Carbineer Archive
Thread: Carbineer Crowd Control for XP Grind Groups
TAfirehawk wrote:
It seems you folks here have the same mindset as the Devs....only MULTI-TARGET ABILITIES can be any part of CROWD CONTROL.....and my screaming doesn't seem to get this message across.
I would have to respectuflly disagree here
Long long ago my main character on Everquest was an enchanter. The enchanter class was what caused the term 'crowd control' to even be invented. Crowd control was considered the art of turning a fight against several mobs at once into a stream of one at a time fights. 99% of the time this was managed without multi-target abilities. Instead single target 'mezzes' were applied one at a time.
Why am I taking the time to argue?
It's because if all the devs hear is you screaming 'CROWD CONTROL = MULTI-TARGET' then they might miss the fact that carbineers really ARE NOT crowd control even by their definition. Crippling shot is better for kiting, charge attack is semi-CC but it doesn't seem to take that often, and I'm not even sure what supression fire is supposed to do. Now if you think carbineers should be the ranged AE class and get Strafe2 instead then I'd be for that as well ![]()
I've been able to control groups of up to 3creatures 3 CL above me solo and take them all out while taking barely any damage myself.
1. Hit the first with KD then Snare.
2. Repeat on the second 2, they have all been delayed and snared so they should still be around eachother.
3. Run away from them while firing area attacks.
4. Repeat KD/Snare if necessary.
I was at CL 62 and taking CL 65s
If I were in a group I believe I would have an even easier time of splitting the group up and holding some back while letting others through etc. Basicly controling the crowd.
Fordep wrote:
I've been able to control groups of up to 3creatures 3 CL above me solo and take them all out while taking barely any damage myself.
1. Hit the first with KD then Snare.
2. Repeat on the second 2, they have all been delayed and snared so they should still be around eachother.
3. Run away from them while firing area attacks.
4. Repeat KD/Snare if necessary.
I was at CL 62 and taking CL 65s
If I were in a group I believe I would have an even easier time of splitting the group up and holding some back while letting others through etc. Basicly controling the crowd.
What Specials are you using? Improved/Advanced or the basic ones because that might make a difference.
I can control 2 at CL81 but my Action gets drained pretty hard.....which shows me an inherent flaw in trying to control a crowd with multiple single target specials.
It would be so much easier if the Devs would just FIX SUPPRESSION FIRE......grrrrrr (think they heard me scream that
)
Message Edited by Fordep on 05-05-2005 01:28 AM
Message Edited by Fordep on 05-05-2005 01:30 AM
TAfirehawk wrote:
Handling ONE target at a time has absolutely nothing to do with CROWD CONTROL.....that is single target control with CripplingShot.
It seems you folks here have the same mindset as the Devs....only MULTI-TARGET ABILITIES can be any part of CROWD CONTROL.....and my screaming doesn't seem to get this message across.
The Primary and Secondary Roles in the CU Docs talk exclusively about crowd control, but the only thing we have is a basic damage special in Full Auto Area.....it is totally disgusting the lack of Abilities we have that relate to our ROLE in combat.
TAfirehawk wrote:
Nekra wrote:
Please keep screaming I want the crowd put back in our control.. I heard on test center that certain carbs do AOE like commando weapons is this true?
if so which ones and awesome
Totally false what you heard.
XobaMajere wrote:
TAfirehawk wrote:
Nekra wrote:
Please keep screaming I want the crowd put back in our control.. I heard on test center that certain carbs do AOE like commando weapons is this true?
if so which ones and awesome
Totally false what you heard.
Actually I have a carbine on live that has radius 3 for damage. I can't tell you which one it is for sure because I dont use it (DPS was about 220, and i use 310+ DPS weapons)
The EE3 and it has been that way for 2 years and never worked for 2 years.
TAfirehawk wrote:
Handling ONE target at a time has absolutely nothing to do with CROWD CONTROL.....that is single target control with CripplingShot.
It seems you folks here have the same mindset as the Devs....only MULTI-TARGET ABILITIES can be any part of CROWD CONTROL.....and my screaming doesn't seem to get this message across.
The Primary and Secondary Roles in the CU Docs talk exclusively about crowd control, but the only thing we have is a basic damage special in Full Auto Area.....it is totally disgusting the lack of Abilities we have that relate to our ROLE in combat.
TA you are a carbineer after my own heart. Before the CU I had two seperate toolbars set up. One for solo encounters and group support against one target, the other when I was providing group support against numerous targets. Before the CU we had the tools available. After the CU how we could ever be a crowd control profession is beyond me.
Of course before the CU I also believed that carbineers were thefront line troopsof SWG. Considering that I could make the most of my profession against npcs, and with titles like "assaulter" and "infiltrator kinda helped reinforce that notion. But anyways.....
Any Idea why they took the tools of our trade away? Or is this all part of their great plan that hasn't really "worked as intended".
La-grange wrote:
TAfirehawk wrote:
Handling ONE target at a time has absolutely nothing to do with CROWD CONTROL.....that is single target control with CripplingShot.
It seems you folks here have the same mindset as the Devs....only MULTI-TARGET ABILITIES can be any part of CROWD CONTROL.....and my screaming doesn't seem to get this message across.
The Primary and Secondary Roles in the CU Docs talk exclusively about crowd control, but the only thing we have is a basic damage special in Full Auto Area.....it is totally disgusting the lack of Abilities we have that relate to our ROLE in combat.
TA you are a carbineer after my own heart. Before the CU I had two seperate toolbars set up. One for solo encounters and group support against one target, the other when I was providing group support against numerous targets. Before the CU we had the tools available. After the CU how we could ever be a crowd control profession is beyond me.
Of course before the CU I also believed that carbineers were thefront line troopsof SWG. Considering that I could make the most of my profession against npcs, and with titles like "assaulter" and "infiltrator kinda helped reinforce that notion. But anyways.....
Any Idea why they took the tools of our trade away? Or is this all part of their great plan that hasn't really "worked as intended".
Basically the CU is about halfway done in the oven right now, but at the same time our role in combat has changed some too.
The CU can become great, just a matter of how long it will take for the majority of things to be fixed.
And about the number of toolbars.. I have 4:
Single PvE - Target one PvE target, Specials
Crowd PvE- Not yet tested which attacks are the best (have 3 in my template) and one target stuff
BH / Duel - recovery stuff!!! And nice attacks too. But would need 3 lines for everything I want ^^
GCW PvP - recovery stuff!!! Just focused on other specials then last one and haveCrowd attack here just in case
Template MC, MM, MBH, Pistoleer 0001
Message Edited by MFuhge on 05-07-2005 09:02 AM