Carbineer Archive
Thread: A Guide to Mastering Carbineer
You'll want to always get, and stay buffed if possible, Food helps...but the specials can burn through the food buffs quickly also. Doctors are your friends, and much of the time they spend outside Coronet or Theed starports buffing for anywhere from 6-10K. Grab a set of those.
Dantooine and Dathomir are the popular places to grind actual Carbineer XP. For getting to Carbines IV, I suggest Tatooine for Zucca Boars/Dune Banthas....go down quick, for good XP.
You hit it, now what?
Once you get BS1, start taking only Savage Quenker Missions...stay grouped with your pet. These missions are worth 6800 credits, and each kill will yield you 3900some XP, and the lair will die for an extra 4300 XP. Six quenkers per lair...plus the lair gets you...27000K XP if all the spawns are quenkers. The advantage of Savage Quenkers over Quenkers are the HAM are the same...resists are close to same...and they die quickly. Use these to rack up 55000K XP per run of two missions!
They take you on average spamming BS1 about 7-10 minutes per mission....since now you need XP, let's say you grind straight for three hours on these Savage Quenkers alone...accounting for some babies of no XP...and sometimes the lair dying for less than normal XP...you'd get (if missions each take 10 minutes) nearly 400K XP in those three hours! Not to mention if you can run 18 missions in three hours, that's 124000K credits for you! Yay!
Savage Quenkers have 30% Resists to Energy (Laser and DH17) and 15% resists to everything else but stun...meaning the DXR6, EE3, Nym's Carbine are all resisted to...so why the EE3 you ask?
So you're gaining XP at a good rate? How do you level...personally I went 0/0/1/X. (burst shot 1 is a requirement to level Carbineer)
Then I advanced myself to 4/0/1/X for the speed, best title in game "Mercenary" and the XP Cap is HUGE. You can store 900K XP once you get a fourth level box...meaning you can hunt on Dant two straight days...get your 900K XP, and immediately train up to 4/3/1/X. Then get enough XP to go 4/4/2/4...then one more hunting session and you've got 4/4/4/4 and Master.
As you level, you'll change your specials...once you hit 3/0/1/X you'll get Scatter Blast!! This is your best friend ever...and I'm still partial to it over Crippling Shot. You will use Scatter Blast to get you to 4/3/1/X. Then it's your choice to use Crippling Shot or Scatter Blast...I changed a lot depending on what seemed "lucky." But either of these will get you from 4/3/1/X to Master in no time.
Soon we'll be working as intended, the crowd control class to make other classes better. We'll never get the glory, but we'll get it done.
Message Edited by OnlyMaestro on 03-06-2004 02:03 PM
Neither has armor piercing (the dh17 might have light, I dont have one on me atm)
this right away makes them inferior to the laser carbine. Even with damage resists the laser carbine will always do more damage. Not to mention that the laser carbine is also extrememly fast. So please explain your reasoning.
And what is this radius stat on the ee3? I've never seen that before.
Quenkers and Savage Quenkers have an armor rating of none, meaning that Armor Piercing has no effect. I recommend the EE3 for grinding on Quenkers because of pure speed, Mine was sliced to 2.0 vs creatures of heat resist 15%.
The damage on EE3s depending on WS is roughly 80-190 *on average* some might be higher or lower, the high speed is what we want until Master Level. Specials make the DPS using the EE3 awesome, because the delays aren't so bad - special delays on the Laser are higher.
Once you Master Carbineer, Laser Carbines and Elites are the way to go. But for grinding purposes the EE3 heat damage, high speed, and good damage, are great on creatures that have 5K HAM, and high resists to energy (making the Laser less useful in these situations.)
For grinding purposes, you're looking for greater DPS, not just best damaging shonts -- EE3 is king of DPS for grinding purposes.
Also, on Eclipse Laser Carbines start at 60-270 damage, but 3.7 speed...that's the *average* laser...that means you would need a 35% speed slice to even get it to 2.4 speed where specials with a laser don't have as bad a delay. A starting EE3 on Eclipse has a speed of 2.7...making speed slices so much more easier to attain.
But you hit the nail on the head, at Master Level -- the Laser Carbine is your true friend. ![]()
Message Edited by OnlyMaestro on 03-06-2004 02:25 PM
So laser carbines start out with a 50% damage bonus against quenkers.
Also I wanna add if someone on other servers people are getting Laser Carbines to START at 2.6 or 2.7 speed befor even slicing...please give them to Eclipse.
The best WS on Eclipse can make a Laser Starting at 3.4 speed, but damage is significantly lowered. Our's start at 3.8 or 3.9 speed with much better damage. The Laser is our PvP weapon with the Elite...and used for high level mission/mob running...we don't seem to use it much for grinding. But not all servers are equal, maybe one server got super Carbine resources...it is entirely possible.
Message Edited by OnlyMaestro on 03-06-2004 02:49 PM
Faster is not always better. My laser carbine is 2.5 speed.
Anyway I havent used my ee3 yet nor is it sliced. But I will try it out. But this is the 6th combat class I'm attempting and AP is a huge bonus in most respects (try a power hammer or a t21 out and you'll really see what I mean).
I used a similarstrategy for swordsman except I used spin attack and area attack on the lair for super fast mission kills. I think I went from no brawler at all to master heavy swords in one four day weekend playing maybe 4-6 hours a day.
A slightly quicker way would be to find a brawler who is as dedicated to leveling as you are and have him use spin attack on the lair while you stand back with an area attack like fullautoarea or after publish 7 you could use actionshot2, burstshot2, or i think wildshot 2 (is that one aoe, i don't use it so i'm not sure)
But trust me, area attacks are definitely the way to go if you want lots of xp really fast. The only problem is keeping them all in the cone, that's where the tank comes in, by hitting the lair he is drawing all the aggro so they should stay on him, if they don't, and come for you /peace and run next to him. Once the creature realizes that he is the larger threat it will switch to him at which point you run back to your ideal range and resume firing.
This can even be done with two ranged attackers IF they both have an area attack. You have to be very careful how you setup and it takes near flawless execution but if you pull it off it's an amazing feeling. As a master carbineer I helped a friend get an entire line (all four boxes straight up) in rifleman in one night (maybe 4? hours) Neither of us were buffed and I didn't even have novice medic at the time; but with judicious use of foods, and neutron when he couldn't get close enough when I needed a heal , we pulled it off. If you try this though, perfect your technique on quenkers and once you have it down pat move on to pikets, better xp that way, with two people pounding on them. If anyone is curious as to just how to set it up for two ranged attackers PM me or post here, if there is enough of a desire I will post it but it would be a very long detailed account and this post is long enough already, heh.
The Burst Shot 1 Age...
Once you get BS1, start taking only Savage Quenker Missions...stay grouped with your pet. These missions are worth 6800 credits, and each kill will yield you 3900some XP, and the lair will die for an extra 4300 XP. Six quenkers per lair...plus the lair gets you...27000K XP if all the spawns are quenkers. The advantage of Savage Quenkers over Quenkers are the HAM are the same...resists are close to same...and they die quickly. Use these to rack up 55000K XP per run of two missions!