Carbineer Archive
Thread: Why did you choose carbineer?
The good things about it is all the states and suppressionfire/KD, on top of the immense amounts of damage it can dish out. All in all, I'd say, in spite of most, that this is a really, really good profession for most, if not all, purposes.
Message Edited by ObikeFixx on 02-18-2005 12:26 PM
Message Edited by ObikeFixx on 02-18-2005 12:26 PM
- State, states, and more states.
- Decent damage.
- Carbines work very well against most NPCs.
- Great looks to the weapons
- HAM cost is an issue without buffs.
- Limited damage types.
- Forget hunting the big stuff.With only energy and acid damage (i don't count the ee3 as I can't find a decent one for anything and it's half broken) and our low speed (I don't count stacking BH as being a Carbineer) we are at a serious disadvantage in high level situations (Corvette, GDKs, Krayts... DWB(?))
- The StarWarsieness (is that a word?). It is the signature weapon of the Imperial Stormtroopers.
- It is the best combat support profession.
- Excellent variety of Specials with equally great utility.
- All of the Carbineer Specials but maybe one or two have a useful purpose.
- Numerous State attacks which are very important, both in PvE and PvP.
- Wide selection ofCone Effect/Multi-Target attacks.
- Access to one of the best all-around weapons in the game: Laser Carbine.
- Very strong in low- to mid-level PvE content.
- Awesome titles. Perhaps some of the best in the game.
- Very highHAM costs.
- Slowest of the 3 Ranged classes.
- Damage types available (energy, acid and heat) are common and highly resisted. Many high-end targets are immune to these damage types.
- State effects are not applied to high-end mobs removing any distinction or contribution to high-end content.
- Very weak in high-end content.
- Low defenses. Among the worst of the elite combat classes.
- Main defensive skill, Counterattack, is broken. It does not "trigger" often and does not "counter" the attack.
- Very poor PvP performance because of low damage, slow speed, high HAM, and easily resisted damage types.
Cdapolito wrote:Picked up Carbines way back when I was a BH and fell in love with them.The Good:
- State, states, and more states.
- Decent damage.
- Carbines work very well against most NPCs.
- Great looks to the weapons
The Bad:
- HAM cost is an issue without buffs.
- Limited damage types.
- RARE!!!
The Ugly:
- Forget hunting the big stuff. With only energy and acid damage (i don't count the ee3 as I can't find a decent one for anything and it's half broken) and our low speed (I don't count stacking BH as being a Carbineer) we are at a serious disadvantage in high level situations (Corvette, GDKs, Krayts... DWB(?))
What makes me keep Carbines?
- The StarWarsieness (is that a word?). It is the signature weapon of the Imperial Stormtroopers.
- It is the best combat support profession.
we need more!
Message Edited by diabolikal on 02-18-2005 03:18 PM
Nezodon wrote:
Just a couple of questions:
Why did you choose carbineer?
Enoorea is a carbineer because I made Mecinia a pistoleer at first. I wanted to try out a different combat style. At first Enoorea was mostly entertainer, but over time I've given up all my entertainer. Still a master carbineer.
What is good about carbineer?
Carbineer is very solid against low to mid level PVE. It is not very good against high level PVE. Carbineer is a great support character thought its inability to damage high level mods and its inability to add states to them makes it a bad choice for high level PVE
In PVP it can be a good choice. As I learned my profession more though, and starting using my specials more properly I have found that I'm usually in the top running of targets, usually after the combat medics, mostly cause I'll stand at a distance and use kd and states on you allowing the others to pound on ya.
and
What makes you want to keep carbineer?
I keep hoping that we will be improved in the CURB. Seems anytime I say something in guildchat about not being able to attack a certain mob in the game my guildmates say...well you need to be a TKM or a Swordsman....I told them if I wanted a swordsman I'd play DnD. I think the only reason we got swordsman, fencer, pikemen, TKA ( which you should have to be Force Sensitive for before you could even start in it ...to be true to that order ) was because they wanted to appeal more to the masses and attract those that might have played EQ ( I think the same is true of Creature Handler to a large extent....and I do have a CH toon....Mecinea ) even though it made the game less star warsy. I'm hoping the CURB will bring greater balance to the combat professions. Ever combat profession should have the same chance of defeating a mob, each should be able to contribute meaningful effort to defeating high level mobs. Such content shouldn't be limited to just a few professions that weren't even shown in the movies .
Ok so i lied 3 questions
wilibus wrote:
I choice carbineer since i started this game for the sole purpose of being a Stormtrooper and well the proffession really fit the bill well.
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Actually I picked up the profession because I sawUncrow, who is the eldest Carbineer onour server (MBH/MC), take down a few traditonial CMs/Melee-stackers by himself back in the day. I was woe'd and convinced that that was a good choice, but it was until the "Holoprofession guesser" calculators spit out Carbineer as my silent profession that I honestly droppedMBH/Pistoleer (as BH wasmy last holo prof.)and sought to enhance my Carbineer skills.
Idropped everythingin BH except the Carbine line, which was well complemented by Master Carbineer. After about 3-4 weeks of trying out solo PvP, I realized that I lacked in the ways of defense so I picked up Carbineer-stacking (at first to max out ranged/melee defense with TK, and then later to maximize state defenses with Pistoleer) and I haven't looked back since.
But yeah.. Uncrow as my "role model" of a guy who simply kicked major butt with a seemingly underdog template that was MBH/MC.
We currently have access to every status effect in the game, except for intimidate, at the speed cap we can dish enough damage to stay competitive with most other elite combat proffessions, as well we have a slew of AoE specials, while not as hard hitting as some other ranged profs, i think we are a lot more versitile.
First and foremost i dislike playing any game where i end up selling out to be more powerful by becoming a clone of some kind of over powered combination of skills, weapons, etc. Plus the more i play carbineer the more i realize it is truly in need of a helping hand, and it makes the game challenging and a lot more rewarding knowing that i can take a prof, that is most noteably looked down upon as weak and stand toe to toe with the upper classes. Not to mention it is always nice to be different in land of cloned templates.