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Test Center - Update + Combat Upgrade Info

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Lantern
(@lantern)
Illustrious Member Admin

Er is een update van de TestCenter en er staan een paar dingen in dat je zegt mmm.

Player Structures
* All maintenance fees will automatically attempt to deduct from Bank accounts after the maintenance pool has been depleted. Once a structure reaches 0 hitpoints, it will flag itself as condemned instead of deleting itself. Condemned houses are not enterable, and all other structures are not usable. To uncondemn a house, simply enter it with enough money in the bank to pay the repair cost. To uncondemn all other structures, use them with enough money in the bank to pay the costs.

Ik zou maar wat money gaan $paren.

GCW
* Imperial crackdown presence has had their firepower DRAMATICALLY increased
* Fixed faction base vulnerability bug

Dit gaat de goeie kant op!

Spawns / POI
* Krayt Dragon Population boom!
* Decreased spawn times for some POI’s Decreased spawn times for Dathomir Spider Cave
* Spawn System Refinements

Eindelijk die Tissues voor de DE10 😀

Voor de gehele log klik hier

Quote
Topic starter Posted : 20/01/2005 1:59 am
(@xcaret)
Prominent Member

Travel
* Added X34 landspeeder to all newbie starting equipment

klinkt voor de n00bs ook leuk 😀

heeft zirion meteen een speeder als ie een nieuwe char aanmaakt 😛

maar komt weer leuke shit aan 😀

ReplyQuote
Posted : 20/01/2005 3:26 am
Dashea
(@dashea)
Illustrious Member

[code:1:ccc2caeb27]Quests
* Players will only be allowed 350 quests in their quests list.
[/code:1:ccc2caeb27]

Beetje jammer, met die village quests en alle space quests, buiten die questen om die je voor je pilot skills nodig hebt, ken je ook veel quests doen voor space stations.
Beetje jammer als je dan op 350 zit en er is een nieuwe coole quest of wat dan ook...

ReplyQuote
Posted : 20/01/2005 10:02 am
Lantern
(@lantern)
Illustrious Member Admin

Ja dat gaat over unfinished quests

ReplyQuote
Topic starter Posted : 20/01/2005 11:13 am
 Leto
(@leto-the-mandorine)
Illustrious Member

maar hoe in godsnaam kun je door unfinished quest ineens aan 350 komen?

want vaak als ik een missie wilt doen van een npc, zegt ie dat ik met een andere missie zit, die moet ik eerst opgeven, dus doe ik dat.
en dan kan ik zijn missie doen.

maar dan nog.. stel dat ik inmiddels echt 350 missies hebt gehaald in space, surface, village & motnhly story acts etc etc.. kan ik niet meer verder???

die 350 missies max is net zo stom als die inventory overload.

ReplyQuote
Posted : 20/01/2005 12:30 pm
 Leto
(@leto-the-mandorine)
Illustrious Member

wat gaan we nou krijgen???

maar welgeteld 1 minuut wachten op starship???????????

dit is toch zo totaal onrealistisch!!!!!!!

het had op 10 minuten moeten blijven staan!

nou zijn alle starports net Theed Starport.

ReplyQuote
Posted : 20/01/2005 12:35 pm
Lantern
(@lantern)
Illustrious Member Admin

Hier wat stats van de CU:

Master Marksman
Lethal Shot
Ranged Accuracy +25 Ranged Defense +5
Ranged Speed +15
Pistols IV Carbines IV Rifles IV Ranged Support IV
Placed Shot Head Shot Leg Shot Overcharge Shot
Pistol Accuracy +10 Carbine Accuracy +10 Rifle Accuracy +10 Ranged Accuracy +10
Pistol Speed +5 Carbine Speed +5 Rifle Speed +5 Ranged Speed +5
Pistol Defense +5 Carbine Defense +5 Rifle Defense +5 Melee Defense +5
Pistols III Carbines III Rifles III Ranged Support III
Head Shot Placed Shot Body Shot Kip Up Shot
Pistol Accuracy +10 Carbine Accuracy +10 Rifle Accuracy +10 Ranged Accuracy +5
Pistol Speed +5 Carbine Speed +5 Rifle Speed +5 Ranged Defense +5
Pistol Defense +5 Carbine Defense +5 Rifle Defense +5
Pistols II Carbines II Rifles II Ranged Support II
Leg Shot Body Shot Placed Shot Dive Shot
Pistol Accuracy +10 Carbine Accuracy +10 Rifle Accuracy +10 Ranged Accuracy +5
Pistol Speed +5 Carbine Speed +5 Rifle Speed +5 Ranged Speed +5
Pistol Defense +5 Carbine Defense +5 Rifle Defense +5 Melee Defense +5
Pistols I Carbines I Rifles I Ranged Support I
Body Shot Leg Shot Head Shot Roll Shot
Pistol Accuracy +10 Carbine Accuracy +10 Rifle Accuracy +10 Ranged Accuracy +5
Pistol Speed +5 Carbine Speed +5 Rifle Speed +5 Ranged Defense +5
Pistol Defense +5 Carbine Defense +5 Rifle Defense +5
Novice Marksman
Ranged Shot Knockdown Recover
Ranged Accuracy +10
Ranged Speed +5

Marksman is a novice profession, which provides basic abilities for all elite, ranged combat professions.

Abilities:
Ranged Shot - Basic ranged attack
Placed Shot - More powerful basic ranged attack
Lethal Shot - Most powerful basic ranged attack
Body Shot - Attack to target's Health Pool
Leg Shot - Attack to target's Action Pool
Head Shot - Attack to target's Mind Pool
Roll Shot - Attack while moving to kneeling
Dive Shot - Attack while moving to prone
Kip Up Shot - Attack while moving to standing
Overcharge Shot - Increased damage attack that damages weapon
Knockdown Recover - Recover from knockdown attacks to standing, kneeling or prone.

Master Pistoleer
Advanced Stopping Shot
Ranged Accuracy +20 Melee Defense +25
Ranged Speed +10 Ranged Defense +20
Pistol Grips IV Pistol Marksmanship IV Pistol Techniques IV Pistol Stances IV
Advanced Body Shot Imp. Disarming Shot Stun Recovery Improved Fan Shot
Pistol Speed +5 Ranged Accuracy +10 Pistol Defense +5 Melee Defense +10
Ranged Speed +5 Ranged Defense +10
Pistol Grips III Pistol Marksmanship III Pistol Techniques III Pistol Stances III
Improved Pistol Whip Improved Burst Shot Intimidate Shot Improved Stopping Shot
Pistol Speed +5 Ranged Accuracy +10 Pistol Defense +5 Melee Defense +10
Ranged Soeed +5 Ranged Defense +10
Pistol Grips II Pistol Marksmanship II Pistol Techniques II Pistol Stances II
Health Shot Disarming Shot Dizzy Recovery Fan Shot
Pistol Speed +5 Ranged Accuracy +10 Pistol Defense +5 Melee Defense +10
Ranged Defense +10
Pistol Grips I Pistol Marksmanship I Pistol Techniques I Pistol Stances I
Pistol Whip Burst Shot Point Blank Shot Stopping Shot
Pistol Speed +5 Ranged Accuracy +10 Pistol Defense +5 Melee Defense +10
Ranged Defense +10
Novice Pistoleer
Improved Body Shot Blind Recovery
Ranged Accuracy +15 Pistol Defense +10
Pistol Speed +5 Melee Defense +5

Primary Role: Close Range Crowd Control (Attacker Control)
Secondary Role: Opponent Damage Reduction (Attacker Mods)
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 fairly low but given time and careful tactical control they are still able to take out targets on their own. The Pistoleer's abilities truly shine when combined with a well-organized group.
Abilities:
Health Shot - Attack that decreases Health Ability points
Improved Body Shot – Higher damage Health pool attack.
Advanced Body Shot – Highest damage Health pool attack
Stopping Shot – Stop opponent movement for a short period
Advanced Stopping Shot – Stopping Shot with longest movement delay
Fan Shot – Cone attack
Improved Fan Shot – Fan Shot with Higher Damage
Point Blank Shot – Attack with no close range penalty
Disarming Shot – Interrupts a target’s attack queue
Improved Disarming Shot – Disarming Shot with longer queue delay
Burst Shot – Attack with chance to Stun target
Improved Burst Shot – Burst Shot with higher chance to Stun
Intimidate Shot – Reduces target’s damage output
Pistol Whip – Melee attack with chance to knockdown
Improved Pistol Whip – Pistol Whip with higher chance to knockdown

Master Carbineer
Adv. Suppression Fire
Ranged Accuracy +25 Melee Defense +20
Ranged Speed +15 Ranged Defense +20
Assault Tactics IV Marksmanship IV Couterinsurgency Tactics IV Special Abilities IV
Improved Full Auto Area Improved Crippling Shot Improved SuppressionFire Stun Recovery
Carbine Speed +5 Ranged Accuracy +20 Ranged Defense +5 Carbine Defense +5
Ranged Soeed +5 Melee Defense +5
Assault Tactics III Marksmanship III Couterinsurgency Tactics III Special Abilities III
Improved Scatter Shot Advanced Leg Shot Improved Charge Shot Dizzy Recovery
Carbine Speed +10 Ranged Accuracy +15 Ranged Defense +5 Carbine Defense +5
Melee Defense +5
Assault Tactics II Marksmanship II Couterinsurgency Tactics II Special Abilities II
Full Auto Area Suppression Fire Health Shot
Carbine Speed +5 Carbine Accuracy +5 Ranged Defense +5 Carbine Defense +5
Ranged Accuracv +10 Melee Defense +5
Assault Tactics I Marksmanship I Couterinsurgency Tactics I Special Abilities I
Scatter Shot Crippling Shot Charge Shot Blind Recovery
Carbine Speed +5 Carbine Accuracy +5 Ranged Defense +5 Carbine Defense +5
Ranged Accuracy +5 Melee Defense +5
Novice Carbineer
Improved Leg Shot
Carbine Accuracy +15 Ranged Defense +10
Carbine Speed +10 Melee Defense +10

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

The Carbineer is a medium range control specialists. He has potent abilities to keep targets at a distance and reduce their combat effectiveness. The Carbineer also has powerful area cone attacks allowing him to effectively fight groups of targets. Once an opponent is able to close with the Carbineer however he is quite vulnerable.

Abilities:
Action Shot - Attack that decreases Action Ability points
Improved Leg Shot - Higher damage Action pool attack
Advanced Leg Shot - Highest damage Action pool attack
Scatter Shot - Ranged attack that hits two random pools
Improved Scatter Shot - Scatter Shot with increased damage
Crippling Shot - Slows down target move speed
Improved Crippling Shot - Crippling Shot with higher movement speed reduction
Suppression Fire - Pushes targets in cone back
Improved Suppression Fire - Suppression Fire with increased cone area
Advanced Suppression Fire - Suppression Fire with largest cone area
Full Auto Area - AE cone attack
Improved Full Auto Area - Full Auto Area with increased damage
Charge Shot - Ranged attack with possible knockdown
Improved Charge Shot - Charge Shot with increased knockdown

Master Rifleman
Advanced Sniper Shot Advanced Startle Shot
Ranged Accuracy +30 Melee Defense +20
Ranged Speed +15 Ranged Defense +20
Sniping IV Concealment IV Counter-Sniping IV Rifle Abilities IV
Improved Sniper Shot Improved Conceal Shot Stun Recovery
Rifle Accuracy +5 Ranged Defense +15 Rifle Defense +5 Rifle Speed +10
Ranged Accuracy +20 Ranged Speed +5
Sniping III Concealment III Counter-Sniping III Rifle Abilities III
Advanced Head Shot Improve Startle Shot Improved Aim
Rifle Accuracy +5 Ranged Defense +10 Rifle Speed +10
Ranged Accuracv +15
Sniping II Concealment II Counter-Sniping II Rifle Abilities II
Mind Shot Conceal Shot Dizzy Recovery Blind Recovery
Rifle Accuracy +10 Ranged Defense +10 Rifle Defense +5 Rifle Speed +10
Ranged Accuracv +5
Sniping I Concealment I Counter-Sniping I Rifle Abilities I
Sniper Shot Cover Startle Shot Aim
Rifle Accuracy +5 Ranged Defense +10 Rifle Speed +5
Ranged Accuracv +5
Novice Rifleman
Improved Head Shot
Rifle Accuracy +20 Ranged Defense +10
Rifle Speed +10 Melee Defense +5

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 the master of long distance damage. No opponent stands long against a Rifleman in his element. Rifleman 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.

Abilities:
Mind Shot - Ranged attack that decreases Mind Ability points
Improved Head Shot - Higher damage Mind pool attack
Advanced Head Shot - Highest damage Mind pool attack
Conceal Shot - Shoot from cover without revealing self
Improved Conceal Shot - Conceal shot with increased damage
Startle Shot - Forces an opponent to move up a posture level
Improved Startle Shot - Startle Shot with increased damage
Advanced Startle Shot - Startle Shot with increased damage and short combat delay
Sniper Shot - Long setup, major damage dealing attack
Improved Sniper Shot - Sniper Shot with increased damage
Advanced Sniper Shot - Sniper Shot with increased damage and shorter setup time
Aim - Increases accuracy for short duration
Improved Aim - Aim with higher accuracy bonus and longer duration Cover - Hides the Rifleman from opponents (removes from radar)

Master Commando
Ranged Accuracy +20
Melee Accuracy +15 Melee Defense +20
Ranged Speed +15 Ranged Defense +15
Melee Speed +10
Field Tactics IV Heavy Support Tactics IV Flamethrower IV Acid Rifle Specialization IV
Ranged Defense +5 Ranged Accuracy +10 Hvy Wpn Accuracy +5 Hvy Wpn Accuracy +10
Melee Defense +15 Hvy Wpn Accuracy +10 Hvy Wpn Speed +10 Hvy Wpn Speed +10
Melee Accuracy +5 Heavy Wpn Defense +10 Hvy Wpn Defense +10
Field Tactics III Heavy Support Tactics III Flamethrower III Acid Rifle Specialization III
Heavy Particle Beam Cannon
Ranged Defense +5 Ranged Accuracy +10 Hvy Wpn Speed +10 Hvy Wpn Accuracy +5
Melee Defense +10 Hvy Wpn Accuracy +5 Hvy Wpn Defense +10 Hvy Wpn Speed +5
Melee Accuracv +5
Field Tactics II Heavy Support Tactics II Flamethrower II Acid Rifle Specialization II
Heavy Acid Beam Cannon
Ranged Defense +5 Ranged Accuracy +10 Hvy Wpn Speed +5 Hvy Wpn Accuracy +5
Melee Defense +10 Hvy Wpn Accuracy +5 Hvy Wpn Defense +5 Hvy Wpn Defense +5
Melee Accuracv +5
Field Tactics I Heavy Support Tactics I Flamethrower I Acid Rifle Specialization I
Grenades Lightning Beam Cannon Flamethrower Acid Rifle
Ranged Defense +5 Ranged Accuracy +5 Hvy Wpn Speed +5 Hvy Wpn Accuracy +5
Melee Defense +10 Hvy Wpn Accuracy +5 Hvy Wpn Defense +5 Hvy Wpn Defense +5
Melee Accuracv +5
Novice Commando
Commando Knife Launcher Pistol
Ranged Accuracy +10 Rocket Launcher
Melee Accuracy +10 Melee Defense +10
Ranged Speed +5 Ranged Defense +10
Melee Speed +5

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 master of Heavy Weapons. An entire line of unique heavy weapons is 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 the Commando has the answer.

Abilities:
Flame Thrower - Commando special weapon
Acid Rifle - Commando special weapon
Rocket Launcher - Commando special weapon
Launcher Pistol - Commando special weapon
Beam Rifle - Commando special weapon
Commando Knife - Commando special weapon
Grenades - Commando special weapons

Master Bounty Hunter
Advanced Fast Blast
Ranged Accuracy +15 Melee Defense +15
Ranged Speed +10 Ranged Defense +15
Investigation IV Carbine Specialization IV Pistol Specialization IV Rifle Specialization IV
Improved Spray Shot Imp. Confusion Shot Improved Eye Shot
Ranged Accuracy +5 Ranged Accuracy +5 Ranged Accuracy +5
Ranged Defense +5 Ranged Defense +5 Ranged Defense +10
Melee Defense +10 Melee Defense +10 Melee Defense +5
Investigation III Carbine Specialization III Pistol Specialization III Rifle Specialization III
Improved Fast Blast Imp- Underhand Shot Torso Shot
Ranged Speed +3 Ranged Speed +2 Ranged Speed +5
Ranged Defense +5 Ranged Defense +5 Ranged Defense +10
Melee Defense +10 Melee Defense +10 Melee Defense +5
Investigation II Carbine Specialization II Pistol Specialization II Rifle Specialization II
Spray Shot Confusion Shot Eye Shot
Ranged Accuracy +3 Ranged Accuracy +2 Ranged Accuracy +5
Ranged Defense +2 Ranged Defense +3 Ranged Defense +10
Melee Defense +5 Melee Defense +5
Investigation I Carbine Specialization I Pistol Specialization I Rifle Specialization I
Fast Blast Underhand Shot Light Lightning Cannon
Ranged Speed +3 Ranged Speed +2 Ranged Accuracy +5
Ranged Defense +2 Ranged Defense +3 Ranged Defense +10
Melee Defense +5 Melee Defense +5
Novice Bounty Hunter
Scatter Pistol
Ranged Accuracy +10 Ranged Defense +10
Ranged Speed +5 Melee Defense +10

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 is the master of one on one combat. They specialize 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 really have no crowd control abilities.

Abilities:
Scatter Pistol - Bounty Hunter special weapon
Light Lightning Cannon - Bounty Hunter special weapon
Fast Blast - Multiple pool attack
Improved Fast Blast - Fast Blast with increased damage
Advanced Fast Blast - Fast Blast with highest damage
Spray Shot - Cone attack (requires automatic weapon)
Improved Spray Shot - Spray Shot with higher damage
Underhand Shot - Attack with possible knockdown
Improved Underhand Shot - Underhand Shot with higher knockdown chance
Confusion Shot - Attack with possible Stun & Dizzy
Improved Confusion Shot - Confusion Shot with higher chance to Stun & Dizzy
Eye Shot - Attack with chance to Blind
Improved Eye Shot - Eye Shot with high chance to Blind
Torso Shot - Targeted Health attack with minor bleed

Master Smuggler
Imp. Concussion Shot
Ranged Accuracy +15 Melee Defense +15
Ranged Speed +10 Ranged Defense +15
Underworld IV Slicing IV Dirty Fighting IV Spices IV
Last Ditch Stun Recovery
Ranged Accuracy +5 Unarmed Accuracy +15
Ranged Speed +5 Unarmed Speed +10
Ranged Defense +5 Melee Defense +5
Underworld III Slicing III Dirty Fighting III Spices III
Improved Panic Shot Low Blow
Ranged Accuracy +5 Unarmed Accuracy +10
Ranged Defense +5 Unarmed Speed +5
Melee Defense +5
Underworld II Slicing II Dirty Fighting II Spices II
Blind Recovery Dizzy Recovery
Ranged Accuracy +5 Unarmed Accuracy +10
Ranged Speed +5 Unarmed Speed +5
Ranged Defense +5 Melee Defense +5
Underworld I Slicing I Dirty Fighting I Spices I
Panic Shot Feign Death
Ranged Accuracy +5 Unarmed Accuracy +10
Ranged Defense +5 Unarmed Speed +5
Novice Smuggler
Needle Gun Concussion Shot
Ranged Accuracy +10 Melee Defense +10
Ranged Speed +5 Ranged Defense +10

Primary Role: Crowd Control Specialist
Secondary Hole: 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 the Smuggler defeats 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.

Abilities:
Needle Gun - Smuggler special weapon~
Concussion Shot - Stops target's movement and attack for duration or until target is hit
Improved Concussion Shot - Concussion Shot with longer delay Panic Shot - Delay's target attack queue
Improved Panic Shot - Panic Shot with longer delay
Low Blow - Guaranteed knockdown plus combat ability slow
Last Ditch - High damage last chance attack (damage proportional to current health)

Master Squad Leader
Ranged Accuracy +15 Ranged Defense +20
Ranged Speed +10 Melee Defense +20
Mobility IV Strategy IV Leadership IV Tactics IV
Inspiration Imp. Point Blank Area
Ranged Defense +15 Ranged Accuracy +5
Melee Defense +15 Ranged Speed +5
Mobility III Strategy III Leadership III Tactics III
Retreat Volley Fire
Ranged Defense +10 Ranged Accuracy +5
Melee Defense +10 Ranged Speed +5
Mobility II Strategy II Leadership II Tactics II
Boost Morale Rally
Ranged Defense +10 Ranged Accuracy +5
Melee Defense +10
Mobility I Strategy I Leadership I Tactics I
Steady Aim Improved Assist Point Blank Area
Ranged Defense +10 Ranged Accuracy +5
Melee Defense +10
Novice Squad Leader
Automatic Pistol Group Message
Ranged Accuracy +10 Ranged Defense +10
Ranged Speed +5 Melee Defense +10

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 decent combatant, but their offensive and defensive capabilities are only average with no special abilities setting them aside.

Abilities:
Automatic Pistol - Squad Leader special weapon
Point Blank Area - AE cone attack with no close range penalties. (Requires automatic weapon)
Improved Point Blank Area - Point Blank Area with increased damage Group Message - Sends system message to all group members Steady Aim -Improves group accuracy
Volley 'Fire - Designate a called target visually, grants accuracy & damage bonus
Improved Assist - Accuracy bonus for assisting through a Squad Leader Boost Morale - Clears most negative combat states from group members Inspiration - Gives ability regeneration boost
Rally - Group defense & accuracy bonus
Retreat - Group Burst Run

Master Combat Medic
Ranged Defense +15
Melee Defense +15
Ranged Healing Distance IV Ranged Healing Speed IV Combat Medicine Crafting IV Combat Medic Support IV
Melee Defense +5 Ranged Defense +5 Ranged Defense +5
Melee Defense +5
Ranged Healing Distance III Ranged Healing Speed III Combat Medicine Crafting III Combat Medic Support III
Ranged Defense +5 Melee Defense +5 . Ranged Defense +5
Melee Defense +5
Ranged Healing Distance II Ranged Healing Speed II Combat Medicine Crafting II Combat Medic Support II
Melee Defense +5 Ranged Defense +5 Melee Defense +5
Ranged Healing Distance I Ranged Healing Speed I Combat Medicine Crafting I Combat Medic
Ranged Defense +5 Melee Defense +5 Ranged Defense +5
Novice Combat Medic
Ranged Defense +10
Melee Defense +10

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.

Core Abilities:
Poison - Poisons targets
Disease - Diseases targets
Ranged Healing - Heal target from a distance
Area Healing - Heal a group of targets

Master Brawler
Melee Assault
Melee Accuracy +25 Melee Defense +10
Melee Speed + 15 Ranged Defense +5
Unarmed IV One Hand Sword IV Two Hand Sword IV Pikeman IV
Head Hit Center Of Being Lunge Lunge
Melee Strike Body Hit Leg Hit Melee Strike
Unarmed Accuracy +10 One Hand Accuracy +10 Two Hand Accuracy +10 Polearm Accuracy +10
Unarmed Speed +5 One Hand Speed +5 Two Hand Speed +5 Polearm Speed +5
Unarmed Defense +10 One Hand Defense +10 Two Hand Defense +10 Polearm Defense +10
Unarmed III One Hand Sword III Two Hand Sword III Pikeman III
Leg Hit Melee Strike Center Of Being Head Hit
Unarmed Accuracy +10 One Hand Accuracy +10 Two Hand Accuracy +10 Polearm Accuracy +10
Unarmed Speed +5 One Hand Speed +5 Two Hand Speed +5 Polearm Speed +5
Unarmed Defense +10 One Hand Defense +10 Two Hand Defense +10 Polearm Defense +10
Unarmed II One Hand Sword II Two Hand Sword II Pikeman II
Center Of Being Lunge Body Hit Center Of Being
Body Hit Leg Hit Melee Strike Body Hit
Unarmed Accuracy +10 One Hand Accuracy +10 Two Hand Accuracy +10 Polearm Accuracy +10
Unarmed Speed +5 One Hand Speed +5 Two Hand Speed +5 Polearm Speed +5
Unarmed Defense +10 One Hand Defense +10 Two Hand Defense +10 Polearm Defense +10
Unarmed I One Hand Sword I Two Hand Sword I Pikeman I
Lunge Body Hit Head Hit Leg Hit
Unarmed Accuracy +10 One Hand Accuracy +10 Two Hand Accuracy +10 Polearm Accuracy +10
Unarmed Speed +5 One Hand Speed +5 Two Hand Speed +5 Polearm Speed +5
Unarmed Defense +10 One Hand Defense +10 Two Hand Defense +10 Polearm Defense +10
Novice Brawler
Melee Hit Knockdown Recover
Taunt
Melee Accuracy +10 Melee Defense +10
Melee Speed +5

The following basic abilities are available to all melee and hybrid professions, which are built from the Brawler tree.

Basic Abilities:
Melee Hit - Basic melee attack
Melee Strike - More powerful basic melee attack
Melee Assault - Most powerful basic melee attack
Lunge - Melee attack with increased range,
Body Hit - Attack to target's Health Pool
Leg Hit - Attack to target's Action Pool
Head Hit - Attack to target's Mind Pool
Taunt -Increase aggro of target
Center of Being - Defensive bonus
Knockdown Recover - Recover from knockdown attacks to standing, kneeling or prone.

Teras Kasi Master
Advanced Dizzy Attack Adv. Combo Attack
Melee Accuracy +25 Unarmed Defense +15
Melee Speed +10 Melee Defense +20
Meditate +25 Ranged Defense +20
Meditative Techniques IV Balance Conditioning IV Power Techniques IV Precision Striking IV
Force of Will Improved Leg Sweep Taunt Bonus Taunt Bonus
Meditate +15 Unarmed Defense +5 Unarmed Speed +5 Melee Accuracy + 15
Melee Defense +5 Melee Speed +5 Melee Defense +5
Ranged Defense +5
Meditative Techniques III Balance Conditioning III Power Techniques III Precision Striking III
Dizzy Recovery Stun Recovery Improved Dizzy Attack Imp. Combo Attack
Meditate +15 Unarmed Defense +5 Unarmed Speed +5 Melee Accuracy + 15
Melee Defense +5 Melee Speed +5 Melee Defense +5
Ranged Defense +5
Meditative Techniques II Balance Conditioning II Power Techniques II Precision Striking II
Power Boost Leg Sweep Taunt Bonus Taunt Bonus
Meditate + 15 Unarmed Defense +5 Unarmed Speed +5 Melee Accuracy +10
Melee Defense +5 Melee Defense +5
Ranged Defense +5
Meditative Techniques I Balance Conditioning I Power Techniques I Precision Striking I
Blind Recovery Imp. Center of Being Dizzy Attack Combo Attack
Meditate +15 Unarmed Defense +5 Unarmed Speed +5 Melee Accuracy +10
Melee Defense +5 Melee Defense +5
Ranged Defense +5
Teras Kasi Novice
Meditate
Unarmed Accuracy +10 Unarmed Defense +10
Unarmed Speed +5 Melee Defense +15
Meditate +15 Ranged Defense + 15

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 masters of avoiding damage. TKs 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 relatively low however making them less than ideal for taking opponents on their own.

Abilities:
Combo Attack - Attack that hits multiple pools
Improved Combo Attack - Increased damage Combo Attack
Advanced Combo Attack - Highest damage Combo Attack
Dizzy Attack - Melee attack with chance to Dizzy target
Improved Dizzy Attack - Dizzy Attack with higher chance to dizzy
Advanced Dizzy Attack - Dizzy Attack with highest chance to dizzy
Leg Sweep - Melee attack with possible knockdown
Improved Leg Sweep - Leg Sweep with higher chance to knockdown
Improved Taunt - Taunt with higher aggro generated
Improved Center of Being - Higher defensive bonus

Master Fencer
Advanced Lunge Advanced Blind Attack
Melee Accuracy +25 Melee Defense +25
Melee Speed +10 Ranged Defense +25
Fencing Stances & Grips IV Footwork IV Fencing Techniques IV Fencing Finesse IV
Stun Recovery Improved Cripple Attack Advanced Body Hit
Melee Defense +5 1 H-Sword Speed +5 Melee Defense +5 Melee Accuracy +20
Ranqed Defense +5 Melee Speed +5
Fencing Stances & Grips III Footwork III Fencing Techniques III Fencing Finesse III
Improved Scatter Hit Dizzy Recovery Improved Blind Attack Improved Bleed Attack
Melee Defense +5 1 H-Sword Speed +5 Melee Defense +5 Melee Accuracy + 15
Ranged Defense +5 Melee Speed +5
Fencing Stances & Grips II Footwork II Fencing Techniques II Fencing Finesse II
Cripple Attack Blind Recovery Health Hit
Melee Defense +5 1 H-Sword Speed +10 Melee Defense +5 Melee Accuracy +10
Ranged Defense +5 1 H-Sword Accuracy +5
Fencing Stances & Grips I Footwork I Fencing Techniques I Fencing Finesse I
Scatter Hit Improved Lunge Blind Attack Bleed Attack
Melee Defense +5 1 H-Sword Speed +10 Melee Defense +5 Melee Accuracy +5
Ranged Defense +5 1 H-Sword Accuracy +5
Novice Fencer
Improved Body Hit
1 H-Sword Accuracy + 15 Melee Defense +10
1 H-Sword Speed +5 Ranged Defense +10

Primary Role: Close Range DoT Specialist (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. Fencers have fairly weak defenses making them less than ideal for standing toe to toe with their opponent. Fencers have various abilities that help them reduce their need to stay within range of their target.

Abilities:
Health Hit - Melee attack that decreases Health Ability points
Improved Body Hit - Higher damage Health pool attack
Advanced Body Hit - Highest damage Health pool attack
Cripple Attack - Reduces the movement speed of the target
Improved Cripple Attack - Cripple Attack with improved speed reduction
Scatter Hit - Attack that hits two random pools
Improved Scatter Hit - Scatter Hit with increased damage
Bleed Attack - Melee attack that causes a bleed to a random pool
Improved Bleed Attack - Bleed Attack with a more powerful bleed
Blind Attack - Melee attack with a chance to Blind target
Improved Blind Attack - Blind Attack with higher chance to Blind
Improved Lunge - Lunge attack with increased damage
Advanced Lunge - Lunge attack with highest damage

Master Swordsman
Improved Berserk
Melee Accuracy +25 Melee Defense +25
Melee Speed +10 Ranged Defense +25
Sword Offense IV Sword Techniques IV Sword Defense IV Sword Finesse IV
Improved Power Attack Advanced Head Hit Stun Recovery Improved Critical Strike
2h-Sword Accuracy +10 2h-Sword Speed +5 Melee Defense +10 Melee Accuracy + 15
2h-Sword Speed +5 Melee Speed +5 Ranged Defense +5
Sword Offense III Sword Techniques III Sword Defense III Sword Finesse III
Improved AE Taunt Imp. Knockback Strike Dizzy Recovery
2h-Sword Accuracy +10 2h-Sword Speed +5 Melee Defense +10 Melee Accuracy + 15
2h-Sword Speed +5 2h-Sword Defense +5 Ranged Defense +5
Sword Offense II Sword Techniques II Sword Defense II Sword Finesse II
Berserk Blind Recovery Mind Hit
2h-Sword Accuracy +5 2h-Sword Speed +5 Melee Defense +10 Melee Accuracy +10
2h-Sword Speed +5 Melee Speed +5 Ranged Defense +5
Sword Offense I Sword Techniques I Sword Defense I Sword Finesse I
Power Attack AE Taunt Knockback Strike Critical Strike
2h-Sword Accuracy +5 2h-Sword Speed +5 Melee Defense +10 Melee Accuracy +10
2h-Sword Speed +5 2h-Sword Defense +5 Ranged Defense +5
Novice Swordsman
Improved Head Hit
2h-Sword Accuracy + 15 Melee Defense +10
2h-Sword Speed +5 Ranged Defense +10

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.

Abilities:
Mind Hit - Melee attack that decreases Mind Ability points
Improved Head Hit - Higher damage Mind pool attack
Advanced Head Hit - Highest damage Mind pool attack
Power Attack - Melee AE attack
Power Attack - Melee AE attack
Critical Strike - Melee attack with a chance for extra high damage
Improved Critical Strike - Critical Strike with increase critical chance
Knockback Strike - Melee attack with possible knockback
Improved Knockback Strike - Knockback Strike with higher knockback potential
Berserk -Increase damage, decrease defense
Improved Berserk - Berserk with higher damage increase
AE Taunt -Increases aggro of all opponents in area
Improved AE Taunt - AE Taunt with higher aggro generation

Master Pikeman
Advanced Sweep Attack
Melee Accuracy +20 Melee Defense +25
Melee Speed +10 Ranged Defense + 15
Polearm Stances IV Offensive Techniques IV Defensive Techniques IV Support Abilities IV
Advanced Leg Hit Improved Warcry Stun Recovery
Melee Speed +5 Melee Accuracy +10 Melee Defense +10 Polearm Defense +10
Ranged Defense +10
Polearm Stances III Offensive Techniques III Defensive Techniques III Support Abilities III
Improved Sweep Attack Improved Spin Attack Intimidate Improved Stunning Blow
Melee Speed +5 Melee Accuracy +10 Melee Defense +10 Polearm Defense +5
Ranged Defense +10
Polearm Stances II Offensive Techniques II Defensive Techniques II Support Abilities II
Dizzy Recover Blind Recovery Action Hit
Polearm Speed +5 Melee Accuracy +10 Melee Defense +10 Polearm Defense +5
Ranged Defense +5
Polearm Stances I Offensive Techniques I Defensive Techniques I Support Abilities I
Sweep Attack Spin Attack Warcry Stunning Blow
Polearm Speed +5 Melee Accuracy +10 Melee Defense +10 Polearm Defense +5
Ranged Defense +5
Novice Pikeman
Improved Leg Hit
Melee Accuracy + 15 Melee Defense +10
Polearm Speed +5 Ranged Defense +10

Primary Role: Melee Opponent Control (Attacker Mods)
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 significantly reduce their opponent's combat ability. These defensive abilities combined with some decent area attack capabilities makes for a strong combatant.

Abilities:
Action Hit - Melee attack that decreases Action Ability points
Improved Leg Hit - Higher damage Action pool attack
Advanced Leg Hit - Highest damage Action pool attack
Spin Attack- Melee attack that hits all targets in immediate area
Improved Spin Attack - Spin Attack with increased damage
Sweep Attack - Melee attack with chance to knock down all targets in immediate area
Improved Sweep Attack - Sweep Attack with higher chance to knock down
Advanced Sweep Attack - Sweep Attack with highest chance to knock down
Stunning Blow - Stuns target (prevents ability pool from regenerating)
Improved Stunning Blow - Stunning Blow with higher chance to Stun
Warcry - Target cannot attack for a short period of time
Improved Warcry - Warcry with longer delay
Intimidate - Reduces target's damage output

ReplyQuote
Topic starter Posted : 20/01/2005 1:52 pm
(@xcaret)
Prominent Member

man, ik heb nou pijn aan me vinger door het naar beneden scrollen door jou 😛
maar het ziet er allemaal wel netjes uit hoor.
en hoe wil jij aan 350 quests komen 😯
moeten er toch eerst is wat meer quests moeten komen (want de enige quest die hiervoor tellen zijn die in ctrl + j staan, ik kom van ze lang zal ze leve niet aan dat aantal nu hoor)

ReplyQuote
Posted : 20/01/2005 2:35 pm
Dashea
(@dashea)
Illustrious Member

Er zijn er natuurlijk genoeg, kweenie hoeveel, maar in space zijn er al vet veel, want elke station heb er al tig ofzo, ga dat is bij elkaar optellen.
En SWG is nog lang niet dood, komen vast nieuwe quests bij, of oude worden weer heropend.
Dan moeten ze strax weer die limit van 350 afhalen, tis een onzinnige update naar mijn inziens 🙂

ReplyQuote
Posted : 20/01/2005 3:08 pm
(@xcaret)
Prominent Member

doe niet aan space alleen travel 😛

ReplyQuote
Posted : 20/01/2005 3:49 pm
Dashea
(@dashea)
Illustrious Member

Ben net een paar dagen Alliance Ace Pilot, vlieg in een b-wing en een kse firespray 🙂 Ik voel me net Boba Fett 🙂 Of Jango 😀

Nu zijn alleen me wings van me b-wing bugged ofzo, hoor er meer mensen over, ze gaan niet open das kut man 🙁

ReplyQuote
Posted : 21/01/2005 1:37 pm
(@xcaret)
Prominent Member

dat zou de enige reden zijn waarom ik master piloot wil worden, firespray en b-wing 😛
wil binnenkort x wing halen, past goed bij me roepnaam

😈 X's X wing 😈

ReplyQuote
Posted : 21/01/2005 4:21 pm
Dashea
(@dashea)
Illustrious Member

Zorg dan wel dat je er 1 koop met minimaal 100k mass, 101k heb ik, hoogste wat ik gezien heb.

Ken alleen zo weinig op man, tis of def of firepower wat je erop zet, mix van beide en je x-wing zuigt.

B-wing heeft 4 weapons, 2 missile launchers 🙂 Das leuk, mass van 240k+, al weegt een knap weapon met 3800 max dam wel 36k mass, dus gaat hard dan, want je wilt er ook knappe shields op, zijn ook wel gauw tussen de 40k-50k.

Maar je schiet wel een stuk makkelijker die tier5s neer 😀

ReplyQuote
Posted : 21/01/2005 5:19 pm
(@xcaret)
Prominent Member

ik wil xwing alleen om te reizen 😛

ReplyQuote
Posted : 21/01/2005 8:10 pm
Lantern
(@lantern)
Illustrious Member Admin

De nieuwe Armors !!!

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

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

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

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

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

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

Imperial Stormtrooper Armor en Rebel Marine Armor (ANH) zal ook in de Upgrade zitten ❗ ❗ ❗

Die Rebel Battle Armor is KOEL

ReplyQuote
Topic starter Posted : 22/01/2005 3:02 am
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