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Lantern
(@lantern)
Illustrious Member Admin

Er is een ton aan info over de CU -

een artikel die ik wel intressant vind is de Cu en wat het doet of te maken heeft met je proffesie.

Hier een leuke chart:

<img class="go2wpf-bbcode" src=" ">

Ok leuk maar wat houdt het in:

rom the diagram above we can extrapolate that there are 4 basic defining roles for combat:

# Tanking: Defensive Ability

# Damage Dealing: Offensive ability.

# Crowd Control: Battle flow abilities.

# Healing: Healing one's self and/or other players.

In addition we have given multiple professions the same core role while also allowing for specific specializations. For example if you are a range damage dealer you will have these specializations:

* Long range damage ability
* Short range damage ability
* Utility damage ability, namely Damage-Over-Time (DoT) and area attacks.

Profession Prerequisites
In an effort to balance the elite combat professions we will be adjusting their skill costs and prerequisites:

NEW Profession Prerequisites:

# Rifleman = Marksman, Rifles Tree (4 boxes), Marksman Ranged Support Tree (4 boxes)

# Carbineer = Marksman, Carbine Specialization Tree (4 boxes), Marksman Ranged Support Tree (4 boxes)

# Pistoleer = Marksman, Pistol Specialization Tree (4 boxes), Marksman Ranged Support Tree (4 boxes)

# Pikeman = Brawler, Polearm Specialization Tree (4 boxes), Brawler Unarmed Specialization Tree (4 boxes)

# Swordsman = Brawler, 1H Sword Specialization Tree (4 boxes), Brawler, 2H Sword Specialization Tree (4 boxes)

# Fencer = Brawler, 1H Sword Specialization Tree (4 boxes), Brawler, Unarmed Specialization Tree (4 boxes)

# TKA= Brawler, Unarmed Specialization Tree (4 boxes), Brawler, 2H Sword Specialization Tree (4 boxes)

# Bounty Hunter = Marksman Ranged Support Tree (4 boxes), Scout Exploration Tree (4 boxes)

# Commando = Brawler, Unarmed Specialization Tree (4 boxes), Marksman Ranged Support Tree (4 boxes)

# Squad Leader = Marksman Ranged Support Tree (4 boxes), Scout Survival Tree (4 boxes)

Profession Role Summary
Below is a summary of each elite combat profession followed by a brief description. The primary and secondary role definitions are high level and conceptual - intended to convey only the basics of the profession. The core role rankings were added to give a guideline on where that profession fits in relation to the other professions for that specific core role.

Bounty Hunter
Primary Role: One-on-One Combat Specialist
Secondary Role : Medium Range Tanking (Mitigation)
Offense: Strong (4)
Defense: Strong (4)
Crowd Control: Minimal (1)

The Bounty Hunter excels in hunting and destroying their targets. The Bounty Hunter's arsenal includes a fairly well rounded set of abilities covering both offensive and defensive abilities. Their only real weakness is that they have little in the way of crowd control abilities.

Profession Mixing Tip: While the Bounty Hunter does excel at one-on-one combat their lack of diverse abilities can limit their tactical opportunities when facing a group of opponents. The Bounty Hunter profession is a solid foundation for combining with nearly any other combat profession so that you have the ability to remove many of those tactical deficiencies depending on the player's specific play-style preferences.

Carbineer
Primary Role: Medium Range Crowd Control (Position Control)
Secondary Role: Medium Range Area Effect Damage Specialist
Offense: Strong (4)
Defense: Minimal (1)
Crowd Control: Strong (4)

The Carbineer is a medium range control specialist. He or she has potent abilities to keep targets at a distance and reduce their combat effectiveness. The Carbineer also has powerful Area Cone attacks allowing them to effectively fight groups of targets. Once an opponent is able to close with the Carbineer however they're quite vulnerable.

Profession Mixing Tip: Carbineer crowd control skills are specialized in controlling an opponent's position. Slowing an opponent's movement speed and pushing them back away from the Carbineer are potent abilities for controlling the flow of combat. These abilities combined with fairly strong offensive abilities, particularly when faced with a group of opponents, leave the player with a very potent set of skills. Adding additional ranged skills from other professions only increases a Carbineer's power and options on the battlefield. An alternative template combination may be to add one of the more defensive professions for a well rounded combat character.

Combat Medic
Primary Role: Medical Combatant
Secondary Role: Combat Healing
Offense: Strong (4)
Defense: Weak (2)
Crowd Control: Moderate (3)

Combat Medics are the natural progression of Medics into the combat field. Their medical expertise turned to the goal of eliminating the enemy culminated in the creation of powerful medical weaponry that can quickly leave opponents crippled and powerless. They also have the ability to competently heal their allies while in the thick of battle.

Combat Medics will retain their healing abilities but they will always be secondary to the capabilities of a Doctor.

Commando
Primary Role: Heavy Weapon Specialist
Secondary Role: Medium Range Damage Specialist
Offense: Very Strong (5)
Defense: Moderate (3)
Crowd Control: Minimal (1)

The Commando is the specialist of Heavy Weapons. An entire line of unique heavy weapons are available in the Commando's arsenal. The Commando also receives many bonuses making them more proficient with standard weapons when combined with other profession skills. Whatever the damage dealing requirement is for a situation, the Commando has the answer.

Profession Mixing Tip: Commandos are intended to be the weapon specialists and are the final heavy damage dealing profession along with Rifleman and Swordsman. Commandos focus on their potent damage dealing capability rather than having a varied utility or strong defensive ability. Adding additional ranged profession skills to a Commando creates a very potent damage specialist because instead of having a few special abilities for a specific set of weapons, they can now stack their profession with other professions to gain a wide variety of special abilities. Alternatively Commandos may decide to increase their tactical flexibility by learning skills from other professions.

Creature Handler
Primary Role: Pet Handler
Secondary Role: Versatility
Offense: N/A (Defined by Pet)
Defense: N/A (Defined by Pet)
Crowd Control: N/A (Defined by Pet)

Creature Handlers are the ultimate in combat versatility. While they have no innate combat capabilities of their own they are able to fulfill almost any needed role as long as they have a pet with the necessary abilities.

Doctor
Primary Role: Medical Support
Secondary Role: Single Target Healing
Offense: N/A
Defense: N/A
Crowd Control: N/A

Technically Doctors are not a combat profession but they are included here because they are required to be in the field of combat fulfilling a support role.

Doctors are the primary healing profession with the widest range of healing abilities for both short-term and long-term ailments. Damage healing abilities of the Doctor are specialized in single target heals while Combat Medics will remain the most versatile field healer with their wide range of area effect and ranged healing medicines. Doctors are also vital in the long term support of combat units. Large combat groups engaged in lengthy battles will find that their effectiveness dwindles over time due to accumulation of wounds unless combatants have a Doctor in their rear bases to heal wounds and revive patients.

Fencer
Primary Role: Close Range DoT Specialist (Damage-Over-Time via Bleeds)
Secondary Role: Close Range Crowd Control (Position Control)
Offense: Strong (4)
Defense: Weak (2)
Crowd Control: Moderate (3)

The Fencer is a lighting fast attacker who specializes in hit and run combat. While Fencers have fairly weak defenses making them less than ideal for standing toe to toe with their opponent, they will employ many abilities that help them reduce their need to stay within range of their target.

As a primary Damage Dealing profession Fencers will have damage output second only Rifleman and Swordsman, however their attack style is very different and unique. Their defensive abilities will end up being very weak ensuring they must rely on hit and run tactics. Basic Crowd Control abilities support their role as hit and run combatants making them a very potent damage dealer in combat.

Profession Mixing Tip: Because of their weak defensive skills Fencers will benefit greatly from additional defensive skills from Teras Kasi or Pikeman or a player could choose to widen their offensive arsenal by adding Swordsman abilities.

Pikeman
Primary Role: Melee Opponent Control (Attacker Modifiers)
Secondary Role: Melee Crowd Control (Attacker Control)
Offense: Weak (2)
Defense: Strong (4)

Crowd Control: Moderate (3)

The Pikeman specializes in controlling and tanking groups of opponents. In addition to a generally strong defensive ability the Pikeman has the ability to significantly reduce an opponent's combat ability. These defensive abilities combined with some good area attack capabilities make the Pikeman a strong combatant.

Profession Mixing Tip: The Pikeman tanking ability is mostly based in their abilities reduce an opponent's ability to deliver damage. This ability combines exceptionally well with other defensive profession abilities such as Teras Kasi. A Pikeman who is not specialized in defensive skills is still extremely useful in a group situation as their ability adds perfectly to the defensive skills of other players allowing them to stay alive longer than they ever could on their own. While Pikemen are not by default powerful offensively they do get extremely useful utility abilities and area attacks that when combined with other offensive professions skills, like those from Swordsman, allow for some devastating combinations.

Pistoleer
Primary Role: Close Range Crowd Control (Attacker Control)
Secondary Role: Opponent Damage Reduction (Attacker Modifiers)
Offense: Weak (2)
Defense: Moderate (3)
Crowd Control: Strong (4)

The Pistoleer is a lightweight combat specialist. They move quickly around the field of battle softening up targets and reducing their effectiveness. The damage output of the Pistoleer is relatively low but given time and careful tactical control they are still fully capable of taking out targets on their own. The Pistoleer's abilities truly shine though when combined with a well organized group.

Pistoleers are similar in function as a Pikeman. They are more potent in their ability to reduce a target's combat effectiveness and make their opponents weaker in defensive ability. While Pistoleer skills may not create a significant power increase, it can be combined with many other profession's skill abilities to create a significant increase in tactical opportunity.

Profession Mixing Tip: As a versatile close to medium ranged combatant, Pistoleer can benefit greatly from other similar ranged professions. For example, a Pistoleer can add Teras Kasi or Bounty Hunter skills for defensive abilities or Carbineer skills for increased offensive and crowd control ability.

Rifleman
Primary Role: Long Range Damage Specialist
Secondary Role: Long Range Crowd Control (Position Control)
Offense: Very Strong (5)
Defense: Minimal (1)
Crowd Control: Moderate (3)

The Rifleman is an expert at long distance damage. Riflemen have a few support abilities to help them in this role including abilities to conceal themselves and keep opponents at a distance for a short while. Once an opponent has closed the distance however the Rifleman is extremely vulnerable.

The role of the Rifleman is that they are the embodiment of long range damage dealing. They should have abilities that allow them to maneuver at the edges of combat setting up devastating long range attacks and shots from hiding. Other ranged profession abilities such as Carbineer or Pistoleer could be used to expand and enhance a Rifleman's ranged combat options or melee profession skills like Teras Kasi may be desired to allow the Rifleman to better deal with opponents who would eventually close with them.

Smuggler
Primary Role: Crowd Control Specialist
Secondary Role: Medium Range Damage Dealer
Offense: Moderate (3)
Defense: Minimal (1)
Crowd Control: Very Strong (5)

All's fair in love and war is the motto most Smugglers live by. Smugglers use what is generally perceived as dirty fighting to keep their targets off balance while they defeat them. Smugglers have very low defensive ability and only moderate offensive ability, but when combined with their unique fighting style they can comfortably hold their own.

Smugglers are the dominant Crowd Control profession. Smugglers will be receiving a whole new line of abilities that allow them to temporarily remove an enemy combat threat so that it can be dealt with at a later time. Smugglers abilities combine well with many other profession abilities and will be vital in dealing with high end group content.

Squad Leader
Primary Role: Group Enhancement Specialist
Secondary Role: Medium Range Combatant
Offense: Moderate (3)
Defense: Moderate (3)
Crowd Control: Moderate (3)

A Squad Leader's power shows through the bonuses they are able to bring to their group members. Squad Leaders have many various abilities to improve the coordination and effectiveness of their group. Even outside of a group the Squad Leader is a good combatant, but their offensive and defensive capabilities are only average with no special abilities setting them apart.

Squad Leaders did not receive any specific combat specialty as their true strengths only show when working in a group. Squad Leaders will have the default suite of combat modifiers. Squad Leader can add any other profession abilities to fit their preferred play-style.

Swordsman
Primary Role: Close Range Damage Specialist
Secondary Role: Melee Tanking (Mitigation)
Offense: Very Strong (5)
Defense: Moderate (3)
Crowd Control: Minimal (1)

The Swordsman is the heavy hitting melee damage dealer. Up close there is no one that can dish it out like a Swordsman. The Swordsman has decent defensive abilities but is unable to hold out for the long haul.

The Swordsman is the close combat equivalent of the Rifleman. They are much less about stealth and tactics and more about raw brute force. Swordsman abilities are all about increasing damage output and delivering powerful crippling strikes.

Teras Kasi Artist
Primary Role: Melee Tanking Specialist (Avoidance)
Secondary Role: Close Range Damage Dealer
Offense: Moderate (3)
Defense: Very Strong (5)
Crowd Control: Minimal (1)

Teras Kasi Artists are experts at avoiding damage. TKAs have several utility abilities to further help them survive standing toe to toe with the most powerful opponents in the galaxy. Their damage output is only moderate however making them less than ideal for taking opponents on their own.

Professions and Variety
These changes to the combat professions provide a much better role definition for each of the combat professions. Group and solo play are both enhanced by enriching the professions with these new ability assignments and most importantly, these changes make "profession stacking" a strong game challenge. Profession mixing is an exciting choice that players can use to personalize their cha

Dit 🙂

Have Fun kiddoos

Quote
Topic starter Posted : 30/03/2005 1:42 pm
Lantern
(@lantern)
Illustrious Member Admin

Zo ik word dus redelijk goed in crowd control alleen wordt wel geadiviseerd om er een combat skill bij te nemen zoals TKM, BH of Carbineer Hmzz 😯

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Topic starter Posted : 30/03/2005 1:50 pm
 Imia
(@imia)
Noble Member

wtf is dit : Rifleman, nuking?

En wat doet crowd control precies?

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Posted : 30/03/2005 2:33 pm
(@xcaret)
Prominent Member

crowd control was meerdere mobs kunnen controleren/afhouden/beschieten w/e 😛
ziet er wel leuk uit 🙂

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Posted : 30/03/2005 2:58 pm
Lantern
(@lantern)
Illustrious Member Admin

Ik denk dat crowd control te maken heeft met als je enemies heel dicht bij je hebt staan dan je dan meer damage doet.

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Topic starter Posted : 30/03/2005 2:58 pm
(@xcaret)
Prominent Member

ikke was eerder I 😛
Maar CU lijkt mij erg tof te worden 😛

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Posted : 30/03/2005 2:59 pm
Lantern
(@lantern)
Illustrious Member Admin

De hele overview van de combatupgrade kan je hier vinden.

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Topic starter Posted : 30/03/2005 3:03 pm
Lantern
(@lantern)
Illustrious Member Admin

Check de tijd X

Wed Mar 30, 2005 11:58 am

Wed Mar 30, 2005 11:58 am

😈 😈 😈 😈 😈

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Topic starter Posted : 30/03/2005 3:06 pm
(@xcaret)
Prominent Member

X : "check de seconden I"

I: "die zijn er niet koekebakker"

X: "wat een kut site"

😛
👿 👿 😈 😈

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Posted : 30/03/2005 8:44 pm
Lantern
(@lantern)
Illustrious Member Admin

Dat zou dus betekenen dat een CM net als ieder ander om de zoveel seconden een poison o.i.d. moet gooien...sad.gif
Da's dan hetzelfde als grenades gooien, zeg maar...

Live test bevindingen:

Twist erg cool dat armor je trager maakt
Lei hey er zijn nu skills als knockdown recover, blind recover, stun recover etc
Twist en hoe hoger je komt in de skill tree, hoe sneller je ermee wordt

Twist je klikt zeg maar eerst op 'headshot' en daarna op 'heal'
Twist dan komt er een geel kader om heal
Imia aha
Imia leuk kleurtje 😛
Twist je moet nu ook goed op CON letten
Twist de kleurtjes op je radar van de mobs
Imia is er wachttijd tussen acties?
Twist ligt eraan welke actie
Imia ik klik 10x headshot
Twist sommige duren langer om uit te voeren, sommige korter
Imia of werkt dat niet
Twist sommige hebben cooldown
Twist dan doe je ctrl+click
Twist dan blijft hij elke keer headshot doen
Imia maar wel goeie damage?
Twist weet niet
Imia aha
Twist iedereen is n00b

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Topic starter Posted : 01/04/2005 1:15 pm
Lantern
(@lantern)
Illustrious Member Admin

Imia hehe Den 😛
Den|GRUNN ik snapte er eerst al geen hout van dat ik een chuba op 40 meter al niet meer kon raken
Den|GRUNN d'r zit nu een max range op wapens, tenmiste...op rifles wel
Twist ja op alles

😯

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Topic starter Posted : 01/04/2005 1:34 pm
Lantern
(@lantern)
Illustrious Member Admin

<img class="go2wpf-bbcode" src=" ">

wHOOT nice Carbine.

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Topic starter Posted : 01/04/2005 2:35 pm
 Imia
(@imia)
Noble Member

12:38 oh ja.. hoe zit met buff?
12:38 is daar iets veranderd?
12:38 ja
12:38 die bestaan niet meer omgg~!
12:38 alleen enhancers
12:38 mindbuff bestaat ook niet meer
12:39 ik wordt helemaal gek van die icoontjes :S
12:39 dokters hebben nog wel buffs
12:40 hoebedoel je, Lei
12:40 alleen geen health/action/const/etc buffs
12:40 maar enhancers.. zoals twist zei
12:40 speed enhance enzo
12:40 enhancer buff dus
12:41 hmm ok.. lijkt me dus meer uitdagend 🙂
12:41 om zonder buff door DWB te gaan lopen

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Posted : 01/04/2005 2:42 pm
Lantern
(@lantern)
Illustrious Member Admin

no MORE buffs 😀

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Topic starter Posted : 01/04/2005 4:38 pm
Lantern
(@lantern)
Illustrious Member Admin

EQ specials vind ik ook gaaf..nu kun je zien wanneer je weer een special kunt gebruiken ipv spammen in de combat queue.
Viel me wel op dat daar ook de meeste klachten van kwamen ingame...dat zijn bijna allemaal grindfans of macro-users die zich straks flink aan moeten passen.

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Topic starter Posted : 01/04/2005 4:45 pm
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