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  • Pikeman Guide V1.0
    By: Kruppe, Posted at: Tue, Apr 13th 10:24 PM 2004
    Rated 5.00 by 9 people

    Pikeman Guide. V1.0 � 30 March 2004

    1.0 Introduction
    2.0 Brawler Skills & Abilities
    3.0 Pikeman Skills & Abilities
    4.0 Weapons
    5.0 Armour, Buffs & Power-ups.
    6.0 Progression / Tactics
    7.0 PvP
    8.0 Master Pikeman

    1.0 INTRODUCTION

    Pikeman. The least popular combat profession, according to SoE�s Astrometric Stats (0.25% of people have novice pikeman). Also Pikeman is the least Understood of all the combat professions. Pikeman is touted as being broken, and useless, and this to an extent is true, however Pikeman is also exciting, and powerful when used right. The reason the Pike has such a bad reputation is due to the early levels being extremely difficult, which I�m sure leads to many aspiring Pikemen to give up and join the TKA band wagon.

    Of that 0.25% I estimate 4/5ths to be Holo grinders, who will drop Pikeman as soon as hitting master. Of the remaining, probably less than 25% have made it to Master, and go Career Pikeman. Theoretically therefore assuming a server population of 10,000 that makes a dozen Career Master Pikemen per server� Only Jedi are rarer than Pikemen.

    The root of the Pike starts with the Brawler profession. Novice Pikeman only needs 0-0-0-4 (polearms) in brawler to train, making master Pikeman a snip at 92 Skill Points.

    2.0 BRAWLER SKILLS & ABILITIES

    Novice Brawler (15 Skill Points)

    Skill Mods
    Polearm Accuracy +10 � A passive skill that increases your chances of hitting your opponent
    Polearm Speed +5 � A Passive skill that reduces the time between your attacks
    Taunt +10 � Taunt allows you to increase the chances of a target hitting you rather than your group members.

    Abilities
    Warcry 1 � Warcry will slow the frequency of your opponent�s attacks
    Berserk 1 � Will Increase the damage you do to opponents, and the damage they do to you.
    Intimidate 1 � Intimidate will make your opponent less likely to hit you in combat.
    Centre of Being � CoB will make your character more likely to evade an opponents attack
    Polearm Lunge 1 � PL1 has a chance to lower the posture of your target, in addition is deals slightly higher damage than a standard attack.

    Polearm 1 � Long Hafted Weaponary (2 Skill Points) � 1,000 Polearm Experience

    Skill Mods
    Polearm Accuracy +10
    Polearm Centre of Being Duration +2
    Polearm Centre of Being Efficacy +10
    Polearm Speed +5

    Abilities
    Polearm Hit 1 � Typically this attack causes twice the damage of a standard attack.

    At Polearm 1 you get the metal staff and reinforced combat staff certification. Get yourself a reinforced combat staff from a master artisan, and your good to go. Acceptable Speed and Damage, that will last you until you get the basic lance certification

    Polearm 2 � Form and Balance (3 Skill Points) � 5,000 Polearm Experience

    Skill Mods
    Polearm Accuracy +10
    Polearm Centre of Being Duration +2
    Polearm Centre of Being Efficacy +10
    Polearm Speed +5

    Abilities

    Polearm Leg Hit 1 � This attack causes increased damage and targets the opponents Action pool

    At Polearm 2 you get the Basic Lance certification. A Master Weaponsmith can craft a very good basic lance that will see you right through until Novice Pikeman.

    Polearm 3 � Power Strikes (4 Skill Points) � 15,000 Polearm Experience

    Skill Mods
    Polearm Accuracy +10
    Polearm Centre of Being Duration +2
    Polearm Centre of Being Efficacy +10
    Polearm Speed +5
    Polearm Toughness + 4 � Polearm toughness is a passive ability that will reduce the damage you take in melee combat.

    Abilities

    Polearm Stun 1 � This attack causes increased damage and can stun the target

    At Polearm 3 you get the Long Vibro Axe certification. The LVA as it�s commonly referred is one of the best weapons. (Don�t confuse a Long Vibro Axe with a Vibro Axe, they are different)

    Polearm 4 � Overwhelming Assault (4 Skill Points) � 70,000 Polearm Experience
    (Grants the title Apprentice Pikeman)

    Skill Mods
    Polearm Accuracy +10
    Polearm Centre of Being Duration +1
    Polearm Centre of Being Efficacy +10
    Polearm Speed +5
    Polearm Toughness + 4

    Abilities

    Polearm Stun 1 � This attack causes increased damage and can stun the target

    3.0 PIKEMAN SKILLS & ABILITIES

    Novice Pikeman � (6 Skill Points) � 125,000 Polearm Experience
    (Grants the title Novice Pikeman)

    Skill Mods
    Block +5 � A passive skill that reduces the chance of being hit in melee combat
    Melee Defence +5 � A passive skill that reduces the chance of being hit in melee combat
    Polearm Accuracy +10
    Polearm Speed +5
    Polearm Toughness + 4

    Abilities

    Polearm Hit 2 � This attack causes a large amount of damage to a single target

    At Novice Pikeman you gain the ability to use a Vibro Lance

    Intermediate Polearm Stances � (5 Skill Points) � 175,000 Polearm Experience

    Skill Mods
    None

    Abilities

    Polearm Spin Attack 1� This attack can attack multiple targets at once


    Advanced Polearm Stances � (4 Skill Points) �250,000 Polearm Experience

    Skill Mods
    Polearm Speed +15

    Abilities

    None

    Expert Polearm Stances � (3 Skill Points) � 350,000 Polearm Experience

    Skill Mods
    Polearm Speed +15

    Abilities

    Polearm Spin Attack 2 � This attack can attack and dizzy multiple targets at once.

    Master Polearm Stances � (2 Skill Points) � 450,000 Polearm Experience
    (Grants the Title � Heavy Cleaver)

    Skill Mods
    Polearm Speed +15

    Abilities

    None

    Intermediate Polearm Offensive Techniques � (5 Skill Points) � 175,000 Polearm Experience

    Skill Mods
    None

    Abilities

    Polearm Leg Hit 2 � This attack can cause large damage to a targets action pool


    Advanced Polearm Offensive Techniques � (4 Skill Points) �250,000 Polearm Experience

    Skill Mods
    None

    Abilities

    Polearm Area Attack 1 � This attack can damage multiple targets at once.

    Expert Polearm Offensive Techniques � (3 Skill Points) � 350,000 Polearm Experience

    Skill Mods
    None

    Abilities

    Polearm Leg Hit 3 � This attack can cause massive damage to a targets action pool.

    Master Polearm Offensive Techniques � (2 Skill Points) � 450,000 Polearm Experience
    (Grants the Title � Pike Weaver)

    Skill Mods
    None

    Abilities

    Polearm Area Attack 2 � This attack can damage, dizzy and stun multiple targets at once.

    Intermediate Polearm Defensive Techniques � (5 Skill Points) � 175,000 Polearm Experience

    Skill Mods
    None

    Abilities

    Polearm Sweep 1 � This attack can knockdown a single target


    Advanced Polearm Defensive Techniques � (4 Skill Points) �250,000 Polearm Experience

    Skill Mods
    Defence Vs Blind +10 � A passive Skill that decreases the chance of you being made blind
    Defence Vs Dizzy +10 � A passive Skill that decreases the chance of you being made dizzy
    Defence Vs Knockdown + 10 - A passive Skill that decreases the chance of you being knocked down
    Defence Vs Posture Change +10 - A passive Skill that decreases the chance of you being forced to kneeling or prone
    Defence Vs Stun + 10 - A passive Skill that decreases the chance of you being stunned
    Melee Defence + 5 - A passive skill the reduces the chances of being hit from melee attacks
    Ranged Defence + 5 - A passive skill the reduces the chances of being hit from ranged attacks

    Abilities

    None

    Expert Polearm Defensive Techniques � (3 Skill Points) � 350,000 Polearm Experience


    Skill Mods
    None

    Abilities

    Polearm Sweep 1 � This attack can knockdown multiple targets

    Master Polearm Defensive Techniques � (2 Skill Points) � 450,000 Polearm Experience
    (Grants the Title � Foot Soldier)

    Skill Mods
    Block + 5
    Defence Vs Blind +10
    Defence Vs Dizzy +10
    Defence Vs Knockdown + 10
    Defence Vs Posture Change +10
    Defence Vs Stun + 10
    Melee Defence + 5
    Polearm Toughness +4
    Ranged Defence + 5

    Abilities

    None

    Intermediate Polearm Support Abilities � (5 Skill Points) � 175,000 Polearm Experience

    Skill Mods
    Polearm Toughness +4

    Abilities

    Polearm Action Hit 1 � This attack can damage and wound a targets action pool.


    Advanced Polearm Support Abilities � (4 Skill Points) �85,000 Combat Experience

    Skill Mods
    Polearm Speed +20

    Abilities

    None

    Expert Polearm Support Abilities � (3 Skill Points) � 120,000 Combat Experience

    Skill Mods
    None

    Abilities

    Polearm Action Hit 2 � This attack can damage and wound a targets action pool.

    Master Polearm Support Abilities � (2 Skill Points) � 150,000 Combat Experience
    (Grants the Title � Expert Pikeman)

    Skill Mods
    Polearm Accuracy +20

    Abilities

    None

    Master Pikeman � (1 Skill Point) � 620 Apprenticeship Experience

    Skill Mods
    Block + 10
    Defence Vs Dizzy +20
    Defence Vs Posture Change +10
    Defence Vs Stun + 20
    Polearm Accuracy +10
    Polearm Speed +10
    Ranged Defence + 5

    Abilities
    Polearm Hit 3 � Very powerful single target attack


    4.0 WEAPONS

    Ok a Pikemans Weapons are rather limited.

    The three that really shine are the: -

    Basic Lance (Brawler Polearm 2)
    Long Vibro Axe (Brawler Polearm 3)
    Vibro Lance (Novice Pikeman)

    Each Weapon Has it�s Pro�s and Con�s and should be considered separately.

    Reinforced Combat Staff
    The RCS is an early weapon from the brawler tree, but you will want to have one for your whole Pikeman career � see the tactics section for the reason.

    Basic Lance (Kinetic Damage)
    The basic lance is a good weapon to use until you reach novice pikeman and can pick up the Vibro version. Decent damage and speed, with acceptable range and HAM costs, this weapon will be your mainstay through until Novice Pikeman. � A Speed Slice can work wonders on this weapon.

    Long Vibro Axe (Kinetic Damage)
    The LVA as it�s commonly refered to is the damage dealer of the group. A well made LVA from a Master Weaponsmith can achieve 4.4 Speed and 100-400ish Damage. Add a damage slice to this and you can top 500 Max damage. The LVA has medium Armour piercing too, which means even heavily armoured opponents will still feel its bite. The downfall of the LVA is that is has the WORST range modifiers and HAM costs of any weapon I�ve seen. A well-made LVA will have range modifiers of �30 to �40 to hit, and HAM costs for specials in the order of 85/65/45. This makes this weapon for low level pikeman inefficient and costly to use for specials.

    Vibro Lance (Electrical Damage)
    The Vibro Lance (or VL) is the all-rounder, decent damage with light armour piercing, acceptable range modifiers and slightly lower, (although still bad) HAM costs than the LVA. A better choice weapon to start Novice Pikeman with until you can progress to use the LVA efficiently. In addition certain opponents are vulnerable to electrical damage, which can increase your damage output.

    Slicing Weapons
    Slicing weapons is a personal choice, but is well advised for the pikeman. In the greater scheme of things our weapons aren�t the quickest out there, and it�s not until Expert Polearm Stances until you really see your speed modifiers kick in. Therefore the most useful to you is the speed slice. I would personally recommend getting your RCS, Basic Lance, and Vibro Lance Speed Sliced, and your LVA damage sliced. � The LVA really comes into its own as you climb higher up the pikeman tree, at which point your natural speed modifiers are sufficient that the extra damage is useful.

    5.0 ARMOUR BUFFS AND POWER UPS

    Armour

    A Pikeman just can�t survive without a good set of armour � period. Unless you want a slow and painful climb up the tree with a huge amount of downtime, get a decent set of composite armour. You want a set with stats approaching 80% Kinetic, and 70% to all others. � Get them Effectiveness sliced, and your ready to take on allcomers.

    To put on your armour you will need to find doctor buffs, and obtain some mind enhancing drugs and/or food. See the buffs below.

    Buffs

    Buffs are a huge help to any melee character and the Pikeman is no exception. First you will need a full set of doctor buffs to assist with putting on your armour. You will also need Muon Gold Spice from a smuggler, and Vasarian Brandy from a Chef.

    Muon Gold adds 500 to your mind primary AND secondary stats for 10 minutes, as with all spice watch out for the downer though�Vasarian Brandy adds approximately 400 to your mind and secondary mind stats too, and has no downer. It can typically last for up to 45 minutes, and if made properly 2 can be consumed at once before you are full.

    Buffs will allow you to take on and kill multiple opponents that you wouldn�t be able to kill 1 on 1 without. They are expensive but highly highly recommended.

    Getting Doctor Buffs will typically add 1500-2000 to your health and action primary and secondary stats. These are essential, in combination with the mind spice and foods if you want to use multiple special moves, and wear a full set of composite armour.

    Power Ups
    Power ups are optional. Melee power ups can be dragged and dropped on your weapon, and last for 100 swings with your weapon. They come in various different forms, and usually comprise a 30% bonus to one attribute, and a 15% bonus to a second. For example.

    +31.5% Health Move Cost, +15.5% Max Damage

    This powerup would REDUCE the Health cost of your special moves by 30%, and INCREASE your maximum damage by 15%.

    Once you have dragged and dropped the powerup onto your weapon, you can examine the effect by examining the weapon in question.

    Various attributes are possible, including Health, Action and Mind Special Move Costs, Min/Max range modifiers, Min/Max damage modifiers, and Speed modifiers.

    Your personal choice is up to you, however I would recommend Health/Max Damage powerups to your LVA, and Action/Max Damage to your VL. At lower levels you might want to consider a speed power up too.

    6.0 PROGRESSION & TACTICS

    The road to Master Pikeman is a long one compared to other combat professions, but the Pikeman is graceful, rare, and respected for that.

    The route to Novice Pikeman is simple. Use your RCS as soon as you can, swap to the Basic Lance at Polearm 2 and ride your way up to Novice. Only thing to note is to be wary of using too many special moves, as you will deplete your health quicker than the creature attacking you is.

    Get Novice medic, and carry some Stim B�s with you. This is essential if you are fighting without doctor buffs. Create a Macro to heal in the middle of combat, similar to the one below, and you can�t go wrong.

    Macro: Healself
    /peace
    /pause 2
    /healself

    When you reach Novice Pikeman, you are presented with 4 different routes of progression for the first time. Each one has it�s uses.

    Polearm Stances.
    Polearm Stances give you your speed upgrades and some very useful attacks, Polearm Spin 1 lets you damage multiple targets around you at once, while Polearm Spin 2 damages, and dizzy�s opponents. It�s really the speed upgrades at tiers 2, and 4 that are the most useful in this tree

    Polearm Offensive Techniques
    Polearm Offensive Techniques has the area, and pool specific attacks, which can be useful. However if you attack slow, and have low accuracy they are pretty useless. This line is often the last taken by Pikemen after they have obtained all the defensive and stances trees.

    Polearm Defensive Techniques
    Polearm Defensive Techniques beefs you up and lets you take a lot more damage, It is also the home of your Knockdown attacks which are some of the most powerful. The defensive modifiers here will keep you alive a lot longer in combat.

    Polearm Support Abilities
    The only tree to require Combat Experience rather than Polearm, it�s a slow progression, however the coveted Accuracy mods are here as well as some damaging specials.

    The route you take is entirely up to you, however getting the speed increases of the Stances line allows you to effectively use the LVA to its fullest potential as early as possible, and the accuracy bonuses from the Support line, really help increase your damage output, However don�t overlook the defensive line and its damage mitigation ability, along with the KD attacks.

    Personally I would recommend getting Stances 2 (at which point the LVA becomes efficient), then Defense 3 (for the Area KD), then Stances 4 (Further Speed Increase and Dizzy), Defence 4, and finally the Offensive Line. Get the Support as and when Combat XP will allow.

    Tactics
    Everyone will have their own style of play, however I have highlighted some of the do�s and don�ts below.

    Be Very Wary of Spamming Specials. The inherent High Specials Costs of our weapons will really tear into your Ham unless you have full Doctor Buffs,

    Think About combining specials in a macro. When faced with multiple opponents in melee range Area KD (Defence 3) and Dizzy (Stances3) make a powerful combo. As does Sweep 1 (Defence 1) and any high damage single hit against single targets.

    If low on health, squeeze of an area KD to give you time to heal, or at worst get a head start on running away.

    You remember earlier I told you to keep hold of your RCS, well here�s why. An excellent trick for your Knockdown attacks is to use the RCS (or other suitable low level weapon). Get a RCS made with as low speed (get it speed sliced) and low HAM costs as you can (damage doesn�t matter) � also try and get a speed / accuracy powerup for it too. When you use a KD attack always switch to this weapon, with a KD attack the damage is not important, what IS important is landing the KD, and not depleting your HAM too much. A good tip is to make a macro specifically for KD attacks

    /ui action toolbarSlotxx (where xx is the toolbar button with your RCS in)
    /polearmsweep1 (or 2)
    /ui action toolbarSlotyy (where yy is the toolbar button with your LVA in)

    The increased accuracy of the RCS is great in making sure your KD lands consistently, also the delay between the KD attack and your next attack will be reduced as the speed of the weapon is less.
    An example of this was when I was 2-0-3-2 in Pikeman, I would use my Area KD with my LVA, but by the time I could use another attack, the opponents had got back up again. When I learnt to swap to a minimal speed weapon I could get an additional hit or two in with my LVA whilst they were still on the ground for vastly increased damage.

    Create your own Power Combo Macro�s

    My Favourite is an Area Stun/Dizzy, followed by an Area KD. This is especially great against NPC�s who will then keep falling down when they try and stand up, allowing you to land a massive amount of damage. Don�t forget to program your macro to swap weapons as necessary to maximise your KD potential.

    Sweep1 and Polearm hit 3 causes massive damage to a single opponent, again swap to your low speed, high accuracy weapon for the initial KD, and back to your damage dealer for the hit 3 � When your hitting someone lying on the ground for 4k+ damage a hit, you wont mind having lost 3-400 damage on the KD.

    7.0 PVP

    Don�t get excited Pikemen are just NOT suited to PvP � Even at master we have the lowest defensive modifiers of all the melee classes, we are inaccurate, especially against other PC�s with high melee defence modifiers, and the HAM costs to use our specials tend to kill us quicker than the opponent. PvP is possible, it�s just difficult, unless you can get all you opponents into a tight circle around you and manage to avoid a KD yourself�

    If you can get the jump on someone, and are certain to land the first hit, then a Master Pikeman can be all but unstoppable in a 1 on 1 situation.

    8.0 MASTER PIKEMAN

    Wearing the title of Master Pikeman is rarety, and a privilege, enjoy it. You will instantly gain the respect of all other Pikemen, and will be a rarety on your server.

    Display your moves to people in Cantina�s and cities. Pikemen have some of the most gracious moves in the game, and some of the best looking weapons.

    At master pike, you will be able to solo some of the most dangerous creatures in the game, and give them a good hiding. The pikeman isn�t drastically broken (although improvements could certainly be made), they just take time to mature and come into their own

    SWG: Profession: Pikeman Guide V1.0, by Kruppe
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    6 threads, 1 page(s) long 
       Pikeman Char stats,an advice Reply...
      Posted @ Wed, Jan 5th 8:31 AM 2005
      By: jedipadawan
      4 posts
      Score: Decent [3.00]

      And wath about stats?Any advice on how you have to configure them?                                                                

       
      0 Replies
       Pikeman Tactics Reply...
      Posted @ Wed, Dec 22nd 1:18 PM 2004
      By: Ikovoo
      2 posts
      Score: Decent [3.00]

      Wonderful guide and great to see someone cares about us Pikeman. I just mastered Pikeman 2 days ago after about 4 weeks of solid hunting and searching for the ever-so-elusive trainers and fellow pikemen on Radiant.

      I have found a few good tatics to use when fighting PvE, using a simple specials macro, and how to hunt with a group.

      1) Use Taunt and Warcry. I was fighting 5 Rancors (kept spawning on me) and managed to drop all 5 in lees than 15 minutes. Taunt will keep the "runners" from leaving and warcry is nice to get in a few extra hits. In a MOB fight, these can be the the little things that turn the tide in your favor.

      2) Specials macros. I have a few that I use depending on the situation.
      Against a single opponent I use:

      /polearmhit3;
      /warcry1;
      /polearmsweep2;
      /polearmarea2;
      /polearmstun2;

      Against multiple opponents I use:

      /polearmarea2;
      /polearmstun2;
      /warcry1;
      /polearmsweep2;
      /polearmarea2;
      /polearmspin2;

      When hunting with a group, I use a variation of my multiple opponents macro with /taunt thrown in place of /warcry1 and after the spin attack 2.

      3) Who to hunt with if you enjoy guild and group hunts? Well, my usual hunting party has a wide variety of skills. I'm the tank, the center of the MOBs attention. My group has a pistoleer, bounty hunter, and 2 rifleman. The shooters plug away safely at range while I keep the MOB focused on me. We tend to rip through Rancors in no time flat (we are planning a Krayt hunt for Thursday).

      Pikeman is a long, hard, difficult road but well worth the time spent to master it. A suggestion for those newer players who are thinking about going pikeman, make friends with a weaponsmith and armorsmith. Get VLs, LVAs, and Lances custom made to your preference. Mine are geared towards accuracy over damage. I hit more often than I miss (misses 1 out of 18 or 19 swings with a VL on average in a MOB fight) and end up doing more damage over time that way. I don't use sliced weapons, I'm a Rodian so I always get more attention from the Empire than I really need, but that is also a personal preference as well.

      Armor is a must and comp is the way to go, but wear as little as possible (gloves, chest plate, helmet, and boots). Ubese provides awesome all around kinetic protection at a much lower HAM cost and works well for most situations.  If extra protection against other than kinteic damage, use a personal shield of some kind.

      To all prosecptive Pikeman out there, the hard work is worth the effort to become one of the rarest professions out there. If you are on Radiant and need help or guidance, send an e-mail or tell to Ikovoo. I'll be more than happy to help.

      Edited, Thu Dec 23 11:24:24 2004

       
      ----------------------------
      Ikovoo
      Radiant
      Master Pikeman
      0 Replies
       My thoughts Reply...
      Posted @ Mon, Apr 19th 11:04 AM 2004
      By: Omarr
      1 posts
      Score: Decent [3.00]

      First off, great post Kruppe. Many thanks for taking the time to put this down. I didn't actually see it until I'd already started on my pikeman career, but most of what you said I had been putting into practice anyhow.

      Anyway, just thought I'd add some of my own observations and experiences to this.

      I must say I agree with Rorge on a couple of points. Firstly spice. Great effects, but the downtime is limiting. Brandy and canapes are a better way to go I think. Good effect, good duration and no puking.

      Secondly, weapon switching. I can see your point in this, but as Rorge says, while the RCS may well hit more often, a hit doesn't mean a knockdown. This is particuarly so when you are fighting high con opponents.

      Though having said that, I was fighting a couple of storm commandos for the light jedi quest on Dantooine. I had a wandering NPC untrained padawan helping me out. The stormtrooper hit the deck so many times with my LVA sweep1 it was like he was standing on marbles. While it's true that I wasn't getting any more than an extra hit in while he was on the floor, the padawan was knocking him into next tuesday. A fun encounter indeed.

      A tip I learned from this is how useful a pikeman/TKA duo team would be. Pikeman sweeps, while the TKA can concentrate on the power shots. Very handy.

      So, like Rorge, I feel that the trade off of low damage for a better chance of hitting, yet with no guarantee of a knockdown doesn't quite cut it against the high damage of your LVA, even if a knockdown doesn't occur.

      I personally have an LVA with only a -25/-25/-22 accuracy modifier. Coupled with an accuracy powerup the mods become very reasonable. Plus, I use traps to lower a creatures melee defense. Of course, traps are no use against humanoids though.

      IMO go with your LVA as soon as possible, but try and get a decent one. These however seem to be as rare as pikemen themselves, so if you're not tight with a master weaponsmith it could take some searching.

      I got lucky and found a damned good pre-sliced one on the bazaar for only 8k. 4.4 speed (though with a speed powerup this baby really flies), 130-453 dmg, accuracy mods as above with a 54.4% wound chance. One of my best buys in the game.

      Until then I used a lance, which was good, but not devastating like the LVA. If you're grinding on Dant with savage quenkers (which you really should be) you'll find the LVA indispensable. I hardly ever use my VL, though against high kinetic resists it certainly has a place.

      Yes, the HAM costs are high (H78, A66, M34 on mine), but as Rorge points out, they don't even figure with a full set of buffs (which are an absolute must and very easy to get). The mind cost might still be an issue, even with brandy, but in my experience it isn't a major one. Plus, a good powerup mitigates this disadvantage to the point it becomes almost negligible.

      Fully buffed the grind becomes more of a glide. Get a couple of savage quenker missions close together and you can be back getting two more in 15 mins. At that rate you cruise up the advancement tree, and have a great deal of fun doing it. To say little of the cash you're raking in.

      Though a word to the wise. Be wary of trying the bile drenched quenkers in the jedi caves. Overconfidence got the better of me there, as did their poison. A lesson well learned.

      Also, watch your battle fatigue. When your HAM bar hardly moves whilst taking out four red con mobs simultaneously, it's easy to forget how much they might be wounding you. Worth while dropping into the cantina every few missions or so to get that cleared.

      Having completed the jedi mission (mentioned above) and gaining my first holo, I opened it to be told to go master swordsman. Hmm ..I thought... maybe later I'll get round to that, as I'm having way too much fun with pikeman at the minute.

      Broken? I think not. It really is the best looking and one of the most rewarding combat styles in the game. Used well the pikeman is extremely effective, they have a lot of very useful complementary attacks, both single target and area effect. As Kruppe points out, they're not a class where you can just spam the specials for the win. HAM costs aside, you still need to think about your combos and time them properly for best effect. For me this makes the profession very engaging, and I wouldn't have it any other way.

      I must confess however, to not having tried it in PvP. But then I'm a Master Ranger, so I'm not exactly well disposed towards PvP anyway. Still, the pikeman/TKA (or fencer) double team mentioned earlier may well be a good way to go with PvP. So, while you won't be the best of duelists, you could be a devastating support specialist.

      Happy Hunting,

      O.

       
      0 Replies
       several corrections or difference of opinion Reply...
      Posted @ Thu, Apr 15th 1:00 PM 2004
      By: Rorge
      99 posts
      Score: Default [2.29]

      Firstly, forget the drugs unless you are in an emergency. The downtime on them just makes it not worthwhile when Vasarian Brandy is so cheaply available.

      Second, Aim for encumbrance slices not effectiveness on your armor. If your suit is too heavy to fight in when not buffed you are gonna die if you lose track of the buffs very fast. I wear a mix of Composite and Ubese with kinetic resists in the 70% range. It's light enough that I can do four or five specials before needing to heal myself if I don't have buffs.

      Third, I have never bothered switching weapons to do specials because a majority of the time the MOB's will get hit and take damage but not get knocked down. Having a more accurate weapon is not going to change that. It can help you recover from the specials timer faster and save some HAM cost. But I find that when buffed and on brandy HAM costs are laughable, and the damage modifier on the sweeps is enough to make it worth doing with your better weapons for the damage even if the MOB doesn't fall over.

      Four, the fastest way up to master will be to get speed sliced weapons and go to dantooine. Get Savage Quenkar lairs and go sit and spin on em till all the MOBs are dead and the lair blows up. If you get too a point where you are destroying the lair before all the MOBs pop out go to Dathomir and do Giant Baz Nitchs.

      I would recomend the stances tree then defenses and offense last with the combat exp tree as you go.

       
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      Rehunh 63 Luminary <Dark Templars>
      Rutro Rorge 50 Pathfinder
      Pokesum Monsquish 33 Rogue
      Nameless
      0 Replies
       grinding pikeman Reply...
      Posted @ Thu, Apr 15th 7:00 AM 2004
      By: Eligon
      1 posts
      Score: Decent [3.00]

      atm im grinding pikeman for holo (lol) and im loving it..i think this will be in my final template...its massive dmg and really really quick (not as quick as TKM tho)
      with my lva im doing like 1.6-2k dmg each shot....its awsome...and the area attacks are really cool...ppl underestimate pikeman alot i think...but in PvP i don't think pikeman has any future (im also grinding fencer and thats definatly gunna be in my final template)

       
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      Swg, Chilastra,-Jedi (Fishy)
      Eq2, Runnyeye,-Shadowknight (Barbarian Male)
      0 Replies
       Good Guide Reply...
      Posted @ Wed, Apr 14th 9:12 PM 2004
      By: Aeriz
      61 posts
      Score: Decent [2.72]

      I learned a few things, about switching weapons etc etc.  Thanks very much. I do have the rare goal of being a career master Pikeman. I am afraid that the lack of weapons will be boring, but maybe in the future we will see some expansion.

      Question, why cant a weaponsmith totally craft a weapon with a cad like program, I understand that there are problems loading custom designed items into each and every persons computer, load time, etc etc...but I have load problems on party characters, They stand right next to me but arent there. Of course its only been out bout a year now but we can dream right???

      Thanks for the guide.

       
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      Meuchelmorder Helzenschmitt (main)
      http://swg.allakhazam.com/db/userinfo.html?char_id=38297
      ----
      Uppig Weinbrandhersteller (second)
      http://swg.allakhazam.com/db/userinfo.html?char_id=38444
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