Carbineer Archive
Thread: Master Carbineer/Master Doc Solo
Grimwrath wrote:Hiya,
Forgive me if my question seems a little newbish, but I quit the game for quite a while and am just starting back. My delima is basically that I love playing the healer for a group, but I want to try to avoid sacrificing my ability to solo when necesary.
With that said - By your best guesstimate, what would be the toughest thing I could solo as a buffed up Master Doc/Master Carbineer? I realize my damage output should be very respectable, but as this game is geared toward pets when it comes to damage mitigation, I'm afraid that I would be pretty limited in my solo ability . I would appreciate any advice that you guys could give me. and again, sorry for the newbness.... but I'm still somewhat in the dark
If you love playing the healer for a group, you might want to consider Combat Medic instead of doctor - we do have a better ability to heal than doctors do since we dont have to remain within 7M of our target, and AoE stims dont hurt either. Plus the poisons and diseases can help out quite a bit on larger mobs, especially when soloing ("Guide to Soloing Krayts" can be found in the CM forum, read it before you try it).
The only downside to CM is that it is not a dabbler friendly profession. You really need to either master it or skip it entirely. Also the poison/disease resources can be difficult (and expensive) to obtain depending on your server.
My template is: Master CM, 0440 Doc, 0302 Carbineer (for KD and Crippleshot). The 0440 doc will let me buff and resurrect others, I just cant make my own medicines. I am considering dropping doctor in favor of mastering Carbineer. Regardless of which you try, both CMs and Doctors work very well with carbines.
When you can buff all stats you can also get a NICE mind buff from a master musician (to cure encumbrance of mind) and a NICE one from a dancer, but the dancer buff only buffs (doubles) mind.
So then you've got the capability to get fully buffed very easily, get you some nice composite armor and you're set.
Having onehanded 3 (I think) will give you an easy and -working- dizzy hit that you can follow with chargeshot1 to put any two legged NPC mob out of business (exceptions being ultra ubers with dizzy resistances)
chargeshot1 is working "nicely" to pay us back for the brokenness of chargeshot2.
SnuggleFox wrote:
hey, if you need a better carbine i can sell ya mine. its really good.
869/869 quality (repaired 1 time)
3.0 spd (sliced)
acid dmg: 153-220
wound chance: 30.5%
ham cost: i think... 57/81/51
Wow- I never seen a person use a stocked DXR6
hey, if you need a better carbine i can sell ya mine. its really good.
869/869 quality (repaired 1 time)
3.0 spd (sliced)
acid dmg: 153-220
wound chance: 30.5%
ham cost: i think... 57/81/51