Carbineer Archive
Thread: These Combos Work.
As I slowly claw my way up the Carbineer tree, I have pretty much been spaming my hardest hitting attack. A recent trip to this forum as promted me to reconsider this "Charge Ahead" tactic.
First off, this is my current training in carbineer: 0-2-4-2. This is to give you an idea what I have available in the way of skills. I use HAM cost canceling food when I fight (BoH, and when food/drink combos used to work, Ryshcate). I also use a probot and a bio-pet to tank. My current weapon is a Laser Carb with speed slice and Quickchange Coupler of Compensation (33% Speed/16% Reduced Mind). I really think that the Laser Carbine is the ONLY viable Carbineer weapon for one simple reason: Armor Pierce = Medium. Even the Uber Elite Carb that I have seen posted in this forum would be hard pressed to compete, as it has only light AP. Medium AP translate into more damage for every shot.
I initiate my attack by sending in my pets. I follow this up with the following combo:
CHARGE SHOT 1 --> ACTION SHOT 2 --> BURST SHOT2
If I don't get a bleed, I repeat once.
If I get a bleed, I then spam the following combo until target dies:
BURST SHOT2 --> BURST SHOT2 --> CHARGE SHOT 1 (as long as the delay bug works to my advantage)
I am posting this mostly to get your opinions (everyone has their own BEST tactics). And perhaps to see of maybe I am missing a critical concept.
I also have one stand-alone question: What is the hardest hitting shot? I believe, at my current level, it isBURST SHOT2. I would also like to see a in depth description of each of the Carbineer attack skills to include HAM cost modifiers and quantitative damage descriptions. SOE's descriptions are truley worthless. Thanks Folks.
get the first line asap, speed is god, and u can move away from the pesky speed powerups and speed slices
get more dmg per shot, the counterattack line does absolutely nothing and cripple shot is great.
In PVE, I usually tank my pets and open with Action shot 1. Action shot 2 is area so i i'm not sure if it can hit the lair (can anyone confirm?) then charge shot 1 and cripple shot.
I don't spam my moves. After a couple of cripple shots, i quickly analyze mobs ham bars. If i notice that one bar is very low compared to another one and that my cripple shot seem to stay in the wrong pool, i'll switch to scatter or full auto depending on what i want. If action bar seem to be very low, i'll spam a couple of leg shots. If multiple bars are equally near the end,i'll spam a couple of scatter or full auto since it's fast and get chances to hit multiple pools. If a mob want to aggro me (i.e: something that gets out of the lair and jump on me instead of pets) action shot 1, charge shot, pet attack. When the pet attack the new mob, the previous one usually follow, then i redirect my pets to the previous one and attack this one so we can finish it. Meanwhile the mob that aggroed me is on my pets. He's next. If something really don't want to leave me alone, fast switch to my 1.8 speed DH17, a couple of warning shots while spamming "pet attack" macro. Then it leaves me. Redirect pets to most damaged mob.
Apart from openings and endings, i'm not sure you can apply a single set of moves to every situation. I usually use Action 1, Action 2, Charge 1, Scatter 2, Cripple, Full auto single/area 2 depending on what need to be done, if i'm solo or in group.
That was my lil' story.
crippleshot is the biggest damaging skill.
scattershot2 does just as much damage, but spreads it out to 2 or 3 of the different HAMs.
actionshot2 is area of effect. because when shooting into groups of creatures. you can cause alot of unwanted aggro.
actionshot1 and 2's bleed effects stacks. you want to use both to get a really good bleed.
chargeshot1 is bugged in a good way. it isn't subject to the 30 second knockdown/posture change timer. it has that annoying animation though.
burstshot2 doesn't seem any better than burstshot1 to me....
i suggest changing your combo a bit....(assming you have these skills.)
actionshot1-crippleshot-chargeshot1-crippleshot
this way you can take advantage of the posture change before following up with your untimmered knockdown.
And one other clarification, please... When an attack states that it has MULTIPLE bolts, am I getting a chance of a hit on EACH of those bolts (as presented by the combat spam), or does the combat spam reflect the TOTAL of all bolts combined for each attack?
The multiple bolts thing is just text...you shoot once.
With regard to time delays, different skills have different speed mods. For instance, cripple shot is SLOW and burstshot1 is fast. To compensate for this, crippleshot does big damage. If you have alot of +speed mods, cripple is better...if you don't, burstshot is better.
Definately stop ignoring the assult line.
The turning point for most fighting characters is when they can stop using speed powerups and speed slices and use damage slices and powerups. This gives you more damage per HAM and more damage per hit. However, you cannot do that if you don't have good +speed so hit the assult line.
I could probably do this a much better way (if anyone's got tips, I'm all for it) but since I'm 1-1-0-0 my typical assault pattern is:
Action Shot 2> Action Shot 1> Span ScatterShot 1
Not quite sure which skill to purchase next (it's really slow going building up the exp.; at least, it seems to be taking forever) but since ScatterShot seems like my most powerful attack, I figure I might as well keep on using it. Of course, I can't wear any armor because the HAM cost is bad enough as it is, but that's another issue.
Action1>Action2>Chargeshot1>Cripplingshot>Cripplingshot
I use that combo for most npc mobs I might solo. I don't use pets, so I try to take on my targets as purely 1on1. This combo, which i'm sure most use, tends to take down any mob that cons white or below for me. Yellow, well.. it depends on how big my hits are. I use a Laser, 44-275, with a powerup, that gets that damage to 366..(if only I had gotten a damage slice ^_-). My speed with most guns are in the 1-1.9 range due to my mods at master.
A little tip for those of you who want to get LOTS of carbine xp.. Group with friends! Or get tanks I suppose. Wait till all of your targets are engaged before firing, then unleash your fullautoarea1or2. Of course, 2 will net you the big xp. 1 will do fine, and get you a chunk of xp from each enemy that falls. But beware, if a couple of your targets aren't engaged, they will run for ya... and we all know that results in an incap... I'm lucky for having a doc who knows that following me is an xp goldmine...
It's really sad that we have to depend on others SO much, even if it's pets... But really, we are a combat support class, just like riflemen.. It's good to keep that in mind.. and realize that a carbineer is, by far, the best profession to have in numbers in a group.
Of course, thats assuming you have a good combat medic to keep em' up ^_-
The below combat algorhythm works well for me when soloing:
Set up past 65m of any lairs in your forward arc -> go prone -> legshot2 -> legshot2 -> legshot2 -> legshot2 -> (**at this point the mob will charge **) -> actionshot1 -> actionshot2 -> legshot until the mob starts moving again -> chargeshot -> legshot until the mob gets up -> alternate warningshot and legshot until the mob is dead or 30seconds go by so you can posture down or knockdown again.
If it's a ranged mob (guy with a gun or a spitter)I might throw in an occasional fullautofor blind.
Actionshot bleeds stack, pile them on to hasten death.
I'm not sure why, but repeated legshots appear to have a hindering effect on a targets movement, thus making combat that much more manageable.
BurstShot1 - SuppressionFire1 - BurstShot1 until the mob is point blank then WarningShot until it flees then BurstShot1.
Ranged KD is good but what about SuppressionFire2? Its totally broken?
At PVE i dont use crippling anymore, i got DH17 with mind ham 12, so when i use rippling it takes 9 from mind (i got 400will and 500focus) but when i use burst 2 it cost only 6, so it regenerate, whem im bufed i can shoot burst all time.
The combo I have found to work best is...
/tellpet atttack => /burstrun