4000 can't heal bf, there is no point in having it.
With this template you have some skill points left over for other skills, but this is really all you need. I run a cob macro, intimidate 2 the elder/krayt, use mind hit 2 for the bleed, then pound away with headhit 3 until it dies. Unless it has a stun bat I won't die. You can also drop down to fencer 0440 and pick up smuggler 0010 for feign death, but it really isn't needed.
SoldierofTroll
Sat Oct 30, 2004 3:06 pm
#6
Master Swordsman/Fencer/Brawler TK 0/3/0/4 Novice medic
None of that Jedi BS.
Rafale Coltrane
Ohyadude
Wed Nov 03, 2004 8:58 pm
#10
even w/ 125 melee defense you will still get hit A LOT w/ swordsman
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