Carbineer Archive
Thread: TKM or M. Swordsman to compliment M. Carbineer?
Message Edited by Skinktor on 08-15-2004 04:23 AM
Message Edited by Skinktor on 08-15-2004 04:32 AM
Corrupt3d wrote:
It seems that TKM and M. Swordsman have about the same amount of defenses, except TKM has "defense actuity", whatever the hell that is.
Areriye wrote:
Corrupt3d wrote:
It seems that TKM and M. Swordsman have about the same amount of defenses, except TKM has "defense actuity", whatever the hell that is.
First off, TKM has better defense than swordsman. I'm not sure who told you they were close in terms of defense but sword hsa crap defense compared to other melee professions. It's a damage dealer, not a tank.
Swordsman's defensive mod is counterattack. In order for it to work, an attack must land. If swordsman had high melee/ranged defense, then it's defenseive mod wouldn't work. It is the best tank for krayts and elders. You can solo both or pair up with a rifleman for a quick kill on both.
Swordsman doesn't mesh well with carbineer though. You already have 110 or 115 counterattack and getting swordsman to max it out for that sole reason is pointless. I think tkm would be your best bet. The defense acuity from it will make you counterattack more so not having it maxxed out won't be noticeable.
TreindTyde wrote:
Swordsman's defensive mod is counterattack. In order for it to work, an attack must land. If swordsman had high melee/ranged defense, then it's defenseive mod wouldn't work. It is the best tank for krayts and elders. You can solo both or pair up with a rifleman for a quick kill on both.
Areriye wrote:
TreindTyde wrote:
Swordsman's defensive mod is counterattack. In order for it to work, an attack must land. If swordsman had high melee/ranged defense, then it's defenseive mod wouldn't work. It is the best tank for krayts and elders. You can solo both or pair up with a rifleman for a quick kill on both.
That's the stupidest thing I've ever heard. Melee and ranged defense don't prevent hits from landing (as dodge would), it reduces damage taken when you get hit.
You my friend need to go do some homework on defenses. Melee and Ranged defense make you harder to hit NOT less damage.That would be this thing called toughness. Which ranged professions do not have. Combined with dodge and thats why people complain about hitting fencers. Im not saying the other guy is right, but neither are you which in case your semi flame was unnecessary especially when your facts arent even straight.
-Shade
On a side note, im 80% sure that its been proven Defensive Acuity doesnt work in combinations with other professions, as a matter of fact it barely works for tkm's themselves. However i may be wrong. As for defenses swordsman and tkm are pretty close. Yes swordsman has lower melee/ranged defense. What it lacks in that, it gains with defense vs x states. TKM has +5 defense vs dizzy, +30 posture change +20 kd +15 stun and +10 blind. Swordsman has +20 to all defense vs x states except stun which is +50 at master and includes another +20 vs intimidate which is nice complement to carbs +25. Not to mention maxed counterattack is always fun. You wont have the option of KD with swordsman as you would tkm, but youra carbineer so that wont matter anyhow. Swordsman rocks pve and is pretty nice pvp, assuming youll be spending cash on speed tapes. Otherwise it can bedecent depending on your weapon of choice. TKM has the famed meditate, (heal wounds, bleeds,poisons, disease etc.), good pvp, good pveand again thesomewhat highmelee/ranged defense. However if you really wanted high melee/ranged D fencer is better.
Message Edited by ShadeSwifteye on 08-15-2004 06:28 PM
ShadeSwifteye wrote:
Melee and Ranged defense make you harder to hit NOT less damage.
Corrupt3d wrote:
Okay, I know I want to be a carbineer, that is set, however, should I also be a TKM? Or a Swordsman?
TKM perks- Ability to cure everything (at a master level), cool red ribbons, and VK's rock
TKM downfalls - Kinetic Kinetic Kinetic
M. Swordsman perks - Awesome PvE damage, great assortment of weapons.
M. Swordsman downfalls - My template wont allow me to have medic, so I cant cure my wounds, no cool red ribbons or VK's
It seems that TKM and M. Swordsman have about the same amount of defenses, except TKM has "defense actuity", whatever the hell that is.
I dont PvP alot, I do friendly duels, and end up getting knocked down and then being killed, I also have to fight Imps off when I have a TEF.
I'm definately liking the solo'ing of the Krayts with Swordsman, but is it possible with Carbineer/TKM?
And, I dont want to dabble, PERIOD. It's just a pet peeve of mine, kind of like how I love them vibroknucklers.
Have any of the TKM/M. Carbineers here tried to solo a Krayt? And if so, how did it turn out?
check the FAQ.... good analysis of master carbineer/master melee templates in there ![]()
http://forums.station.sony.com/swg/board/message?board.id=carabineer&message.id=29475#M29475
Areriye wrote:
TreindTyde wrote:
Swordsman's defensive mod is counterattack. In order for it to work, an attack must land. If swordsman had high melee/ranged defense, then it's defenseive mod wouldn't work. It is the best tank for krayts and elders. You can solo both or pair up with a rifleman for a quick kill on both.
That's the stupidest thing I've ever heard. Melee and ranged defense don't prevent hits from landing (as dodge would), it reduces damage taken when you get hit.
Stupid is as stupid does, whatever that means. ![]()
Melee/Ranged Defense is your primary defense. It DOES make you harder to hit, as it directly works against your attacker's accuracy. After all that is said and done, and you get hit, your secondary defenses come into play (aka Dodge/Counterattack/Block). These again, have a dice roll, and give you a chance to avoid the shot if your primary defenses were not enough to avoid it.
I believe what you are thinking of is Melee Toughness. This is something that (obviously) only the melee professions get. It is weapon specific (such as Dodge/CA/Block). You can have Unarmed Toughness, 1h Melee Toughness, 2h Melee Toughness, and Polearm Melee Toughness. This is the defensive stat that reduces the damage you take when you get hit.