Carbineer Archive
Thread: Master Carbineer/TKM?
Message Edited by TireeG2 on 09-13-2005 11:59 AM
Interesting Combo. Let me know how you make out with it.
Bloodfin has a character builder for reference.
Rob-Roy
HAKD
The mods just aren't compatable, only Ranged / Melee Defense. You will not improve your Ranged fighting skills by having TKM. You will not improve your Melee fighting skills by having Master Carbineer. You get no extra Melee or Ranged Speed / Accuracy mods to supplement each other.
I would suggest a different template.
You are right Warmaker, the difference in stacking only ranged skills will be significant. However, the beauty of carbineer is that unlike some of the other ranged profs it is completely self sufficient. I.E. good damage, good snare, kd, and some other nice abilities. In addition, if you're using a carbine, the only stat that is going to give you any benefit is GRA (sincespeed seems to be broke). I can't tell you off of my head, but I think mastering another ranged profession might give you somewhere around +60 acc. That is definitely significant, but it's not critical. You could make some of that up with CAs too.
For those reasons I think that grabbing a melee profession could be viable with carbineer. My honest opinion is that a Carbineer/BH will probably be stronger and easier to play. However, if you were to do a hybrid temp, I would suggest MC/TKM/CM 300, if I calculated right, that's enough SP. The possibilities I see with this:
Against ranged profs:
If high energy resists (i.e. recon armor + psg): keep them crippled with the carbine, and to keep damage on if they get out of range. When possible switch to some knuckles of katarn, COB, AB, and wail on them.
If high kinetic, or balanced armor: Switch to unarmed for COB, AB, then switch immediately to carbine to keep up damage. Rinse and repeat. (could even make a macro for this)
Against melees:
Fight as a melee as much as you feel like, just doing the TK thing. If you're taking too much damage or losing too much mind, switch to carbine, kd and cripple, then kite them.
Alright, I kinda got carried away thinking about this, but it's a fun idea. The strengths being mainly high kinetic or energy damage, COB (which is just as good as improved force aura), and AB. Picking up some healing is essential for any combat prof now I think, so grab that too.
Heh... Mostly I just don't enjoy melee professions, T. I'm pretty much a carbine-only sort of guy right now. Not real big on the PvP either. So, I don't know how much jedi hunting I'll be doing.
I was really, really big on all the smuggly things to do, pre-CU. I've really, really simplified my play-style now, though. I fly and I shoot a carbine, all while being in an Imperial Uniform of some type. That's about it right now. That's about all I have time for now.
Plus, with my respec token, I don't have to grind any of it.