Carbineer Archive

Thread: Can't decide between carbineer, swordsman, or rifleman to supplement my class.

TrekDude
Thu Mar 04, 2004 3:03 pm
#1

Message Edited by TrekDude on 03-04-2004 02:03 PM



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Always be ready to give an answer. ~ 1 Peter 3:15


-~-As for May power there is with you-~-
TrekDude
Thu Mar 04, 2004 3:10 pm
#2


Umm ok, I tried editing the title cause I found a typo and it deleted my whole post.


I'm not going to rewrite the whole thing, so here's what it basically said.....


I'm a TKM and trying to decide between swordsman, carbineer, or rifleman to supllement my skills. I'll choose based on *cool factor* and workability.


I love the rifles of rifleman, and the class works, but it is getting a HUGE nerf soon.


I love the swords from swordsman(almosttook this classjust to use the scythe)and the moves are cool, but I don't know if I want two melee classes(would like a melee+ranged)


I love most of the weapons from carbineer, but it seems the class is really broken but I hear it is getting a huge boost soon....



So I'm having a real hard time deciding what to take with my TKA skills.


Just want your opinions....Is this class fun? Does it work? Any of you had the TKM/carbineer template? If so, is it fun and do they work well together?



BTW, i am a 4-2-2-4 rifleman right now, so I will master it before I take up carbines or swords. I finaly got into a ranged class I like and it is taking a huge hit soon, so I'll either keep it if it's not nerfed too bad, or go carbines or swords if it is...


Message Edited by TrekDude on 03-04-2004 02:15 PM



---------------------------------------------------------------------------------
Always be ready to give an answer. ~ 1 Peter 3:15


-~-As for May power there is with you-~-
Hippofighter23
Thu Mar 04, 2004 3:16 pm
#3

i gotta say that swordsman is really fun...im only 0/3/2/1 and its the best in my option. If your a master TKA ive herd that TKA and rifleman are really good......taht or squad leader.....that seems cool.....



you know theres always that swete combo TKA, chef !!!!!





Therivol/Cptmorgan

friends old accnt
AriasImmortal
Thu Mar 04, 2004 3:39 pm
#4

swordsman is way fun. Most fun class i've ever played (yeah, carbineer isn't half as fun as swordsman).



ARIAS TE'THAI
Master Swordsman|Elevator Wh0re
ECHUU|ECHUU-SHEN
Jedi Knight |Mandalorian Enforcer
Day One player/Pre-9 Jedi/PvP God. All gone. Canceled.

AlaManQ5
Thu Mar 04, 2004 4:05 pm
#5

I'm currently Master Carbineer and am working toward *Master Fencer as a support class. I'm no defense stacker or anything, I just chose it because I want to be a double master (Master Carbineer/Master Fencer) and have a large field of combat options when playing PvE. I mean, I see tons of NPC mobs that are Ranged Weapons one minute, and then switch and charge at you with a sword the next. I want that kind of flexibility. And I took these two seemingly weak profs on the off chance that they will be balanced sometime soon


*(Wasn't sure if you meant Heavy Swordsman or normal Swordsman-which is also Fencer)






\\\ Sethrak Felbovv ///
\\\ Master Carbineer - Rifleman - Master Bounty Hunter ///
\\\ Corbantis Mercenary and Freelance Pilot ///

Mafaza
Fri Mar 05, 2004 2:14 pm
#6

TKA/Carb + Publish 7 = Uberness





Mafaza------------------------------------Oomfama
Master Bounty Hunter, chilastra----------------Brawler, Pikeman, Fencer, chilastra
"KD+Dizzy = fun!"-----------------------------------"Wacking with sticks"

Draccuss
Fri Mar 05, 2004 4:29 pm
#7

What would be nice is chargeshot for knockdown which would give you time to get to the target and unleash hell upon him. I would have to say carbines would be the way to go if only for the ranged knockdown.



____________________________________________________
Draccus - Chilastra Server
Swordsman, Fencer, Tera Kasi
IFC - Fooville - Naboo
penne
Sat Mar 06, 2004 12:43 am
#8






Mafaza wrote:
TKA/Carb + Publish 7 = Uberness






it actually equals people laughing at you as you attempt to damage through their 80-90% armor


talk about some ham cost there


unless you got dot vks or carbines you'll kill yourself against a novice marksman that has high effective comp



Penne
Ramus
Z-UNIT HOLLA
Demane
Sat Mar 06, 2004 1:44 am
#9

I am TKM and I have tried Rifleman, pistol and starting carbineer. Some things I have found:


TKM/Rifle: Great for maxing damage against one opponant. Rifle is getting nerfed but I am sure it will still play it's role as a sniper effectively but the one thing I didn't like was the fact you are most effective at ranges far far past your TKM range and getting in to melee at those extremes is annoying (bare in mind that rifle changes will make them less effective up close and exagerate the range difference even more). I simply found it wasn't my style of play so much because dungeon crawling will leave you using TKM nearly all the time anyway and seeing area effect classes like pikemen, swordsman and carbineers left me feeling a little useless in that area and feeling a bit of a loner.


TKM/pistol: Ya great defenses but holy pistol sucks.


TKM/Swordsman: No idea but why? No seriously Why? TKM not do enough damage? HAHAHAHAHA...oh sorry that was funny. You will still get kited in pvp so no difference laying dead with a hammer or with VK's.


TKM/Carbine: Equally bugged class as pistol but does more damage and has more usefull skills that do actually work. Weapons are better overall. I miss the big one hits of rifle but when fixes and ballances finally come I found I would be sitting with a weapon class that will be more usefull for crowd control, does decent damage and has a higher attack skill to hit than pistol with better ranged defense. You seriously lack the defenses but with the points you save in smuggler (only usefull pistol skills are in smuggler or BH) you can throw them in fencer to make up for them a bit. I am finding this to be more my style anyway but rifle would be my next choice over any other weapon. I also want the ability to KD/dizzy/stun at range to assist my TKM abilities against kiters. Rifle will not aid you in getting closer unless your enemy tries to get close to make your accuracy go down but as soon as they realize you are TKM they won't make that mistake again.


If you are content with pure melee then I would suggest just training fencer defenses to make your TKM an uber tank. It is so easy to bump up defenses but you have to master something else to make it usefull offensively (or at least anywhere near what TKM is)


This all my oppinion by the way and reflects on what I like.





Sinumbra (Flurry),
Officer at large.
Demane
Sat Mar 06, 2004 1:58 am
#10

Just thought I would add that I have tried CH as well. I thought it would be fun to handle pets and use them at tanks but the reality was they are slow, ponderous and a major hastle to call out when needed and all they did was slow my playstyle down.


So you had to send in the pets, wait until they gained agro, then run in and beat things up doing 20 times the damage you pets ever do anyway. This is when your pets actually worked right. CH is as buggy as any other class.


What I found was, with pistol defenses (soon to be replaced by fencer defenses), I could run in and tank everything myself. Screw needing pets. Honastly there aren't many things in the game that I fear with this setup. Only high level nightsisters, more than two ancient bull rancors, the odd uber-npc and Krayts are really our of my league.


I am finding pairing a ranged class with TKM is much more rewarding and interesting when thinking of combat but you have to bare in mind that ranged weapons do nowhere near the damage TKM does so you have to know their role and not get frustrated when leveling it knowing what takes you 20 shots to kill only takes 2-4 hits with TKM. But I haven't mastered carbine (my choice) yet so I don't know the end result yet.



Sinumbra (Flurry),
Officer at large.
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