Carbineer Archive

Thread: Stacking (and Improving) Bleeds

Zarqon
Mon Jan 12, 2004 9:56 am
#14

Speaking of bleed tips, I thought Imight share mine. I usually go prone or kneeling then fire both bleeds as my free shots before I'm noticed, Improving the bleeds if need be. Then I quickly hit /peace. If done within your free shots you can end the combat with the creature having a bleed. You wait the bleed timer, and as the first bleed actually does damage, the creature will charge you normally. This technique is good for a several things. Firstly it allows for more damage from the bleeds without the creature beeing able to strike you back, and then you can use it to pull a creature from a herd of social creatures without also getting all the others. Of course you have to becareful withactionshot2 for this as it has an area effect.


I do have a problem with carbineer specifically though. I have tried rifleman, and that was good because you go a lot of damage so you can focus on killing the creature with mind hitting specials. Pistoleer was good because even though you don't use specials all the time you hit the bleed pool (health) most of the times, but with carbine I find that I bleed the action pool while hitting the health pool with my shots as legshot is too weak to be used effectivly against heavier creatures. This means that I waste a lot of time hitting a bar that will not kill the creature.


Have you guys found a good solotion to this?





--------------------------------------------
Karon Oblodra, Dark Jedi
Azeth Ata, Master Bounty Hunter
Terossk, Trandoshan Warrior
Guildleader of MDU

mcglonec
Mon Jan 12, 2004 12:40 pm
#15






Zarqon wrote:

I do have a problem with carbineer specifically though. I have tried rifleman, and that was good because you go a lot of damage so you can focus on killing the creature with mind hitting specials. Pistoleer was good because even though you don't use specials all the time you hit the bleed pool (health) most of the times, but with carbine I find that I bleed the action pool while hitting the health pool with my shots as legshot is too weak to be used effectivly against heavier creatures. This means that I waste a lot of time hitting a bar that will not kill the creature.


Have you guys found a good solotion to this?







Yeah, that's a tough part of being a carbineer. In PvE, it can be somewhat of a hindrance. The best part of leg shot is that it's very fast (as opposed to scatter shot/crippling shot/burst shot). Therefore, even though leg shot doesn't do as much damage, you can fire it so fast that you can make up for it. The biggest downfall of this strategy is that leg shot uses up more mind than any other special we have - even if you've got a mind buff, using up a lot of mind with each shot and firing at the speed cap, you're going to puta nice dent in your mind pool. Honestly, I only use action shot if I want a posture change - or if I'm taking on something especially nasty and need to bleed it and run.


In PvP, the action bleeds can be a little more useful. In most cases, specials use more action points than anything else. So, by bleeding someone else's action pool, you're damaging the same pool that they take the most damage to when doing a special. That can be dangerous for whomever you're fighting. Keep shooting with leg shot and you might make them a little gun-shy to spam specials in fear that their action pool might vanish.


But, yes, I agree with you. If leg shot 3 did more damage than leg shot 2 or crippling shot targetted action directly, this problem probably wouldn't exist. However, that's just not the case. As it is now, I use Action Shot 1 and 2 for nothing more than a posture change and I destroy the target's health bar with crippling shot.





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mcglonec
Mon Jan 12, 2004 2:52 pm
#16

I thought this was a rather obvious point, but the last post lead me to believe that perhaps it is not. Bleeds have little impact on short fights. Face it, you can do 3000+ damage with one shot of crippling shot and only about 1000 damage with a bleed from Action Shot 2. Here's what it looks like if you're using Action Shot 1 and 2 for the bleed damage.


What happens if the target creature is killed in 15 seconds or less? Absolutely nothing- the target will have died before the bleed did anything at all. In essence, you'll have accomplished nothing but to waste an attack.


Now what happens if the cerature is killed in 15-30 second? Well, in that case, you'll get one bleed in there. So, if you did 800 damage with your bleed shot, you'll have done 800 damage.


You can see where this is going, but what happens if the creature is killed in 2 minutes? In 2 minutes, you'll have inflicted 8 bleeds for 6400 damage - and all that from just one attack.


Bleeds can be devastating if given time to operate. However, if you're packing enough firepower to take down the target quickly, by all means do so. The bleeds are most useful on large creatures with giant HAMS or lots of armor that take a long time to take down.



As far as opening with Action Shot 1 or 2, I used to, but I never do that any more. If you go prone, you get 4-6 shots for free (depending on your speed). If you open with a posture change, you're just wasting it. Think of what happens if you open with Action Shot 1...


You go prone and fire Action Shot 1. The target drops to 1 knee and begins bleeding. You continue to fire away with some other special to do damage (let's say crippling shot). After 6 shots, the creature has recovered, knows where you are, and comes running. Of course, you've just used your posture change so, unless you've got charge shot waiting, you've got no way to stop the beastie.


Now, what happens if you hold that shot? Well, go prone and start firing crippling shot. After about 4 shots, the creature knows where you are and comes running. Now nail it with Action Shot 1. Bam! Just like that, you've stopped the onrushing creature in its tracks and it drops to one knee. Now, continue firing crippling shot until the creature manages to get back to its feet and come at you (note that the creature will get to its feet and stand there for a while before coming at you). Once that creature starts charging again, hit it with Charge Shot to knock it down and go right back to crippling shot. Use this time to back away from the target.


By the time the creature gets up and can come back after you, you can use Action Shot to posture change it again - if it has managed to live this long, that is.



Plain and simple, bleeds are only good for damage in long fights. In short fights, they're useless. Use Action Shot for the posture changes in such fights, not for the bleeds.





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NJ_Ragman
Tue Jan 13, 2004 1:37 am
#17

Guys, there's a tactical error in your opening shots.

Rather than open with AS1/2

Hold off on those.

This is the "how i took down 3 piket plainswalkers before they reached me tactic"

Range: 64m
/prone
3 piks bunched in range.
Target one.
Begin attack -
/fullautoarea2
Spam this as much as needed. Once you see the pikets take notice of you, they will make a funny little animation, like they're stomping the ground with their front legs.
This signal is something all mobs do, but the animation may be different for each mob type. So don't expect a bol to do the same thing.
The mobs will then begin their charge.
/actionshot2
Hit them with the aoe action shot. don't worry about bleeds. Your intention here is to cause posture down on each mob. If successful....
/fullautoarea2
spam again until they drop. You should be able to take them all down before they get within striking distance of you.



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Sau'Rai Luess
"Smile" They said. "It could be worse"
So I did, and it was.

NJ_Ragman
Tue Jan 13, 2004 2:40 pm
#18

well said mcglonec.
Same basic idea as my post, just more detailed explanation. Thankyou



--
Sau'Rai Luess
"Smile" They said. "It could be worse"
So I did, and it was.

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