Carbineer Archive
Thread: Ooh Help me out new carbineer!
VacuumMan wrote:
Hi,
Im gettin tired of my melee stacker and i want to try something interesting.
So i plan on making a M carbineer//4040 BH///fencer defenses///medic
What are some good strats you experienced carbineer BHs have used to defeat jedis?
Also, which carbines and specials are best vs them?
Thanks
VacuumMan wrote:
Hi,
Im gettin tired of my melee stacker and i want to try something interesting.
So i plan on making a M carbineer//4040 BH///fencer defenses///medic
What are some good strats you experienced carbineer BHs have used to defeat jedis?
Also, which carbines and specials are best vs them?
Thanks
Wow, can I say no chance in hell?
Unless you get an extra 50 Skill Points that template is not possible....visit www.bloodfin.org and download Kodan's SWG ProfCalc to build a new template ![]()
Im gettin tired of my melee stacker and i want to try something interesting.
So i plan on making a M carbineer//4040 BH///fencer defenses///medic
What are some good strats you experienced carbineer BHs have used to defeat jedis?
Also, which carbines and specials are best vs them?
Thanks
TAfirehawk wrote:
VacuumMan wrote:
Hi,
Im gettin tired of my melee stacker and i want to try something interesting.
So i plan on making a M carbineer//4040 BH///fencer defenses///medic
What are some good strats you experienced carbineer BHs have used to defeat jedis?
Also, which carbines and specials are best vs them?
Thanks
Wow, can I say no chance in hell?
Unless you get an extra 50 Skill Points that template is not possible....visit www.bloodfin.org and download Kodan's SWG ProfCalc to build a new template
JanuHull wrote:
Trade off Fencer defenses and go with Pistoleer defenses. You should still be able to swing 0044 Pistoleer with no trouble, and maybe enough for some BH Pistols to complement and cover gaps.
JanuHull wrote:
Trade off Fencer defenses and go with Pistoleer defenses. You should still be able to swing 0044 Pistoleer with no trouble, and maybe enough for some BH Pistols to complement and cover gaps.
IF you duel at all, giving up Fencer is certain death.
We had a PvP Night last night and the only time I lost was to another Fencer (he never lost).....I am a Fencer too....we went for 24 minutes.....his Stim D's were the only thing that saved him since I dropped Novice Medic ![]()
MBH, MPistoleer, TKM, you name it, no chance......
It all depends WHAT you want to do.....even our currently unbalanced game has plenty of options depending on how/what you fight.....
wilibus wrote:
What is the great TA's template anyways ... always wondered that myself
Master Carbineer - 4440 Fencer - 0044 Pistoleer - {Novice Medic - 1000 Scout}- dropped those for FS skills - 0044 Prowess - 4401 Reflexes
And millions worth of all types of SEA's, not just Carbineer ones....
But I keep telling everybody, it is about the Buffs/Armor/DoT's.....not the template, but here are my stats:
Camping +5
Carbine Accuracy +156
Carbine Accuracy While Moving +55
Carbine Aiming +33
Carbine Speed +85 (but FS Melee Speed makes it +97)
Counterattack +119
Defense Vs. Blind +80
Defense Vs. Dizzy +86
Defense Vs. Intimidate +59
Defense Vs. Knockdown +115
Defense Vs. Posture Change (Down) +75
Defense Vs. Stun +48
Dodge +100
Enhanced Melee Accuracy +12
Enhanced Melee Speed +12
Foraging +5
Melee Defense +134
One-handed Center Of Being Duration +26
One-handed Melee Center Of Being Efficacy +100
One-handed Melee Toughness +32
One-handed Weapon Accuracy +70
One-handed Weapon Speed +80
Pistol Accuracy +55
Pistol Accuracy While Standing +15
Pistol Speed +54
Polearm Accuracy +10
Polearm Center Of Being Duration +5
Polearm Center Of Being Efficacy +10
Polearm Speed +5
Ranged Defense +131
Rifle Accuracy +10
Rifle Speed +5
Taunt +10
Two-handed Melee Accuracy +10
Two-handed melee Center of Being +5
Two-handed Melee Center Of Being Efficacy +10
Two-handed Melee Speed +5
Unarmed Accuracy +50
Unarmed Center Of Being Duration +13
Unarmed Center Of Being Efficacy +45
Unarmed Damage +50
Unarmed Speed +25
Unarmed Toughness +20
Carbine Accuracy While Moving +30
Carbine Aiming +25
Carbine Speed +60
Combat Equilibrium +40
Counterattack +105
Defense Vs. Blind +90
Defense Vs. Dizzy +85
Defense Vs. Intimidate +45
Defense Vs. Knockdown +135
Defense Vs. Posture Change (Down) +100
Defense Vs. Stun +55
Defensive Acuity +71
Dodge +100
Enhanced Ranged Speed +3
Meditate +15
Melee Defense +131
One-handed Center Of Being Duration +26
One-handed Melee Center Of Being Efficacy +100
One-handed Melee Toughness +32
One-handed Weapon Accuracy +70
One-handed Weapon Speed +80
Pistol Accuracy +55
Pistol Speed +30
Polearm Accuracy +10
Polearm Center Of Being Duration +5
Polearm Center Of Being Efficacy +10
Polearm Speed +5
Ranged Defense +143
Rifle Accuracy +10
Rifle Speed +5
Taunt +10
Two-handed Melee Accuracy +10
Two-handed melee Center of Being +5
Two-handed Melee Center Of Being Efficacy +10
Two-handed Melee Speed +5
Unarmed Accuracy +170
Unarmed Center Of Being Duration +25
Unarmed Center Of Being Efficacy +95
Unarmed Damage +120
Unarmed Speed +35
Unarmed Toughness +53
TAfirehawk wrote:
But the Ideal layout is to pickup some Defense from TKA.....and assuming you have SEA's.....
I myself prefer to skimp on the TK defenses and pickup Pharm 4 in Medic. 40 med use Stim E's pretty much guarantees an instalt "total heal" to the Health and Action bar.
Even when grouped with a Doctor, most people die to the Health/Action bar.. and it's definitely a plus to be able to heal it yourself.
State defenses are a bit lower, but not by much (20-30) and Ranged and Melee defense are somewhat even lower (40-50), but I honestly don't notice a difference PvP wise between 80 and capping at 125.
Still, 4440 Fencer and 0040 Pistoleer are a must for any serious PvP Carbineer. Sorry BHers.. it's just the way I feel, heh. ![]()