Carbineer Archive

Thread: Question. What Ranged Prof has the WORST Defense? A: Carbines.

Kyodor
Sat Oct 08, 2005 6:20 am
#27

Commando/Smuggler is good crowd control...

Didn't we get a 4/2/4 in Offence/Defence/Crowd Control ?

That's pretty bad defence.



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Califerous
Sat Oct 08, 2005 6:24 pm
#28


Most of my guild is Melee or Jedi. Guess who I duel? Guess who I don't beat? The only substantial fight I ever had, was the 20 minutes duel (That's right, nearly half an hour) against a TK/Fencer something to that effect. A complete kite fest, that started to end when finally my KD missed (uh oh) and I started having to heal since the melee was able to catch up. It was down hill from there. Likewise, if there is a group coming at you, there's often not a lot of room to manuver in. I'm not yellng for a nerf, backwards is often the wrong direction.


I am actually getting two different aspects to the defense story as well. I hear on one hand, that the acquired melee/ranged defense is your amount of defensive points when a carbine is equipped. In that scenerio, it means I am not benefitting from the Master Pistoleer, since I never have a pistol equipped. Though it doesn't really explain the melee beating that is usually accompanied.


The other side is that it's ranged defense points when holding a ranged weapons, which would encompass all ranged defense. However, negatively this means I get no melee defense, since I never hold a defensive weapon.


Now, take that against a Jedi who carries a 35m KD, making him ranged, force abilites that effectively root at that same distance if not more, (I haven't tested that part) and the Force Aura which allows them to 'magically' block pretty much anything I throw at them. (Remember, I can pour a rather large amount of shots and damage onto a target with my setup, prior to any other enhancements.).


I am not crying NERF! I am looking for the defense stats to be either more thoroughly explained or implemented properly.





MCarb
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