Carbineer Archive
Thread: Are carbineers pleased with the CU?
Well...the pre-CU notion of Carbineer was supposed to be crowd control. The post CU version of Carbineer (as seen on the diagram) is some crowd control, but it's on the damage dealing side of the crowd control bubble. This explains why it has some crowd control, but also some decent damage dealing. (Which I don't mind a bit) I don't want to sound like a broken record, but if you are more dedicated to crowd control than purely carbineer...pick up additional crowd control skills from other trees. The days of the "Pure Carbineer" (MC + BH carbines) has gone away. I personally don't understand why they gave pure crowd control to the pistoleers and smugglers, but they did. Just adapt and enjoy the game. Or do something drastic and cancel your account like others before you. (No offense, but this is the way it is.) ![]()
Yes, I'm quite pleased. I think the E5 and E11 Mk2 are really nice, and finaly we have some decent kinetic weapons. I like the change in weapons stats also.
Indirectly the armor, secondary stat, stimpack usage requirementsand pre-requisite skill changes has made all the ranged professions more equitable to the power of melee professions. Personally I was able to free up enough skill points to add Novice BH and the Carbine tree.
The new AOE attacks aren't as damaging, but it's worth giving up for all the other relative improvements and the focus on crowd control for them.
And Charge Shot is actually effective against something stronger than a Gnort. I knocked down stuff in DWB...which I couldn't belive. Several times no less, if you can believe it.
All in all, I would say CU was a measureable improvement on Carbineer.
Lorianna_Aliishyn wrote:
Yes, I'm quite pleased. I think the E5 and E11 Mk2 are really nice, and finaly we have some decent kinetic weapons. I like the change in weapons stats also.
Indirectly the armor, secondary stat, stimpack usage requirementsand pre-requisite skill changes has made all the ranged professions more equitable to the power of melee professions. Personally I was able to free up enough skill points to add Novice BH and the Carbine tree.
The new AOE attacks aren't as damaging, but it's worth giving up for all the other relative improvements and the focus on crowd control for them.
And Charge Shot is actually effective against something stronger than a Gnort. I knocked down stuff in DWB...which I couldn't belive. Several times no less, if you can believe it.
All in all, I would say CU was a measureable improvement on Carbineer.
What kinetic weapons are you talking about a carbineer can use? Nyms slugthrower? Isnt that alittle weak on dps.
The bottom line is until they restore some kind of area KD and at least fix suppression fire, I will not be the least bit happy with our situation as a"Strong (4) Position control,"Crowd Control profession, as the CU profession overview illustrates us to be. I can adapt to changes, but I refuse to go the "bend-over and go with the flow" kind of route in a situation such as this.
samijx wrote:
Well...the pre-CU notion of Carbineer was supposed to be crowd control. The post CU version of Carbineer (as seen on the diagram) is some crowd control, but it's on the damage dealing side of the crowd control bubble. This explains why it has some crowd control, but also some decent damage dealing. (Which I don't mind a bit) I don't want to sound like a broken record, but if you are more dedicated to crowd control than purely carbineer...pick up additional crowd control skills from other trees. The days of the "Pure Carbineer" (MC + BH carbines) has gone away. I personally don't understand why they gave pure crowd control to the pistoleers and smugglers, but they did. Just adapt and enjoy the game. Or do something drastic and cancel your account like others before you. (No offense, but this is the way it is.)
Message Edited by Rabidmutt on 05-14-2005 03:53 AM
Rabidmutt wrote:Like TA, I'm not very happy that our profession doesn't live up to the intended "Crowd Control" specialty. Of all professions with the roots and stat applying abilities, we have none of those post CU. One single snare and an area snare that's, to my knowledge, still busted. That's it. If they Add in an area KD as a master special, bring back the random application of states on FAA, make supression fire work properly, then I'll be much, much, much happier.As far as the whole "not being able to use all the carbines as a M. Carbineer" thing, I don't mind not having access to all the carbines, but it'd be nice if the E11 Mark 2 had some kind of elemental proc or something special to make it unique and special for our profession (though, this isn't as big of a concern for me as the specials I've previously talked about).
/agree I ended up taking pistoleer 0003 for a root with my template.
Was MBH/Master carb/Nov Medic before the CU Now MBH/M Carb/Pistoleer0003 (still master marksman too the acc and speed bonuses in that master box rock)
What I AM happy about is how devestating a BH/Carbineer is now compared to pre CU.
I really had to struggle to get a kill pre CU, andf that was WITH an exceptional Carbine :/ Now? well I just killed 4 rebels in theed while only losing about half my health, and they weren't complete n00bs either, and they'd just trashed a rifleman/BH from my guild(which was why I was porting in, sadly I couldn't go overt in time to save him (darn 30 sec timer
Carbineer is MUCH better post CU, damage dealing wise, but to be honest I'd take a hit in damage to have our crowd control abilities returned :/
hmmmm...Im MBH/ Mcarbineer/ 0400 cm and I havnt lost a duel yet.....it rulz in all around PVP and its awesome for hunting jedi...Of course this is not all carbines but the proton carbine helps carbineer big! So if you find carbines lacking a bit definately mix it with MBH its a whole different ball game...
Although im sure most carbineers are MBH alrdy...just thought I would throw that out there......
Soljin wrote:hmmmm...Im MBH/ Mcarbineer/ 0400 cm and I havnt lost a duel yet.....it rulz in all around PVP and its awesome for hunting jedi...Of course this is not all carbines but the proton carbine helps carbineer big! So if you find carbines lacking a bit definately mix it with MBH its a whole different ball game...
Although im sure most carbineers are MBH alrdy...just thought I would throw that out there......
I know how the poison etc is with that temp, how's your healing power?
Someone find the bola!
Ryubushi wrote:
I'm pleased with how carbineer works now.I tried a little carbineer before the CU, and the HAM costs killed me. The old saying I'd heard carbineers use was very true, "I can kill me faster than you can kill me."Post-CU, I picked up novice carbineer again, and it's working much better. My main character is Master commando/MBH/carb. 0400, and I wish i had more skill points to put into this profession (I'm master commando for life with that character, and I have MBH purely for the proton carbine).But, I was so impressed with how carbineer works now that I made a new character on another server with the expressed purpose of going Master Carbineer. I'm 1211 there now, and loving it.
The carbineer vets may disagree, and they probably know much more than I, but post-CU, carbineers came out pretty good, in my opinion.
Yeah, carbineer is "pretty good" as far as it matches up in combat with DPS, but with the lack of sufficient "crowd control," the profession becomes rather bland. All it takes is a couple alterations and Carbineer could be something that actually lives up to being a "Strong (4) Position Control" profession.