Carbineer Archive

Thread: What do you think of this template?

Azuron
Fri Apr 16, 2004 6:14 pm
#40

Not bad.. : )



Ashar Wihashock, "The Fishcow!"
12 Point Master Weaponsmith -Coventry- Intrepid
Wihashock Weapon Works
New Coventry City Bazaar Area -and- 836, -4140... Coronet City
CairnTrenor
Fri Apr 16, 2004 7:47 pm
#41

One problem is that you won't have Ranged Damage Mitigation 3. I was considering some similar template awhile back but decided against it. Go for either carbines or pistols, both are good when you get the BH trees for them and it's pretty comes down to what kind of playstyle you like.



Cairn Trenor
Master Bounty Hunter
Master Carbineer
Bennyboy4308
Sat Apr 17, 2004 6:49 am
#42

Well I dueled some peeps buffed, armored people last night to test it out and damn it rocked. I'd spam confusion shot till dizzy stuck, then chargeshot2 + crippleshot, if KD didnt stick I'd repeat, then once they're down I'd switch to my 400 max damage geo pistol and spam the hell out of torsoshot. Most people have stun resist helmats which work against AP0 Geo's pretty well, but most people dont bother with stun chestplates. Needless to say I beat a Rifleman, TKA, and a nearly master Fencer with minimal damage to myself each duel.



~Enaw~ [PV/XF Da 800g3ym@n] <RebelemO FactKr>
whiddawaht
Sat Apr 17, 2004 10:00 pm
#43






busterheine wrote:
go with one or the other man...seriously....using 2 different RANGED weapons makes you only decent...using one weapon well makes you LEET






true dat




-Zantar Zorak- Zabrak who likes Z's-


zzzzzzzzzzzzzzzzzzzzz


Tepic_Sand
Wed May 26, 2004 12:20 am
#44

Master Teras Kasi, Master Fencer, Pistoleer 0/0/4/0, Medic 1/2/3/0


Combat Equilibrium +85

Defence vs Blind +90

Defence vs Dizzy +85

Defence vs Intimidate +20 (bad one)

Defence vs Stun +55

Defence vs Knockdown +120

Defence vs Posture Up +100

Dodge +115 (save that stomach for CM food rather than air cake)

Defence Acuity +81

Melee Defence +136 (capped at 125)

Ranged Defence +119 (capped at 125 with 2 Aakuan rings)

Melee Damage Mitigation 3

Ranged Damage Mitigation 2


Use Stim C's for healing

Drag Incapacitated Players


As a wookiee char with very poor armour options, this template has seen a rise in my success at PvP and PvEand made the game much more fun for me



@@@@@@@@@@@@@@@@@@@@@@@@@ COLONEL TEPIC
@@@@@@@@@@@@@@@@@@@@@@@@@ OE
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@@@@@@@@@@@@@@@@@@@@@@@@@ MASTER WEAPONSMITH
@@@@@@@@@@@@@@@@@@@@@@@@@ SMUGGLER'S ALLIANCE PILOT
@@@@@@@@@@@@@@@@@@@@@@@@@ REBEL SOLDIER

XingYuen
Wed May 26, 2004 12:27 am
#45

I personally find master TK and master Fencer to be redundant. What matters most is what you plan to do with your character, PvE, roleplay, PvP?




Xing Yuen

Tepic_Sand
Wed May 26, 2004 12:37 am
#46


Well i said, i use it for PvE and PvP. I was Master Commando for 6 months and the lack of armour and defences made me very easy prey in any situation, and i had to rely on the initial damage and fire DoT. Once this was nerfed along with the bleeds my char was effectively useless on his own and even in a support role, with the horrible accuracies that commandos are blessed with my character times were very hard.


The arrival of wookiee armour helped very little because of the low resistances (when compared to the guys walking around in 70-80% suits), so i decided to use my SP to keep me alive, rather than the armour, hence the reason why i went for TKM and Fencer. TKM is a very fast attacking skilland apart from some of the high ranking NS with 100% kinetic resist, i do just fine in PvE, dishing out some of the the highest damage in the game.

Fencer is great because TKM only has kinetic dmg, so when i come up against a guy in 80-90% kinetic armour, i switch to the stun baton for my attack. Plus while im lashing out with the baton, my dodge skill mods come into play and im hit very rarely. These skills are far from redundant and are 2 of the most frequently used skills at the moment.


Having the pistol tech tree also gives me certification for the sonic blaster, yet another source of stun dmg.



@@@@@@@@@@@@@@@@@@@@@@@@@ COLONEL TEPIC
@@@@@@@@@@@@@@@@@@@@@@@@@ OE
@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@ MASTER WEAPONSMITH
@@@@@@@@@@@@@@@@@@@@@@@@@ SMUGGLER'S ALLIANCE PILOT
@@@@@@@@@@@@@@@@@@@@@@@@@ REBEL SOLDIER

BlasterForHire
Wed May 26, 2004 12:51 am
#47



XingYuen wrote:
I personally find master TK and master Fencer to be redundant.





i strongly disagree.

TKM for poison/disease/wound cure and force of will, plus additional state and melee/ranged defenses. Also, A one-use Dizzy/KD, or a pure KD if you prefer to use another move to guarantee a Dizzy first.
Mehmet333
Thu Sep 02, 2004 5:06 am
#48

Master Brawler

Fencer 0040

Pistoleer 0040

Smuggler 0040

Master Swordsman

TK 4000


this template gives:


Counterattack: 110

Defense vs. Blind: 90

Defense vs. Dizzy: 100

Defense vs. Stun: 90

Defense vs. KD: 75


Defense vs. KD is a bit low but since you're hard to dizzy its ok


You get extra intimidate etc. with Master Brawler

You have Feign Death if all else fails and can meditate to heal yourself with TK


Your main skill is Master Swordsman so you can do decent damage...


What do you think?





"Badges?! We don't need no stinking badges!"
Treasures of Sierra Madre


Noboo Master Bounty Hunter / Master Pistoleer
Moboo Master Merchant / Master Doctor
SexyJabbaTheHutt
Thu Sep 02, 2004 5:17 am
#49

Tka 4000 only lets you heal poison/diseases not wounds, you need master tka to get that bonus.


Feign Death only works while standing so you may want to up that kd defense a bit. (ie: it won't work if you're belly flopping like a fish).


Either drop Feign Death (a griefing tool for yourself) and pick up 0440 Fencer instead or keep Smuggler but switch to 0400 Fencer, putting your KD Defense to 125. Or if you're not into pvp, drop TK 4000, keep smuggler and keep 0040 Fencer, but add 0400 Fencer.


My 2 cents.

AgeOldMyth
Thu Sep 02, 2004 5:31 am
#50

Unless TKA changed with the new patch, 4000 TKA does heal wounds when using meditate.


I like FD for emergencies.


I dont like the template overall, but thats only personal taste, not because I think it wouldnt be effective.



-----------------------------------------------------------------------------------------------------------


Do Nothing
Fall @$$ backwards into money
Have sex without dating
And mooch food off your neighbors

That is a Fantasy Life.
damonbrinkley
Thu Sep 02, 2004 6:03 am
#51






SexyJabbaTheHutt wrote:

Tka 4000 only lets you heal poison/diseases not wounds, you need master tka to get that bonus.


Feign Death only works while standing so you may want to up that kd defense a bit. (ie: it won't work if you're belly flopping like a fish).


Either drop Feign Death (a griefing tool for yourself) and pick up 0440 Fencer instead or keep Smuggler but switch to 0400 Fencer, putting your KD Defense to 125. Or if you're not into pvp, drop TK 4000, keep smuggler and keep 0040 Fencer, but add 0400 Fencer.


My 2 cents.




You can heal wounds at 4000 TK, you don't need to master.




Test Center
Misma Mookie
Melee Extraordinaire
Joesf33
Thu Sep 02, 2004 8:58 am
#52



Mehmet333 wrote:
Master Brawler
Fencer 0040
Pistoleer 0040
Smuggler 0040
Master Swordsman
TK 4000
this template gives:
Counterattack: 110
Defense vs. Blind: 90
Defense vs. Dizzy: 100
Defense vs. Stun: 90
Defense vs. KD: 75
Defense vs. KD is a bit low but since you're hard to dizzy its ok
You get extra intimidate etc. with Master Brawler
You have Feign Death if all else fails and can meditate to heal yourself with TK
Your main skill is Master Swordsman so you can do decent damage...
What do you think?





Whats you defense verse lower poster? Thats how I get most people. Hit3 Area3 Area3 Lunge1

Its pretty safe to say most everyone has Def vs KD. Especially with the food. Most dont have Def vs Lower Posture.



Joesf-WOOK-
Looterous Masterous Tankobigness
Fear the DOME of Dominance!
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