Carbineer Archive

Thread: TKM or M. Swordsman to compliment M. Carbineer?

Corrupt3d
Sat Aug 14, 2004 11:01 pm
#1

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?



________________________________________________________________
Yoszi Sha-was | Master Bounty Hunter - Master Carbineer
Rayzi Sha-was | Master Weaponsmith - Master Artisan - Master Merchant
Proud member of NRO - what happened when SPECTR and ViBM's child merged with NRO
Skinktor
Sun Aug 15, 2004 4:21 am
#2



Mcarb

Bh0400

Fencer4030


=

-190 carb acc

-115 carb speed-makes cripple shot spammable

-ranged mit 3

-melee mit 2

-105 counterattack

-111 ranged def

-71 melee def

-can apply all states

-weak resists

-almost max carb accuracy and speed (only way to get more is to master bh)

-terrain neg

-can hit def stackers



or maybe


mcarb

fencer4440

tk4303

medic0120


=


130 carbine acc

105 counter attack

60 carb speed

defenses!

vs blind 50

vs intim 45

vs pos down 80

vs vs dizzy 45

vs kd 85

vs stun 15

116 melee def

126 ranged def

ranged mit 3

melee mit 2

can apply all states

can heal

can med off wounds

-is slower and less accurate than the other template

-has weaker kd's

-no terrain neg





those are the most bang for your buck carb templates i could come up with,

unless you want another prof to fight with, and not to support carb, there is no reason to master them.

hope that helps

try testing them out on TC2 while you test the new fs missions.

I have tested the first template, and it is solid in pve and pvp, i have not tested the second.



-vass


Message Edited by Skinktor on 08-15-2004 04:23 AM

Message Edited by Skinktor on 08-15-2004 04:32 AM

Areriye
Sun Aug 15, 2004 8:23 am
#3






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.


Second, defensive acuity is quite possibly the coolest mod in the game. It increases the frequency in which your primary defense mod (counterattack, dodge or block) will go off. I have a master pike with the precision strikes line (and capped block mod at +125) and she blocks almost 2 times out of 3 (roughly).


If you had to choose between the two, I'd do at least the precision strikes line. It's so worth it for any combat template.



-
Chilastra: Areriye Tsion, 47th IEF Squad Corporal

Starsider: Dackelrra, Dragoon (Master Pike/Tracker)
Corrupt3d
Sun Aug 15, 2004 8:33 am
#4

yeah im kind of leaning towards TK, however, on the SWGCB character builder, it showed Swordsman to have +50 vs stun (?)



________________________________________________________________
Yoszi Sha-was | Master Bounty Hunter - Master Carbineer
Rayzi Sha-was | Master Weaponsmith - Master Artisan - Master Merchant
Proud member of NRO - what happened when SPECTR and ViBM's child merged with NRO
TreindTyde
Sun Aug 15, 2004 1:09 pm
#5






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.



___________________
Triend Tyde-Retired
Scylla
Areriye
Sun Aug 15, 2004 3:52 pm
#6






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.



-
Chilastra: Areriye Tsion, 47th IEF Squad Corporal

Starsider: Dackelrra, Dragoon (Master Pike/Tracker)
ShadeSwifteye
Sun Aug 15, 2004 6:19 pm
#7






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



-Shade
Areriye
Sun Aug 15, 2004 8:05 pm
#8








ShadeSwifteye wrote:


Melee and Ranged defense make you harder to hit NOT less damage.








I'll take my chances. Prove it.



-
Chilastra: Areriye Tsion, 47th IEF Squad Corporal

Starsider: Dackelrra, Dragoon (Master Pike/Tracker)
kujan7
Sun Aug 15, 2004 10:22 pm
#9

select a skillbox that gives +X to melee/ranged defense. hold your mouse over the +X modifier.



_________________________________
Sex is for fags.
Sex!? That sounds pretty gay.
eyonone
Mon Aug 16, 2004 3:19 am
#10

its pretty even, but if your not concerned with meditate swordsmen all the way.
Skinktor
Mon Aug 16, 2004 3:32 am
#11

When someone/thing attacks you, its accuracy mod checks vs your melee/ ranged def mod.- not weapon dependant

If it gets past your melee/ ranged def it checks a second time against your dodge/block/counter mod- weapon dependant

If it gets past those it hits you

It then checks vs your toughness (by weapon) and any damage mitigation you might have.

Defensive acuity is its own mod, it does not stack with the others, I have tested this, and have mastered all the melee classes, it doesnt stack.

Defensive acuity will randomy dodge, block, or counterattack, but does not stack with them.


-vass
KenjiTokugawa
Mon Aug 16, 2004 11:17 am
#12






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





Jas' --- Jundland Wayfarer
"Once a Ranger, always a Ranger"


EisMan_Buckeye
Mon Aug 16, 2004 5:16 pm
#13






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.




__________________________________________
EisMan Buckeye [COG]
Mercenaries do it for money
[Master of Carbines] [Retired Mercenary]
__________________________________________


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