Carbineer Archive
Thread: I need some advice...
Hi!
I'm Master Cara and Master Doc and its ok for pvm but for pvp Cara+Bh was much better! But now after the fixes i think Cara+Doc will be the better combo for both, pvp and pvm! As Doc you dont have the probs with ham and with the right mind food you are a real pvp tank. (Before patch pvp was real funny, i had no chance against a buffed tka or rifleman but sometimes they needed more then 5 min to take me down
)
If it does not sound too much like heresy, I would suggest the following template;
Master Carbineer (last night finally
)
Master Rifleman
Swordsman 0/0/4/0
Fencer 3/0/0/0
This template works for me because I have a Master Doc/Master Musician alt. I can use the carbine crowd control measures of dizzy/blind/stun, and some nice knock down moves combined with the awesome firepower of the rifleman and DB's at a distance. Defences are great with MD at 109, RD at 163, CA at 180 and a host of other state defences.
I can understand why someone would not wish to go Pistoleer/Carbineer but I think Rifleman/Carbineer is a great mix. With that combo there is not much out there that you will not be able to solo.
Thankfully they are capping those defense stackers at 125....
novamarine wrote:
I traditionally have changed my professions around quite a bit. I have been a Carbineer/Combat Medic for sometime. The class is pretty fun as I enjoy the support/healing role I play. I am starting to get bored with the combo and I think I might want to move to something beefier.I am really attached to my area stims so the switch will not be easy...
I am think 1 of 3 classes...
Master Carbineer/BH 0300/Novice Medic (Been this build before...Love it...thinking of going back)
Master Carbineer/Doctor (A different support role for a change of scenery)
Master Carbineer/Master Marksman/Swordsman 0040/Medic 4440 (Adds a ton more defenses...counterattack and ranged/melee defenses)
Anyone out there ever made the last build?
One of my Guild members is a Master Carb Master Swordsman, medic. He absolutly Loves that combo.
SulkyMonkey wrote:
TAfirehawk wrote:
Thankfully they are capping those defense stackers at 125....
are you sure?
reports from today would indicate otherwise......
Funny thing is this, the Skill Sheet was/is not capped in its listing, but the game mechanics are. I have easily gotten over +25 Carbine Speed attachments on me at one time, but the speed doesn't change.
Another nod for the ... M Doc, M carb template
TAfirehawk wrote:
Funny thing is this, the Skill Sheet was/is not capped in its listing, but the game mechanics are. I have easily gotten over +25 Carbine Speed attachments on me at one time, but the speed doesn't change.
I can understand the speed part. If you are a Master Carbineer with +25 speed mods you are not going to notice (or need) much more speed above that with a good carbine.
From what I have heard today (at work so unable to log in) there is some confusion as to what the caps actually are. Some reports indicate that only the secondary defences are capped (KD/Dizzy/Stun etc.) but the melee defence and ranged defence are not.
Other people have claimed it is capped at 150 and not 125. If so then 150 is still too high. As a Master Carbineer with no other combat skills I could stand (fully buffed)in the middle of 3 savage quenkers and kill all three on auto attack before they incapped me. This was not because I was doing a great deal of damage, it was because they missed me so much.
I suppose it will take a day or two for the real cap to be noted, until then we can only guess what the devs have implemented - and just hope that the skill list reports what the actual skill cap is. No more guessing please devs...
Message Edited by theorb22 on 06-10-2005 10:41 AM