Swordsman Archive
Thread: Swordsman Versatile Template
I am working on a template for a highly versatile, high-damage, high-defense templace involving master swordsman.
Any thoughts on this?
Medic 0010
Brawler 4040
TKA 4004
Swordsman 4444 + Master
Marksman 0400
Smuggler 0040
Pistoleer 0040
Scout 3000
0 skill points left.
From this, you have:
Master Swordsman and all its benefits
TKA Defenses, Power Boost (and Force of Will, when desperate)
Ability to use Stim B's
Ability to use a Pistol efficienty ....
Ranged KD, Last Ditch, and Feign Death, all of which very helpful for PvE soloing
Stopping Shot, Fan Shot, very helpful for places when you are being kited ![]()
Ability to run up hills at full speed
Yah, I'd move that skill box in medic from pharm to first aid. But other than that I like it. I had to drop scout awhile back and I miss it. alot. A mount can only make up for so much of that. so I like that part. But the smuggler line is very useful, I have some of that myself currently. Feign death rules. I'm suprised there aren't more smuggler/swordsman. But maybe there are and they're just keeping quiet. Also I'm curious as to your choice of the pistol line. I personally would have gone with the line that grants me speed so that I could use the last ditch attack out of smuggler with more effectiveness. (because it's slooowww...) Perhaps the specials make up for it. But it can be ungainly in battle constantly switching weapons to use different specials (except unarmed stuffs.) anyway I love the concept. I have a similar one. Check mine out. I'm testing out parts of it now, but I have high hopes.
Brawler 0-0-4-0 marksman 4-4-4-0 Medic 4-0-3-0 Carbineer 0-0-4-0 Rifleman 0-0-1-0 Smuggler 0-0-3-0 and Master Heavy swordsman. Heres why..
Brawler is self explanitory, I dropped master brawler, because I don't need the knockdown, I have one in smuggler, Feign death takes the place of warcry and indimidate, which I use primarily to take less damage. During feign death, I take no damage. while my bleeds do the work.
Marksman sets up the ranged classes
Carbineer gives me additional counterattack bonuses bring my final counterattack to 190 + master COB.
Rifleman gives me 2 additional mind bleeds for use while i'm feigning death.
Smuggler gives me feign death (a key element) and low blow for a knockdown.
Master swordsman is for COB and all the other wonderful stuff it can do =)
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So thats the fancy version. The toned down version (i'm almost there) is this.
Master Brawler marksman 0-4-4-0 Medic 3-0-3-0 Carbineer 0-0-4-0 Smuggler 0-0-1-0 and Master Heavy swordsman.
Basically I dropped rifleman, and a little smuggler and little medic, in return for master brawler. So in essence I lose the two additional mind bleeds, and a minor reduction in healing capability, but I get back warcry and intimidate. I'm trying the toned down version first, then see how it works. I'm currently working on the carbineer points for additional counterattack. I should have this completed in a few days, depending on my schedule and patience =)
I'm taking it upon myself to experiment with all sorts of ranged skills without actually having to use a gun (except to get the skills of course) In any case I have many many more experiments waiting in the wings, and I will keep you all as updated as I can. May the holocron never take me too far from my swordsman roots. (assuming I ever find one.)
novice medic can use stim b's... but then again you are only using 2 points there /shrug
seems nice, but you will be so slow with your specials with pistol Im guessing, but better slow than ineffective.