Swordsman Archive

Thread: Information overload from you guys in making my template LOL

Darth_Silverwing
Mon May 24, 2004 11:01 am
#1


Well, I've been trying some template tuning and myself have some questions.


There's all this talk of "go master Doc" "no, go Fencer" "no, go TKA" "no go Rifleman" that I'm utterly confused as to WHY one would do all this.


Playing around with skill point calc I see that you get melee, ranged defenses and knockdown, dizzydefenses bonuses from branching into TKA and fencing. I also understand going Rifleman instead lets you hunt things from a distance. But isnt fencing just useful in PvP?


My primary interest is doing the group hunting for crazy difficult stuff, i.e. Krayts, rancor hunting parties, corvette mish, and future Death Watch. I hope if you're good enough for this your good enough to solo difficult stuff on Dath without dying from poisons or knocked down 24/7.


I'm going nuts cuz I love scout and was planning on going ranger (Fieldbio4, Wayfaring2, and Frontier2) but will I be gimping myself if I dont develop additional combat skills to Master Swordsman? I see my toon as one being able to track a critter (solo or in group) and taking it down. But if I don't go with the secondary melee skills will I be able to take down what I track? The secondary reason I want these skills is as a source of generating funds.


so my current plan was the following (kissing goodbye to Rifleman):

Master Swordsman

Master Scout

Ranger - Fieldbio4, Wayfaring2, and Frontier2

Medic - First Aid4, Diag2

Leaves 4points


If it isnt worth getting ranger because I ABSOLUTELY NEED fencer and TKA, then giving up my dreams of being ranger the alt might be:

Master Swordsman

Scout 4-4-4-0(trapping) <--is this line even worth keeping at this point LOL

Novice Medic

Brawler Unarmed4, 1H4, 2H4

Fencer 3-0-3-0

TKA 0-3-0-3


But with this second idea do you really need to master all 4 branches of Swordsman if you have the TKA and fencer trees to back you up? If points can be spent elsewhere that's great. Finally I noticed some peeps raising the merits of TKA's "meditate"and fencer's "footwork" trees. Do you really need it?


Kind of confused at the moment as anyone else who gets a ton of information on these posts from everyone with great opinions on how to build the class. Thanks for all your posts guys, looking forward to some tips!



Silverwing - Ranger/Swordsman on Valcyn
Animal - Smuggler/Pistoleer on Bloodfin

RANGERS! LEAD THE WAY!
drezbizkit
Mon May 24, 2004 11:26 am
#2

Well... I'll address your Ranger Build. Not sure why you feel you need Wayfaring or Frontiering? Especially the Frontierring, that's 9 skill points that can be used way more effectively elsewhere. I'm not sure why you want Wayfaring, I'm guessing it's not for the camo, cause all that will give you is the starter planets, and you don't need em there, so if it's for the Terrain, from what I understand, Ranger Terrain just makes you move faster on your belly, it ain't gonna help you. (Running up mountains faster is capped when you hit Master Scout (or Novice Ranger) not sure which)


So, If you just keep the only useful line of Ranger, Bioscience (Tracking), then that frees up 18 skill points.


Addressing the Medic line, I've heard that Pharmacology is typically a better investment for a full line, than First Aid. As the better Stims you can get at 4, possibly 3 (medicine use), outway the added bonus' to a Injury Treated StimB.


With my comments above, you can either get to a level 3 in another Elite Melee and Medic Phamacology 4,or get level 3 in a Medic (First Aid or Pharm) and a level 4 in another Elite Melee.


So what line to take, TKA Meditate line is popular for Power Boost, or you can take up one of the Fencer lines, depending on if you'd prefer Melee/Ranged Defense or Defense vs States. TKA got Force of Will (I think that is the ability for recovering from Incaps, but Fencers can havea Stun Baton)



So in summary, drop the less useful Ranger skills, refine the Medic, and pickup an Elite Melee. I'd go with:
Master Swords
Master Scout
Ranger Fieldbio 4
Medic FirstAid 3 (or Pharm 3 depending on which is better, if the Stim C's I think are available with the med use)
Fencer Stances and Grips 4
w/3 skill points extra

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