Carbineer Archive
Thread: Hmm, Anti-FOTM templates.
MSL / MCarb / 0134 pistols here.
Nets you burst shot (stun), quickdraw, and improved stopping shot (root) from pistols. Volley fire actually works now to the tune of increased accuracy vs the mob you are calling it on and a roughly 15% damage increase. Group TN is great for all the people that are squeezing every last drop outta their templates, and I just love to harrass people through system messages. Rally and steady aim are good assets for the accuracy and defensive mods, albeit a little short lived for my taste, accuracy does more damage the higher over your targets defence you are, so it never hurts to have more of it.
The intimidator and the Mk.II are what I'm carrying atm, managed to get my hands on a real nice low action Mk.II that is only slightlyhigher in that arena than the intimidator, but the pistol does look mean when I'm just messin around.
I don't have all the stats off hand but 1vs1 I've only been beat by jedi high in the defender tree, if synthsteak was working I could prolly put up a real good scrap.
I did not Respec to Master Crabiner...but i am learning it thru trial and error. I have found out it works very well with my Master Commando. Our FT is a range of 25m. But most of the of my other Hvy weapons have a range of 64m. I feel it (we in the Commando community dislike dabblers too) I owe it to the prof and myself to work for it.
TAfirehawk wrote:
Still don't see anybody trying my anti-FotM template.....see sig for details![]()
lmao...my Anti-FotM template is Mcarbs/Architect
Bennyboy4308 wrote:
Carbineer/Commando sounds cool. Use carbine (dxr6 even b/c of extended range) to open up with crippleshot, chargeshot and stopping shot.
What stopping shot? Commando doesn't get any root-state shot, neither does commando.
Message Edited by Erahth on 05-03-200502:28 PM
Message Edited by Erahth on 05-03-2005 02:28 PM
Gendail wrote:
Still don't see anybody trying my anti-FotM template.....see sig for details
Funny you should say that. That's the exact build I've been playing the most, MC/MCH/MS. Been having a ton of fun with it. Once you learn how to get your pets to keep agro, you just sit there and keep the target on the ground and snared. I just respecced to the FOTM just to try it out but I won't be keeping it I don't think. My hearts always been with CH since launch day and I think I really like the addition of carbines with it. Yeah I know I'm a glutten for punishment heh.
Honestly I didn't play with my pets too much....after the great stat nerf.....
I am trying a mix of BH/Pistoleer/Medic with my Master Carbineer now that I looked at while on TC-EP3.
To me its all about what you want your character to be. My guy is a Commando/Carbineer with x4xx BH. he can survive on his own, hit hard and quick, and really help in a jam, and then read my characters bio (in profile) Its all about what you want your character to be. the CU really opened this up for us
Nathanielstarr wrote:
Carbines are definetly improved from pre-CU. You still need to mix it with BH but at least it's playable now.
LIES!!![]()
I eat BH as a tasty in-between meals snack. The best thing to come out of the CU is that you don't NEED to take any specific combination of professions to be effective.
I plan on MBH/MCarbs/0/4/0/4 Pistols....Right now I am at MBH 0/2/3/4 Carbs and 0/3/0/3 pistols....I seem to kick arse solo or in a group...............of course my opnion is biased..........
Mcarbs gives you some really great seed and acc. mods when using carbines as a BH...............
Message Edited by cleekjc on 05-03-2005 07:32 AM