Carbineer Archive
Thread: State Defenses vs Range/Melee Defenses
Does having higher melee/range defense workout better than having high state defenses?
Picking up fencer would give me 71 melee defense and 111 ranged. Picking up Pistoleer gives a spread of some very large numbers to the states.
What have your experiences been? Does getting hit less make up for the lack of defenses? Also I have read that counterattack caps at 125. This true? (To avoid considering the bonuses swordsman would give)
Responses appreciated and welcome.
Warmaker01 wrote:
I used to be a firm believer of higher ranged/melee def. vs status defenses if I had to choose one or the other. After my experiences, I have to change sides on that.
PvE- Great Ranged / Melee Defense is great... up to a certain point. Once you get to the upper level or even mid-level MoBs, these defenses don't matter. You will be hit, regardless. To make it worse, if you had forsaken state defenses for range / melee defense, you will suffer accordingly. Or, your defenses will actually lessen the number of attacks that get through, but when you consider the multiple MoBs attacking you, it doesn't matter... many attacks will still land.
PvP- Any decent PvP'er will have good accuracy. Your ranged / melee defense will not matter. You will be hit often and if you don't have state defenses or dodge / block / counterattack, or damage mitigations, you will hurt... BAD
What you need as far as a template goes:
* State Defenses
* Either Block / Counterattack /Dodge. Dodge works far better right now, IMO. Counterattack? Not reliable enough... oh, and if you're Fencer / Pistoleer utilizing Center of Being, you're far better off than having great Ranged / Melee Def.
* Armor, Foods, Drinks, Buffs (no brainer here).
* Damage Mitigations would be quite nice.
- Ranged / Melee Def. is a mere side bonus for higher end stuff and PvP.
Feomatar wrote:
That's why i'll become master carbineer + master fencer (not only for defenses, also for not being useless in high-level pve) + tka 4003 (for mediate against DoTs and defense) + medic 2000 once i get +25 carbine speed and drop armorsmith ().
I had the *exact* same template (w/ 25 in speed), and while capped out ranged/melee is definitely great, dropping TK and going up Pistoleer 0040 is much better as far as PvP is concerned. Even in PvE, capped out ranged/melee defense is worthless when you hit the high-level stuff.
Right now I'm M. Carbs, M. Fencer, Pistoleer 0040, Medic 0040 (better than 2000 or even 4000) and Combat Prowess 1002). It's better than the current template you're going for on many levels.. trust me on this one. ![]()
The only downside is the lack of meditate, but healing wounds is overrated (just logout in the med center if you're desperate) and in PvP, you don't really have time to meditate off DoTs in the heat of the battle anyway. PvE DoTs wear off.. so really you're looking at the very slim cases where you're dueling someone who hits you with a DoT or when you win a PvP battle and your DoT is still ticking (at which point any team doctor can take em off much faster.)
Message Edited by AdmiralSpy on 10-21-2004 12:23 PM
DroDa59 wrote:
Master TKA, to have a strong offensive power at short range, and great ranged/melee defense. it also gives you Melee Mitigation 3.
Master Carbineer to be great at ranged offense, and some defensive power, but not much. but it gives you Ranged Mitigation 3, also.
Pistoleer, don't remember the name, but the 4 skills with state defense, you know +40 against dizzy and something...
you'll have some skills remaining, feel free to use it where you want.
Also very good, provided you're speedcapped. Most of us prefer the raw defenses of Master Fencer, but TKM beats Fencer in PvE, and its a much more balanced PvE/PvP template.
There's pretty much a thread dedicated to the combination of melee professions with Carbineer in the FAQ.
Message Edited by AdmiralSpy on 10-21-2004 12:35 PM
TAfirehawk wrote:
My solution to this problem was to get BOTH
Carbineer - Fencer - Pistoleer and then either TKA or Scout/Medic
Throw in some SEA's and you only have to fear a Jedi or CM.....
Oh, and 85% Comp with sliced PSG's and Krayt and DoT Carbines don't hurt either
And I think I should agree with you and revert back to what a lot of people say: Carbineers are support personnel and 1 on 1 PvP though is very well possible, is not advised under most condtions. One thing though I have learned in the time I've actually been involved with PvP (which is only in about the last 2 months), Jedi's hate state effects and as long as they're not on you and are being bothered by some defense stacker - pile them on. I alone made a Jedi eat 3 holo's while 2 TKM's beat on him until....opps!.....no more force to be had. Incap and a DB from the TKM.....next Jedi please. Oh yea, and for the flamers, he was un-ranked but fun none-the-less to beat on.