Carbineer Archive

Thread: -Rooted-

UniformMarshal
Mon May 09, 2005 5:34 pm
#14






Kakherot wrote:





UniformMarshal wrote:
Actually now that root breaks on any direct damage or dot, carbineer works better with Combat Medic and other ranged professions. I usually KD the mob then snare it, watch it get it's a$$ handed to it as it slowly walks toward my group (3 of us total), untill it dies with 2 shots at our feet.






I think you mean paralyze, which was a stasis (i.e. they couldn't do ANYTHING while in stasis, you can still heal and attack while rooted). Roots still don't break upon damage. Paralyze was meant to be an escape ability for medics.




No I meant root. Root = reduces your movement to 0. And the last time I went out hunting with a Master pistoleer with stopping shot his root broke after we shot the mob immediately, if not sooner. Most of the mobsI fight have no ranged attacks for a reason.




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TAfirehawk
Mon May 09, 2005 8:30 pm
#15

Yeah ROOT is not meant to break on damage.....but it has a short timer.


I love SNARE





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Trynian1
Mon May 09, 2005 9:31 pm
#16






TAfirehawk wrote:

Yeah ROOT is not meant to break on damage.....but it has a short timer.


I love SNARE







Try root, then when it starts to drop hit snare when it drops snare again. When the second snare drops root is about cooled down, then root again. Works pretty darn good.
TAfirehawk
Mon May 09, 2005 9:34 pm
#17






Trynian1 wrote:





TAfirehawk wrote:

Yeah ROOT is not meant to break on damage.....but it has a short timer.


I love SNARE







Try root, then when it starts to drop hit snare when it drops snare again. When the second snare drops root is about cooled down, then root again. Works pretty darn good.






Snare and then KD works perfectly in my template.....and I pickup Novice Doc instead of Pistoleer.


IF nothing else the CU helps broaden the options for styles of play....





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Chaind2f8
Mon May 09, 2005 10:05 pm
#18






TAfirehawk wrote:

Yeah ROOT is not meant to break on damage.....but it has a short timer.


I love SNARE








Try combining Root, Snare, and Knockdown attacks - you'll be one heck of a kiter. I can start off with Stopping Shot to root and then once that begins to fade I can Underhand Shot to Knockdown then nail them with an Kneecap Shot. Once the Snare wears off you should be able to KD the target again and snare once again - if not root.



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novafluxx
Tue May 10, 2005 3:34 am
#19



Coreena wrote:


Mild-Breeze-Trooper wrote:

Is there, BTW, a way to make this crapass post editor to either work in Firefox (can't submit) or not bloody show up as default. So that I can browse the forums with the webbrowser of my choice instead of using IE?




Same problem here.
Go to your Profile, Preferences I think, there you find the "Enable WYSIWYG editor" opption. disable it, and you get your old Firefox editor again, that works.


Totally OT but thanks!!



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Kakherot
Tue May 10, 2005 7:33 am
#20






UniformMarshal wrote:





Kakherot wrote:





UniformMarshal wrote:
Actually now that root breaks on any direct damage or dot, carbineer works better with Combat Medic and other ranged professions. I usually KD the mob then snare it, watch it get it's a$$ handed to it as it slowly walks toward my group (3 of us total), untill it dies with 2 shots at our feet.






I think you mean paralyze, which was a stasis (i.e. they couldn't do ANYTHING while in stasis, you can still heal and attack while rooted). Roots still don't break upon damage. Paralyze was meant to be an escape ability for medics.




No I meant root. Root = reduces your movement to 0. And the last time I went out hunting with a Master pistoleer with stopping shot his root broke after we shot the mob immediately, if not sooner. Most of the mobsI fight have no ranged attacks for a reason.







There is currently a known bug where root breaks on damage. Part of the coding from when they 'fixed' paralyze I'm sure. I've noticedthat nothing on Talus is attacking with range (where my guild city is). On Kashyyk, there are some snakes that have ranged attacks, and there are those monkey things you have to kill for the proton carbine quest. So there are MOBs that have it, they just don't seem tobe animating correctly. Maybe they just haven't changed any creatures other than the ones on Kashyyk.



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Phat_D_Har
Tue May 10, 2005 9:37 am
#21



Jyeoi wrote:

Stopping Shot for Pistols does not break on combat.





I'll have to check, but I'm fairly certain Concussion Shot from smuggler doesn't break either.



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bigpun44
Tue May 10, 2005 10:23 am
#22

no that shot from smuggler doesn't break and when I team with a master rifleman it is hella fun again to hunt but I use the carbines with the concussion shot and it is real nice.



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ManSquatch
Tue May 10, 2005 10:36 am
#23

This is speculation, but I strongly suspect that Roots will be getting a NERF in the near future. They can be very game breaking in PVP, especially for BH vs. Jedi.


I agree on the utility of snares though. Once I learned how to properly use my snares I have had a lot more fun with my carbines.





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TAfirehawk
Tue May 10, 2005 1:07 pm
#24






Chaind2f8 wrote:






TAfirehawk wrote:

Yeah ROOT is not meant to break on damage.....but it has a short timer.


I love SNARE








Try combining Root, Snare, and Knockdown attacks - you'll be one heck of a kiter. I can start off with Stopping Shot to root and then once that begins to fade I can Underhand Shot to Knockdown then nail them with an Kneecap Shot. Once the Snare wears off you should be able to KD the target again and snare once again - if not root.






There is no need for a ROOT, the SNARE and KD have the critter killed easily with my 600 Modified DPS E11 Mk.2


No sense to waste all those skill points....especially when I barely move or not at all and stuff dies so little need to kite





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Quandry
Tue May 10, 2005 5:02 pm
#25

I prefer snares myself. Roots are good when you need a sec to run and heal though. A bit unfun in pvp for the rooted also. Maby a root timer for pvp like they had for kd. At least that way we can still utilise roots in groups for high end pvp where they are kinda needed depending on the group.

Btw ta whats the base dps on your 600 modified Mk2 and how much speed you got when its all said and done if you dont mind me asking : )

Highest iv gotten mine is somewere around 560 but i dont have bh im master carbs and cm with a dab of pistols. The weapon has a base dps of 355 i believe.



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TAfirehawk
Tue May 10, 2005 5:37 pm
#26

All my weapons are listed in the STICKY POST


The E11 Mk.2 is 352.39 as I am in-game right now.....mod DPS is lower as I respec'd away from MBH for testing lower Accuracy and Speed.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

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