Carbineer Archive
Thread: OFFICIAL Carbineer Class Distinction Thread
i have to agree with the last couple of threads after mine(maeves mik-kael). I'm not sure how to make this crowd conrtol idea work but the idea of hitting one player hard and the others with less damage is only going to get you killed faster. I aslo agree with the statement that players that target the mind pool have a huge advatage over players that attack the health and action pools. Mostly because of buffing and the fact you need your mind to heal yourself. I know the devs are trying to make the carbine profession unique but maybe the best thing to do is to keep it simple.
Lower our ham
give us better defences
fix our specials
make out weapons more powerful
increase our acuracy
I'm going to wait a few months and see what happens but if you cant beat then join them.
I too like alot of these ideas, first in response to Nova's comment about root/snare being to close to posture down, Root is similar to to posture down, snare is in no way close to Posture down. Point blank Root stops movement all together, snare is a movement speed reducer, although some what similar from afar, not the same thing. The differance is very very pronouniced if use in game play, ie; a page from EQ ranger/druid classes , Snare is way more useful in along battle then a short lived 2 second posture down effect which the enemy gets up and comes for you at full speed, at least with snare you might live long enuff to get away.
Another issue is defense I agree we have no real melee defense, if get in a melee fight I help the mob kill myself with specials.
As far as being a crowd control class I've got no problem with that, although, i would like to see some damage increase atleast in a small amount, it's hard to squeeze 2k exp even off some of the Hardest mobs in the game. I don't want to be able to solo Kimagillas or anything here, but just to be able to hold my own to a reasonable level when I do solo. as it is now a TKA/Anyothermelee can kill 5 mobs of the same level to my 1. I'd like to see that increased to aleast 5 to 2.5 at least.
Maiko
Flurry
Personally I think carbineers should be an action-oriented combat class. Everything our specials do is geared around disabling a target either physically through it's action pool or through states like dizzy and blind and stun...actionshot, legshot, crippling shot, FA...etc
Yet our biggest drawback to all of these specials is the fact we keep getting hammered by these global combat nerfs like the KD and posture change.
Our highest damage special, CS, hits most often to the health bar which makes it almost impossible to use our action bleeds in combat effectively. In fact, I can't remember the last time it was practical for me to actually kill something through it's action bar...we are not able to control a single creature all that differently than any other prof, let alone crowd control.
I think our distinction should be the fact that we can disable a target. CS means crippling shot, yet it has no "crippling" ability to it at all. It's not a true actionshot, it has no posture change, and it has no state change associated with it. It's just a high-end health damage special and it really doesn't fit into our class even though it's our strongest special.
I don't so much mind the KD/posture change timer, but maybe what they need to do for carbineers is give usseperate timers for seperate specials, or even reduced timers like 15 secs instead of 30. We can pop an actionshot, then wait til it moves again, then pop a CS and maybe have it actually cripple the target again like it's name implies?
Hell for that matter I would be happy with CS even had it's own posture/Kd timer that was seperate from the other timers...that would give us the distinction of being a TRUE "control" proffession by letting us have 2 KD/posture changes in the same 30 secs everyone else gets 1.
We already have the highest HAM weaps, the worst damage range of our best AP weapon (which will suck once mitigation goes in), and we have really only one high-power special, CS...I think overall a pure carbineer is far weaker than a pure pistoleer and rifleman and I think getting a second Kd/posture change in the same 30sec timer would give alot of distinction without corrupting the whole timer principle.
Front liner
Area Affect Status stuff
Knockdowns and Posture changes to force people down and up.
Sucky damage
Really fast
Over 4th lvl skills spread a special cost decreasing mod.
Make us able to take some good damage.
Action Oriented.
Since its a game id think those with the big guns like riflemen are there for damage while we are there to help out while the pistol users get in close.
Short and sweet, I'll match that...
Speed is fine
Slightly higher dmg
Change CS to action pool.. legshot3
put us on par defensively between pistol and rifle
supression fire 2 should be ae kd
Nova's "pepper shot" at master, single target