Teras Kasi Archive

Thread: many questions on what has changed

Lifebane
Thu May 20, 2004 9:36 am
#1

Greetings all.


I have not played for about 5 or 6 months now. I recently reactivated account to see what was different. Gotten a bunch of new badges.. wheee. That's new. Gotten familiar with the much easier travel around a planet by hopping to the player city shuttleports. very nice. Anyway, have been basically trying to reacquaint myself with the game. But have come up with a slew of questions abotu changes / new things. I was a strict no armor TKM before that went for the pure melee monster template... TKM 4444 / Brawler 4444 / Fencer 4020 / Swordsman 3040 / Pikeman 0040 / Medic 0230. This template was pure melee and due to the stacked bonuses from all professions, was really hard to get taken down in melee combat at the time. Since I left, it seems like quite a bit was tweaked or added that I am unfamiliar with. so I am hoping that I can get some clarification to get me back up to speed.


- Defensive Caps... I have heard they capped defensive abilities. I do not know which ones were capped or at what levels they are capped. Seeing as how my entire previous template was strictly stacking of defensive modifiers, I assume that template no longer will work, just don't know to what extent. So this questions is... What are the caps on defensive modifiers and which ones are imapcted by it?


- Bio engineer tissues vs player defenses.... If the players skills allow him to reach the melee defense cap for example, dp they gain any further benefit from wearing bio engineered tissue / clothing that gives melee defense? AKA does it go above the cap or it counts as part of the total.


- Armor... I never wore it period before. Was more then able to handle opponents in pve with defenses alone + bio engineer enhanced clothing. After wanderng a bit and being totally spanked in an embarassing manner aboard the corvette mission... well it seems that they have gone the path fo rediculous damage producing creatures in SWG in order to challenge the high end / uber players. So the question is... is armor now NECESSARY? If so, what armor would a melee profession be looking for that wouldnt cripple them?


- Melee / Ranged Mitigation... Do you have to activate it or is it passive, what exactly is this, and isit only for PvP or does it also impact PvE?


- Center of Being... Thsi was just coming out when I was leavingf I recall correctly. How effective is it? how does it workand how is it used effectively?


- Template suggestions... Seeing as how my template more then likely no longer serves the purpose it did before due t imposed caps... any sugestions on what to tweak to again turn it into a powerful melee PvE character?


Thanks in advance for any answers or advice you can give, unfun feeling lost again hehe.


If it matters, this is Harbinger from Kauri.



----------------------------------------------------------------------
Harbinger, Kauri
Torlekk
Thu May 20, 2004 10:28 am
#2

I can only really answer a few of your questions.




Lifebane wrote:

- Defensive Caps... I have heard they capped defensive abilities. I do not know which ones were capped or at what levels they are capped. Seeing as how my entire previous template was strictly stacking of defensive modifiers, I assume that template no longer will work, just don't know to what extent. So this questions is... What are the caps on defensive modifiers and which ones are imapcted by it?


- Armor... I never wore it period before. Was more then able to handle opponents in pve with defenses alone + bio engineer enhanced clothing. After wanderng a bit and being totally spanked in an embarassing manner aboard the corvette mission... well it seems that they have gone the path fo rediculous damage producing creatures in SWG in order to challenge the high end / uber players. So the question is... is armor now NECESSARY? If so, what armor would a melee profession be looking for that wouldnt cripple them?


- Melee / Ranged Mitigation... Do you have to activate it or is it passive, what exactly is this, and isit only for PvP or does it also impact PvE?


- Center of Being... Thsi was just coming out when I was leavingf I recall correctly. How effective is it? how does it workand how is it used effectively?





As for the caps... All i can say there is validation that they did, indeed, institute defensive caps. I don't know the levels.


Armor is basically essential for the high-end content. Depending on where you plan on fighting (and what you're fighting against), you'll probably want to either get high Energy or high Kinetic resists (someone correct me if I'm wrong here).


Mitigation is passive. As I understand it, it essentially lowers the amount of damage you take when hit. So, if you get hit for 150 points of damage, you might only actually lose 135 points.


Center of being is rarely used. I find that, if I'm buffed, I don't really need it. Center of being takes too long to execute and doesn't last long enough.


Welcome back!


Oberon131313
Thu May 20, 2004 2:51 pm
#3






Lifebane wrote:

Greetings all.


I have not played for about 5 or 6 months now. I recently reactivated account to see what was different. Gotten a bunch of new badges.. wheee. That's new. Gotten familiar with the much easier travel around a planet by hopping to the player city shuttleports. very nice. Anyway, have been basically trying to reacquaint myself with the game. But have come up with a slew of questions abotu changes / new things. I was a strict no armor TKM before that went for the pure melee monster template... TKM 4444 / Brawler 4444 / Fencer 4020 / Swordsman 3040 / Pikeman 0040 / Medic 0230. This template was pure melee and due to the stacked bonuses from all professions, was really hard to get taken down in melee combat at the time. Since I left, it seems like quite a bit was tweaked or added that I am unfamiliar with. so I am hoping that I can get some clarification to get me back up to speed.


- Defensive Caps... I have heard they capped defensive abilities. I do not know which ones were capped or at what levels they are capped. Seeing as how my entire previous template was strictly stacking of defensive modifiers, I assume that template no longer will work, just don't know to what extent. So this questions is... What are the caps on defensive modifiers and which ones are imapcted by it? Defensive caps are for: Ranged, Melee, Dodge, Counterattack, and Block, and are set at 125.


- Bio engineer tissues vs player defenses.... If the players skills allow him to reach the melee defense cap for example, dp they gain any further benefit from wearing bio engineered tissue / clothing that gives melee defense? AKA does it go above the cap or it counts as part of the total. I believe you can have +25 in enhancements, be it BE clothing, or tapes...


- Armor... I never wore it period before. Was more then able to handle opponents in pve with defenses alone + bio engineer enhanced clothing. After wanderng a bit and being totally spanked in an embarassing manner aboard the corvette mission... well it seems that they have gone the path fo rediculous damage producing creatures in SWG in order to challenge the high end / uber players. So the question is... is armor now NECESSARY? If so, what armor would a melee profession be looking for that wouldnt cripple them?

Armor is necessary if you are fighting higher end MOBs, and in PvP. Stun damage in the new PvP damage "god," and stun armor has come out. For PvE, 80-90% resist Composite is the armor of choice. This has lead to everyone and their mom being buffed all the time.


- Melee / Ranged Mitigation... Do you have to activate it or is it passive, what exactly is this, and isit only for PvP or does it also impact PvE?

passive, and basically what it does is take the difference between max and min damage and then reduce the damage you take...More Info here. It's point 3.8


- Center of Being... Thsi was just coming out when I was leavingf I recall correctly. How effective is it? how does it workand how is it used effectively? CoB is really only working for Fencers, never see a difference when I use it as a TKA, but fencers are pretty godly when they have a CoB Macro on.


- Template suggestions... Seeing as how my template more then likely no longer serves the purpose it did before due t imposed caps... any sugestions on what to tweak to again turn it into a powerful melee PvE character? For PvE, if you want ranged, go rifleman / TKM or rifleman / Doc. For Melee, The popular template seems to be Fencer / TKA / Swords, though it's shifting to include Pike as well.


Thanks in advance for any answers or advice you can give, unfun feeling lost again hehe.


If it matters, this is Harbinger from Kauri.




any other questions, just let me know...

Message Edited by Oberon131313 on 05-20-2004 02:57 PM



Jemus Halcyon - Guardsman. Officer of ICE.Jemas' Ackran_Master DE / Tailor
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Lifebane
Thu May 20, 2004 7:11 pm
#4

"For PvE, if you want ranged, go rifleman / TKM or rifleman / Doc. For Melee, The popular template seems to be Fencer / TKA / Swords, though it's shifting to include Pike as well."


So recommendations for a purely melee with some healing thrown in that will do well ni PvE would be a mix of all mele professions liek what I have now then? Or is the idea to focus on mastering two melee professions and dabble in the rest with the understanding that armor is now a necessary thing in any hard encounter.


The next obvious train of thought for me is armor wanted... I stated before that I never wore armor so to be honest, am armor ignorant. What am I looking for? resists? ham costs? what are average of them? what shoudl I be expecting to spend, etc.




----------------------------------------------------------------------
Harbinger, Kauri
Oberon131313
Thu May 20, 2004 7:51 pm
#5






Lifebane wrote:

"For PvE, if you want ranged, go rifleman / TKM or rifleman / Doc. For Melee, The popular template seems to be Fencer / TKA / Swords, though it's shifting to include Pike as well."


So recommendations for a purely melee with some healing thrown in that will do well ni PvE would be a mix of all mele professions liek what I have now then? Or is the idea to focus on mastering two melee professions and dabble in the rest with the understanding that armor is now a necessary thing in any hard encounter.


The next obvious train of thought for me is armor wanted... I stated before that I never wore armor so to be honest, am armor ignorant. What am I looking for? resists? ham costs? what are average of them? what shoudl I be expecting to spend, etc.






yeah, you can makea pretty nice tank as an all melee character. Personally, I'm going Master Brawler / Master Pike / Master Swordsman, with 4/0/0/1 in TKA and 4/0/0/0 in fencer. I'll have capped melee defense, close to cap ranged defense, some high damage weapons, and some decent state defenses.


For armor, you'll want to look for one of two things. You can either get Kinetic armor, which usually is about 80% resist, or you can buy a few sets of high base armor, and hope for base eff. slices, and get up to 90% protection. HAM costs will range anywhere for 300 per stat for the low encumberence stuff, to 800 per stat for base sliced "heavy" armor. What you should expect to spend depends on your server; you'd have to ask there...





Jemus Halcyon - Guardsman. Officer of ICE.Jemas' Ackran_Master DE / Tailor
00000000000o0000o00000000000......0000000000000000000000000000
0000000000000000000000000000.....0000000000000000000000000000
0000000000000000000000000000.....0000000000000000000000000000
0000000000=0OOO0=0000000000|.....000000/0000000000000\0000000|
000000000|000000000|000000000....0000000000000000000000000000
000000000|000000000|000000000....0000/000000000000000000\00000
000000000\000000000/00000000|....|0000000000000000000000000000
0000000o00\0000000/00o0000000....00000/00000^0000^00000\000000
00000000000\00000/0000000000|....0000000000000000000000000000
0000000000|0\000/0000000000|0|...|000000000_ ______00000000000
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