Critique my build

Teras Kasi Artist profession discussion
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KipDrasic
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Master Brawler, Master TK, Master Fencer, Pikeman xx4x (for the defensE) Swordsman 3x2x
Kippp Drasic - Med / Pistoleer
Napoleon Drasic - TK/Fencer/Scout <WAR> (Main Char)
Terrah Kant - Master Artisan
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saboteur
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Is this just going to be a PVE tank with a group?
jasonh
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It's tough to recommend or critique builds without knowing what you're shooting for. In my opinion, this build has lots of defense and melee mitigation 3 but lacks any ranged mitigation and high damage output.
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KipDrasic
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I'd mainly like to solo PVE high end stuff.
Kippp Drasic - Med / Pistoleer
Napoleon Drasic - TK/Fencer/Scout <WAR> (Main Char)
Terrah Kant - Master Artisan
1 CPU Grind Resources and 900+ OQ Resources Outside of Mos Eisley (2586 -4554)
jasonh
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I'd look into a swords/doc or Swords/CM template. You could also get creative with a swords/commando template. You'll want melee mitigation to soften the hits from nastier critters, and likely some method to lower resists of mobs. You should be aware that most high-end content has been changed so that it is not soloable.
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KipDrasic
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What near high end stuff is soloable?

My guild is planning to do DWB sometime in the next few days so I want to prepare for that? Is the above stack that I mentioned at least feasible to help with that endeavor?

Edit. They suggested a stack to do for the DWB. TKM, Master Fencer, and Master Pikeman.
Kippp Drasic - Med / Pistoleer
Napoleon Drasic - TK/Fencer/Scout <WAR> (Main Char)
Terrah Kant - Master Artisan
1 CPU Grind Resources and 900+ OQ Resources Outside of Mos Eisley (2586 -4554)
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benito
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I wanna make a Tankbeast...

... and thats what i decided might be viable:

TKM - Brawler 4400 - Fencer 4440 - Pistoleer 2040 - Medic 3040

0/250 SP left

Offers: Capped Melee Def (+131 vs +125), almost Capped Ranged def (+116 vs +125), Def vs. KD +120, Blind +90, Dizzy +85 and so on... so Def seems pretty good

Dodge is capped too, with +130

And it allows to use FirstAid and StimEs effectively (enough)

Thoughts? :)
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benito wrote:TKM - Brawler 4400 - Fencer 4440 - Pistoleer 2040 - Medic 3040

Dodge is capped too, with +130
While defensive acuity may allow TKM to dodge attacks I assumed it was only Fencer and Pistoleer that Dodge skill mod helps.

I could be wrong /shrug
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saboteur
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benito wrote:I wanna make a Tankbeast...

... and thats what i decided might be viable:

TKM - Brawler 4400 - Fencer 4440 - Pistoleer 2040 - Medic 3040

0/250 SP left

Offers: Capped Melee Def (+131 vs +125), almost Capped Ranged def (+116 vs +125), Def vs. KD +120, Blind +90, Dizzy +85 and so on... so Def seems pretty good

Dodge is capped too, with +130

And it allows to use FirstAid and StimEs effectively (enough)

Thoughts? :)
Dodge wont come into play if you are holding a unarmed weapon.
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benito
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Oh, damn... i did not know that :(

Which gives me some more possibilities for other skills like Def. vs. or a bit more ranged Def for Cap i guess :)

Thanks for info!
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benito
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So, since Dodge skill is useless:

Instead of Pistoleer 2040 and Medic 3040 i would go for Pistoleer 0040 and Medic 3340

250/250 Skillpoints spend :)

Complete Build will be:

TKM, Brawler 4400, Fencer 4440, Marksman 0400, Pistoleer 0040, Medic 3340

Without any SEA:

vs. Blind +90 - vs. Dizzy +85 - vs. Intim +20 - vs. KD +120 - vs. PC(down) +100 - vs. Stun +55
Melee Def. +131 - Ranged Def. +116


Stim E usable, FA usable, IT/ITS +50...

Sounds fun and beasty :)

Will report when i finished and tested it... gimme a few weeks for that though
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saboteur
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You might want to just Master both TK and Fencer so that you can get the combat equilibrium. That will bump your melee/ranged def up to 136 and 116 and give you the ability to switch to fencer weapon if you need to.