Pistoleer Archive
Thread: Pistoleer or Carbineer Post CU?
My toon is pretty fragile defensively, Icanget stuck in a healing loop trying to stay alive beacuse I have more medical ability then defences.
Also, at the moment with hate and healing, every heal ona group memeber is a /taunt to whatever mob was attacking him so once you have healed them , you have to worry about keeping yourself alive.
It comes down to "Medical Defence" vs "Natural Defence", the best bet defensively is to stack as much defence as you can, forget about medic completely and bring a medic withyou thatis happy to get mown down repeatedly by hate filled mobs. ![]()
BadgerSmaker wrote:
My toon is pretty fragile defensively, Icanget stuck in a healing loop trying to stay alive beacuse I have more medical ability then defences.
Also, at the moment with hate and healing, every heal ona group memeber is a /taunt to whatever mob was attacking him so once you have healed them , you have to worry about keeping yourself alive.
It comes down to "Medical Defence" vs "Natural Defence", the best bet defensively is to stack as much defence as you can, forget about medic completely and bring a medic withyou thatis happy to get mown down repeatedly by hate filled mobs.
Your template is quite defensively sound and you've got some nice healing for minimal skillpoints so I can see how it works well solo.
Mine is more group support, and when solo'ing its all about avoiding taking damage via kiting and single pulling ranged mobs.
When things get really intense, Isometimes find myself running out of mind due to chucking my five heals about on group members, so that should give you an indication of how much healing I do in a group.
Group wise, you need the defensive/offensive focused templates like yours to deliver damage and tank, while the medic drops heals here and there to keep them running, if they're are all looking good I chuck some DoT's and states and run my quickdraw/body shot macro to help with damage and perform some crowd control with stopping shot and electrolyte drain.
Gets pretty hectic but I really love it.
Well....I also fight solo, and I do pretty well. I have good def. and good healing.
Master Bounty Hunter
Master Carbineer
Combar medic 4 0 0 0
Enhanced Reflexes 0 3 0 0
Uthyr, I used to always have novice Medic until Post CU, now that I can respec I was thinking of a more offensive template. What Medic branches are viable since the CU?
Steelydan wrote:
Uthyr, I used to always have novice Medic until Post CU, now that I can respec I was thinking of a more offensive template. What Medic branches are viable since the CU?
I have exactly the same template as Samijx above, except substituting Master Rifleman for Master Carbineer. That first line of Combat Medic (along with the Medic 0400 prerequisite) has worked great for me--not only does it give you lots of healing efficiency, but you also get ranged and melee defenses as a nice bonus. If you're only interested in medic healing (not combat medic offenses), that's definitely the way I would go with that number of skill points to spare. If you're more interested in offenses, you might go with one of the other CM lines--Badger could probably advise on which one is best (I suspect he will say 0004), but I had fun with 0400 for a while. I found it was of little use again multiple mobs though, and the healing line kept me alive much longer.
BadgerSmaker wrote:
When things get really intense, Isometimes find myself running out of mind due to chucking my five heals about on group members, so that should give you an indication of how much healing I do in a group.