Carbineer Archive

Thread: Carbineer and Melee-Choosing a combination.

Toolboxx
Thu Jun 17, 2004 1:14 am
#40






emo-kor wrote:

Carbineer + Fencer + 4004 tka + nov medic


FOR THE WIN!







hands down best template in the game, i took 5+ ppl all the time with this template no problem all the time, but really carbineer does little tono damage, carbineer is about posture control and state affects...im not gonna give away all of my secrets but if u know how do do it u can beat any template in the game with this set up





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TAfirehawk
Thu Jun 17, 2004 6:35 am
#41

Most of what I am hearing here is Carbineer taking a back seat to any Melee prof.....


I think we should focus on what Melee skills add to Carbineer, not completely dominate the template so Carbineer is little used.




Right now I am picking up Fencer as my last holo-grind prof and keeping Master Carbineer with it. It makes sense for me with all my millions invested in Carbineer that both my combat characters have that because with 82% Comp with 37% stun, Prototype PSG's, max all Carbineer SEA's, and Krayt Carbines and enough CH mixed in that I am near UBER in both PvE and PvP. So I thought about picking up ANY prof to help with defenses in PvP as that is my only real weakness. Well thankfully I can keep CH on my one character for the PvE aspect and then build PvP on the other character (although eventually becoming a Jedi).



I have spent a long time reading and talking and looking at Kodan's SWG ProfCalc and come up with the following to ENHANCE CARBINEER in PvP:


Master Carbineer - need SEA's, uber armor, and uber carbines
4440 Fencer - strictly defenses but a Stun Baton might be handy

0040 Pistoleer - strictly defenses

Novice Medic

3000 TKA - meditate and powerboost


My other option is to drop TKA and pick up master Fencer along with 1000 Scout. What are the thoughts on this? Is it worth dropping an elite 4th tier somewhere to pickup the 4th box of Meditate? Are the Pistoleer defenses redundent with the Fencer defenses?



BTW, my other character is: Master Carbineer, 0444 CH, 0040 Pistoleer, Novice Medic with 10-18 points left for FS skills.......mainly PvE here




Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Sivol
Thu Jun 17, 2004 5:50 pm
#42

Exellent post. * * * * * stars. This is how I wish this game worked. Pick up Carbineer, then maybe pick up some melee class for different types of damage and tanking power. Abit of medic to do some minor healing. But I hate to be the sour apple all the time.... but forget any of these templetes in pvp. Carbineer/Melee class is awesome in pve, but if you cannot heal fire/poison/disease, you will get your ass trashed in pvp. Ever hear of venom poison/disease? Its visablitly is higher than ever now and almost every uses some form of it. You seeing these pikes/gaffi sticks with double/tripple DOT's on your local forums? Think FOTM melee templates. Yep theres a reason why, and why they sell for extremely high prices. DOT's own pvp.And my favoritequote for all things pvp before patch 11 -Beable to cure it, toss it, or go home black barred.


Sorry to hyjak, but needed to inform new Carbineers thinking of giving pvp a try with Carb/melee templates and inform them of the current state of of pvp, which is chemical warfare. One mind mob is all it will take to destroy groups of people, especially ones that cannot CURE themselves. Havlahas made so a doc healing a team is near impossible. Dont hateon the messenger, blame the devs.



Erok - Carbineer Extrodinaire
owning gIMP's since '03
AdmiralSpy
Thu Jun 17, 2004 7:53 pm
#43






TAfirehawk wrote:


My other option is to drop TKA and pick up master Fencer along with 1000 Scout. What are the thoughts on this? Is it worth dropping an elite 4th tier somewhere to pickup the 4th box of Meditate? Are the Pistoleer defenses redundent with the Fencer defenses?




I tried Master Carbineer with part-pistols and part-fencer, and I generally prefer:


Master Carbineer, Master Fencer, TK 4003 and Medic 2000.


The ability to use Stim Bs at a slightly higher power than their regular Novice Medic equivalent helps greatly. You can no doubt afford 420ish+ base Stim Bs on your server, and these will help. Many people seem to complain about the Mind Pool. Oddly enough, it's the Health Pool that usually gets me more than Riflemen/CMs - it's all about the defenses and foods.


ARifleman will NOT hit you if you have a Stun Baton in hand, running a CoB Macro, and have him blinded. Poisons are tricky, but depending on your stats and foods, you can usually 'out-tick' most of them for a good 10-15 minutes.


I simplyprefer the Melee Mitigation and Master Fencer over the Pistoleer defenses. Scout 1000 is rather pointless, unless you're desperate to Harvest. You won't notice much in the way of Terrain Negotiation.


The above template is of course geared towards PvP, but it does fare quite well against PvE (especially with your SEAs and Carbines, heh.)





Addy | 'Addy
ex-Photographer
Forever Carbineer
TAfirehawk
Fri Jun 18, 2004 6:11 am
#44






AdmiralSpy wrote:


I simplyprefer the Melee Mitigation and Master Fencer over the Pistoleer defenses. Scout 1000 is rather pointless, unless you're desperate to Harvest. You won't notice much in the way of Terrain Negotiation.


The above template is of course geared towards PvP, but it does fare quite well against PvE (especially with your SEAs and Carbines, heh.)








Thanks for the replies.....besides doing Unarmed to get to Commando and Smuggler I have not done ANY melee......just doesn't feel like Star Wars to me so if I want melee I can find plenty of other games....but i digress.....


To me the Melee Mitigation isn't too big of a deal or Master Fencer as I still want to be 99% Ranged in my play style. And +20 Terrain Negotiation is a HUGE difference, I have been without and that one box is like night and day.


My other character was MCH so PvE is still quite easy once I have all my toons logged in



I think I will try 4440 Fencer, 3000 TKA, 0040 Pistoleer......until I can't stand having no Terrain Negotiation




Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

EisMan_Buckeye
Fri Jun 18, 2004 11:44 am
#45






TAfirehawk wrote:

I think I will try 4440 Fencer, 3000 TKA, 0040 Pistoleer......until I can't stand having no Terrain Negotiation





Might I suggest you try some combination that allows you to get at least 4000 TKA? Aside from power boost, the wound healing abilities of meditate are what draw me to it the most. I'd go to 4000 TK and choose 2 level 4s and one level 3 in fencer (to suit your liking). Your defences will be a bit smaller, but you will really like the ability to heal your own wounds without having to carry around all those wound packs.




__________________________________________
EisMan Buckeye [COG]
Mercenaries do it for money
[Master of Carbines] [Retired Mercenary]
__________________________________________


TAfirehawk
Fri Jun 18, 2004 11:50 am
#46






EisMan_Buckeye wrote:





TAfirehawk wrote:

I think I will try 4440 Fencer, 3000 TKA, 0040 Pistoleer......until I can't stand having no Terrain Negotiation





Might I suggest you try some combination that allows you to get at least 4000 TKA? Aside from power boost, the wound healing abilities of meditate are what draw me to it the most. I'd go to 4000 TK and choose 2 level 4s and one level 3 in fencer (to suit your liking). Your defences will be a bit smaller, but you will really like the ability to heal your own wounds without having to carry around all those wound packs.








Helps that I have a dedicated Master Doc that can be logged in with me at any time Haven't wrote the /cure /healstate autofollow macro just yet


I understand the 4000 TKA idea but having 3 accounts that I can run at the same time offsets it for me. Others will need the 4000 TKA line for sure.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

EisMan_Buckeye
Sat Jun 19, 2004 12:14 am
#47

Ahh, I didn't really think of that. Having only one account myself, it helps me a lot, but I can see your point.



__________________________________________
EisMan Buckeye [COG]
Mercenaries do it for money
[Master of Carbines] [Retired Mercenary]
__________________________________________


TAfirehawk
Sat Jun 19, 2004 12:23 am
#48

But of course if I don't have the Doc with me or he gets attacked.....well I am SOL





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

weaponmaster88
Sat Jun 19, 2004 12:32 am
#49

i used to be carbineer/fencer/ 0 0 4 4 pistoleer. i had awsome defences and decent dmg with carbineer. currently i am carbiner/doctor. this works very well too. went to the geo cave and nothing there could kill him, 2 brandy's 2 catnap's and i can heal whenever i want without loosing any mind. the problem is riflemen and thier stupid head hits. poison cures kill the hopes and dreams of CM's. so as long as you have some1 else around to tank for you then its a great combination.



Xerses- Master Jedi

Zudet- Master Pilot (almost) and BH
Come visit my shop at 4777 -2444 tatooine (deliver 4 mod jewlery here and auction winnings as well)
AdmiralSpy
Sat Jun 19, 2004 3:36 pm
#50






TAfirehawk wrote:

I think I will try 4440 Fencer, 3000 TKA, 0040 Pistoleer......until I can't stand having no Terrain Negotiation





Sounds like a great template if you have an alt Doctor. I created a character on another server, and you're right, +20 Terrain Negotiation is nothing to laugh at, heh. I'm assuming you have Novice Medic with that?


I've sort of changed my playstyle to strict RP, high-level PvE or and a lot ofPvP, which doesn't call for it at all (except maybe on Dathomir, but with a speeder it's easily countered.)


The xxx4 line of Fencer is only really useful for accuracy against other defense stackers, as well as the blinding hits. Seeing as you plan on sticking to the 'Star Wars' aspect (believe me, I did the same for the longest time ever, heh - there's no continuity in whacking someone with a stick or Final Fantasy-like sword..), and that you have FullAuto with your +130 Accuracy (not counting SEAs), that's definitely a redundant branch.


You'll also be able to speedcap most Fencer weapons with the proper slices, and credits of course, which is always good. Altogether, you get:


CounterAttack +105 (great, too bad it isn't working as intended)


Defense vs. Blind +80 (great)


Defense vs. Dizzy +80 (great)


Defense vs. Intimidate +45 (good, but it's really as far as you can go)


Defense vs. Knocdown +115 (/drool)


Defense vs. Posture Change +70 (/drool)


Defense vs. Stun +40 (ok.. will still get stunned in PvP often - see if you can add a +18 stun undershirt)


Ranged Defense +98 (very very nice)


Melee Defense +70 (also good.. but not quite enough to save you.. that extra +55 to cap helps.)


Not enough Pistoleer skills to hit a gnort, but that's OK. Master Carbineer with your current equipment to kick-ass, and enough Fencer to use Intimidate (your best Fencer special), Warcry (your second best Fencer special) and ScatterHit2 (your third best Fencer special, though it is getting "fixed" soon.)


Altogether a greattemplate. It does require you to stick to Carbines for damage though. Being intimidated will naturally be your worst nightmare, but you already knew that.


If you can manage to use Carbines 90% of the time (which I'm not sure how you will do, considering that you can't "tank" as well equipping Carbineer as you can running a CoB Macro as a Fencer, and PvP is generally still close-quartered (20m is FAR in SWG PvP)) But if you can, then this is definitely a top-notch build. You'll get hit often though. That's why I generally swap between the Elite/Laser and a Stun Baton, and use both rather equally (50/50) in both PvP and PvE.


Hm.. just need to cap that Carbine Accuracy, and maybe pickup a Fencer Speed SEA, and I might "steal" your template.

Message Edited by AdmiralSpy on 06-19-2004 06:37 PM



Addy | 'Addy
ex-Photographer
Forever Carbineer
TAfirehawk
Sun Jun 20, 2004 6:54 am
#51

Yeah I am capped on Carbine Speed, Carbine Accuracy, Carbine Accuracy while Moving, and Counterattack SEA's.


I have also decided to get 0044 Pistoleer so my Melee and Ranged Defenses (with some SEA's and Rings) are both over +110.


The Terrain Negotiation isn't a big deal now that I bought Travel Biscuits that give me a +18



One question I have, does the CoB go away if I switch to my Carbine? Or since Carbineer and Fencer don't match with Counterattack does it not even matter?





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

AdmiralSpy
Sun Jun 20, 2004 10:04 am
#52


I don't believe it simply toggles off if its still on its timer and you equip a Carbine, but since the CoB macro is an infinite loop until you /dump, eventually, yes, CoB does "go" away - you'll get a sort of message saying: 'You Cannot Center of Being while equipping this weapon'.


What I did, however, is set up a CoB macro (a must for any melee'r) that cycles every 5 seconds (even though at Master Fencer, the duration is around 31.) Pop that macro in your 'Carbineer' toolbar (mine is in the Shift+F6 position), and pop the same macro in your 'Fencer' toolbar, at the same spot.


You can then swap between Carbineer and Fencer mode using the Ctrl+(FunctionKey), or whatever macros you have set up, and even if you equip a carbine, the macro, which is set to /ui actionToolBarSlotXX every 5 seconds, will 'tap' it. You'll get 'message spam', especially if it cycles every 5 seconds, but you're guaranteed that as soon as you switch back to Fencer, on average, it'll activate within 2.5 seconds or so.


Its quite simply something like:


/centerofbeing; /pause 5; /ui actionToolBarSlotXX


Works like a charm.


Message Edited by AdmiralSpy on 06-20-2004 01:06 PM



Addy | 'Addy
ex-Photographer
Forever Carbineer
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