Carbineer Archive
Thread: What is your template?
Im just curious, I found that my template is devastating and was wondering what others have found that works for them.
Expert BH/Rogue/commando/ medic
Master Commando
0/3/4/4 Pistoleer
0/0/0/0 medic
0/0/3/0 Smuggler
I'm not there yet but I'm heading for:
Master Smuggler
Master Commando
and I have no idea what I'll do if I have any points left over...
Master Commando
TKA: 0-3-0-4
Pistoleer: 0-0-4-2
Smuggler: 0-0-4-0
Or something else that might look something similar..
Master Commando
CH 1/1/0/0
Medic 2/1/0/0
Add that up with needed skills for CH and Commando andI have 0/250 skill points left.
I can use my grand wrix and use good stim b's for healing.
0430 Doctor
0440 Commando
I'm human, stats are 800/400/400/700/400/400/1100/600/600. Doctor buffs add from 500-2000 health and action, muon golds adds 500 to mind/willpower/focus. I'm wearing a full suit of composite, most sliced to reduce ham usage so I can wear it without buffs. It's quite incredibly what you can tank like that - I fly into the imperial outpost on talus overt and survive it usually.
I can take one or two shots from an at-st's. Kill the owner, then hit the AT-ST with flame single 2, duck behind a corner, heal up, add flame single 1, a flame cone 1 perhaps as well, and he's gone. I've got 8 player-owned at-st's so far - most fun so far was against another commando who even got a flame dot going on me, but still died and lost his pet.
Against other commandos, I can even outlive a hit from flame single 2. With good stims and muon gold you can keep health up easily, and doctors skills let me fix my wounds quickly - either in a med center, or after a figth with my droid on the run. I'm even thinking of dropping the support weapons line for wound healing speed, to fix my wounds even faster.
As long as muon gold lasts, bounty hunters with eyeshot dont impress me much. In a runnign duel at range my flamethrower hurts enough that they usually die before I run out of mind. Bounty hunters with llc are easy - take one hit, heal, apply a flame dot and run.
Only thing that really hurts me is dizzy+knockdown combos - TKA masters who i let get to close can really hurt me if I dont get up in time, and bounty hunters with fire knockdown are nasty as well.
I lack scout skills, so people who run away from me over hills I just can't catch - but thats no big problem for city fighting.
Right now I'm
Master Commando
1/0/0/2 Teras Kasi
4/0/4/0 Scout
But eventually I'll be
Master Commando
Master Teras Kasi
I won't be dropping Explore in scout until mounts come out.
I am a big fan of
Master smuggler
Pistoleer 0404
commando 0040
them Im trying to decide between
TKA 4000 and medic.
TKA will let me heal disease, wounds, and poison, Medic will let me heal during combat, decisions, decisions.
Master Commando
Medic 2 0 3 0
Smuggler 0 4 1 0
Scout 2 0 0 0
Novice Pistoleer
249 skill points total (IIRC)
0-0-1-0 Commando
0-0-4-0 Pistoleer
3-2-2-4 CH
Novice Medic
5 skill points left
Very far from it but my end templete will be:
Master Commando
Smuggler 0-0-1-0 (want feign death and to be able to slice containers :/ almost a waste of skill points)
Novice Medic
Scout 3-0-0-0
TKA 4-0-2-0 (or something like that)
Master Commando
Novice Medic> Diagnostic 1
Novice Scout> Exploration 3
Novice Smuggler> Dirty Fighting 4
TKA> Meditation 4
Who needs defence when you can heal your wounds that fast?
Teras Kasi Master/Grenadeer/Novice CH (for two GSPs)
A great solo build that compliments a group imho. Flamer is the perfect compliment to TK as it hits hard, is slow, and suffers from average accuracy (the opposite of TK). When grouped, I put my GSP away if there's a dedicated CH and simply take a knee and get to torching. I have no Medical skills but that's ok (don't need with Meditate) andafter my two GSP's get the crap beat out of them pulling mobs, I usually log anyways as that's about as much time as I can muster playing before I get bored and log.8-p