Carbineer Archive
Thread: Carbineer and Melee-Choosing a combination.
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
4440 Fencer - strictly defenses but a Stun Baton might be handy
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.)
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.)
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.
TAfirehawk wrote:
I think I will try 4440 Fencer, 3000 TKA, 0040 Pistoleer......until I can't stand having no Terrain Negotiation
EisMan_Buckeye wrote:
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.
TAfirehawk wrote:
I think I will try 4440 Fencer, 3000 TKA, 0040 Pistoleer......until I can't stand having no Terrain Negotiation
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.
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
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