Carbineer Archive
Thread: Not a PVP template of the month...ideas please
I have been wondering for a while on what my new PvP template should be.
Currently I plan on going Master Rifleman, Carbineer 4/4/3/4 and Commando 0/0/4/0. The tactic with this template is to dizzy/KD(groups when fixed) and continue to mind shot them and ranged DB. I could also burn for PvE or up close in PvP when KD fails.
I am wondering if I should drop carbineer and commando to pick up Master CM and Master Rifleman as the new template. The tactic for this would be ass kicking mind poisons and damaging mind shots from rifleman. The problem here is that poisons take a lot out of mind as does rifleman. Would it be worth it to poison a single target to do 650 damage every 10 seconds and at a large cost to mind when I can shoot for more than that every few seconds with less cost to mind and time. Sure I can poison/disease large groups but we have people becomming CM and theres plenty out there anyways if we needed the help.
Also anyone that raids us would be easy to kill without a CM if they didn't bring doctors for rezzes and on battlefield buffs. If they do have enough then they would have enough to negate the CM abilities.
I could go on and on about the positive and negative affect of each template but in short I would like a combat class this time around and would like to hear the insights of those who have tried these classes or something similar.
I copyed this from a post I made in my guild forums, the only thing I think I need to add is that they are fixing combat classes so mixing rifleman/carbineer might be better when combat is fixed.
I have been wondering for a while on what my new PvP template should be.
Currently I plan on going Master Rifleman, Carbineer 4/4/3/4 and Commando 0/0/4/0. The tactic with this template is to dizzy/KD(groups when fixed) and continue to mind shot them and ranged DB. I could also burn for PvE or up close in PvP when KD fails.
I am wondering if I should drop carbineer and commando to pick up Master CM and Master Rifleman as the new template. The tactic for this would be ass kicking mind poisons and damaging mind shots from rifleman. The problem here is that poisons take a lot out of mind as does rifleman. Would it be worth it to poison a single target to do 650 damage every 10 seconds and at a large cost to mind when I can shoot for more than that every few seconds with less cost to mind and time. Sure I can poison/disease large groups but we have people becomming CM and theres plenty out there anyways if we needed the help.
Also anyone that raids us would be easy to kill without a CM if they didn't bring doctors for rezzes and on battlefield buffs. If they do have enough then they would have enough to negate the CM abilities.
I could go on and on about the positive and negative affect of each template but in short I would like a combat class this time around and would like to hear the insights of those who have tried these classes or something similar.
I copyed this from a post I made in my guild forums, the only thing I think I need to add is that they are fixing combat classes so mixing rifleman/carbineer might be better when combat is fixed.
Sandman56 wrote:
I have been wondering for a while on what my new PvP template should be.
Currently I plan on going Master Rifleman, Carbineer 4/4/3/4 and Commando 0/0/4/0. The tactic with this template is to dizzy/KD(groups when fixed) and continue to mind shot them and ranged DB. I could also burn for PvE or up close in PvP when KD fails.
I am wondering if I should drop carbineer and commando to pick up Master CM and Master Rifleman as the new template. The tactic for this would be ass kicking mind poisons and damaging mind shots from rifleman. The problem here is that poisons take a lot out of mind as does rifleman. Would it be worth it to poison a single target to do 650 damage every 10 seconds and at a large cost to mind when I can shoot for more than that every few seconds with less cost to mind and time. Sure I can poison/disease large groups but we have people becomming CM and theres plenty out there anyways if we needed the help.
Also anyone that raids us would be easy to kill without a CM if they didn't bring doctors for rezzes and on battlefield buffs. If they do have enough then they would have enough to negate the CM abilities.
I could go on and on about the positive and negative affect of each template but in short I would like a combat class this time around and would like to hear the insights of those who have tried these classes or something similar.
I copyed this from a post I made in my guild forums, the only thing I think I need to add is that they are fixing combat classes so mixing rifleman/carbineer might be better when combat is fixed.
your current combo is...interesting..i bet i could own you anyday of the week...rifleman/CM would be good, switch to that, make sure ur mind, focus, and wilpower are all at the very max they can be, then put the rest in health and action, then it ownt be so bad to throw poisons and spam HS2 or HS3 (dont know if its still bugged)...but **edit** dude carbineer,rifleman,commando? **edit** were u thinking
People have such high ranged defense that you're not going to hit them with the carbine. At the same time you have almost zero defenses. So while flurry shot can dizzy them you'll be shooting all day with charge shot. And that's another thing, without master carbineer you're missing the speed and accuracy and +20 to counterattack, and +25 ranged D. In my view this template would be pretty weak overall. You also have no melee mitigation so if someone gets on you you're going down.
-- Ypi
I'm testing out master cm, carbines 0/0/0/3 and the meditation tree of tka at the moment. Not seen extensive use yet but it seems ok so far as chargeshot is a good way of keeping people down whilst they tick away to 1.
In truth I just have this build at the moment as I'd find it hard to let go of the med tree of tka as it's so useful for small self buffs andFOW which is probably one of the ultimate pvp moves for me in the game, it's turned so many losses into wins for me since they fixed it.
As much as I do love CMs they will be nerfed(maybe not directly). Docs will be getting area cures soon so if a group has a few docs we won't be doing much. In PvP I will need to kill the other guy first since the +1 came in or else he will sit it out, and diseases take 4x as long to tick which wouldn't help me kill him the first time around...and a quick visit to the cantina would fix.
They are revamping the combat system so HAM will no longer be an issue, so maybe I can just go master rifleman/carbineer and pick up as much medic as I can to heal myself. If I get buffed I can heal myself and do equilibrium as a zabrak to fully heal my mind, so I think that might be better than commando.