Carbineer Archive
Thread: Offical Carb info released, check here
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Pheniox24
Tue Mar 29, 2005 6:42 pm
#1
http://starwarsgalaxies.station.sony.com/combat_upgrade/
Carbineer
Primary Role: Medium Range Crowd Control (Position Control)
Secondary Role: Medium Range Area Effect Damage Specialist
Offense: Strong (4)
Defense: Minimal (1)
Crowd Control: Strong (4)
The Carbineer is a medium range control specialist. He or she has potent abilities to keep targets at a distance and reduce their combat effectiveness. The Carbineer also has powerful Area Cone attacks allowing them to effectively fight groups of targets. Once an opponent is able to close with the Carbineer however they're quite vulnerable.
Profession Mixing Tip: Carbineer crowd control skills are specialized in controlling an opponent's position. Slowing an opponent's movement speed and pushing them back away from the Carbineer are potent abilities for controlling the flow of combat. These abilities combined with fairly strong offensive abilities, particularly when faced with a group of opponents, leave the player with a very potent set of skills. Adding additional ranged skills from other professions only increases a Carbineer's power and options on the battlefield. An alternative template combination may be to add one of the more defensive professions for a well rounded combat character.
Carbineer
Primary Role: Medium Range Crowd Control (Position Control)
Secondary Role: Medium Range Area Effect Damage Specialist
Offense: Strong (4)
Defense: Minimal (1)
Crowd Control: Strong (4)
The Carbineer is a medium range control specialist. He or she has potent abilities to keep targets at a distance and reduce their combat effectiveness. The Carbineer also has powerful Area Cone attacks allowing them to effectively fight groups of targets. Once an opponent is able to close with the Carbineer however they're quite vulnerable.
Profession Mixing Tip: Carbineer crowd control skills are specialized in controlling an opponent's position. Slowing an opponent's movement speed and pushing them back away from the Carbineer are potent abilities for controlling the flow of combat. These abilities combined with fairly strong offensive abilities, particularly when faced with a group of opponents, leave the player with a very potent set of skills. Adding additional ranged skills from other professions only increases a Carbineer's power and options on the battlefield. An alternative template combination may be to add one of the more defensive professions for a well rounded combat character.
Pheniox24
Tue Mar 29, 2005 6:45 pm
#2
The Carbineer is a medium range control specialists. He has potent abilities to keep targets at a distance and reduce their combat effectiveness. The Carbineer also has powerful area cone attacks allowing him to effectively fight groups of targets. Once an opponent is able to close with the Carbineer however he is quite vulnerable.
Abilities:
Action Shot - Attack that decreases Action Ability points
Improved Leg Shot - Higher damage Action pool attack
Advanced Leg Shot - Highest damage Action pool attack
Scatter Shot - Ranged attack that hits two random pools
Improved Scatter Shot - Scatter Shot with increased damage
Crippling Shot - Slows down target move speed
Improved Crippling Shot - Crippling Shot with higher movement speed reduction
Suppression Fire - Pushes targets in cone back
Improved Suppression Fire - Suppression Fire with increased cone area
Advanced Suppression Fire - Suppression Fire with largest cone area
Full Auto Area - AE cone attack
Improved Full Auto Area - Full Auto Area with increased damage
Charge Shot - Ranged attack with possible knockdown
Improved Charge Shot - Charge Shot with increased knockdown
Abilities:
Action Shot - Attack that decreases Action Ability points
Improved Leg Shot - Higher damage Action pool attack
Advanced Leg Shot - Highest damage Action pool attack
Scatter Shot - Ranged attack that hits two random pools
Improved Scatter Shot - Scatter Shot with increased damage
Crippling Shot - Slows down target move speed
Improved Crippling Shot - Crippling Shot with higher movement speed reduction
Suppression Fire - Pushes targets in cone back
Improved Suppression Fire - Suppression Fire with increased cone area
Advanced Suppression Fire - Suppression Fire with largest cone area
Full Auto Area - AE cone attack
Improved Full Auto Area - Full Auto Area with increased damage
Charge Shot - Ranged attack with possible knockdown
Improved Charge Shot - Charge Shot with increased knockdown
TAfirehawk
Tue Mar 29, 2005 7:23 pm
#3
Pheniox24 wrote:
The Carbineer is a medium range control specialists. He has potent abilities to keep targets at a distance and reduce their combat effectiveness. The Carbineer also has powerful area cone attacks allowing him to effectively fight groups of targets. Once an opponent is able to close with the Carbineer however he is quite vulnerable.
Abilities:
Action Shot - Attack that decreases Action Ability points
Improved Leg Shot - Higher damage Action pool attack
Advanced Leg Shot - Highest damage Action pool attack
Scatter Shot - Ranged attack that hits two random pools
Improved Scatter Shot - Scatter Shot with increased damage
Crippling Shot - Slows down target move speed
Improved Crippling Shot - Crippling Shot with higher movement speed reduction
Suppression Fire - Pushes targets in cone back
Improved Suppression Fire - Suppression Fire with increased cone area
Advanced Suppression Fire - Suppression Fire with largest cone area
Full Auto Area - AE cone attack
Improved Full Auto Area - Full Auto Area with increased damage
Charge Shot - Ranged attack with possible knockdown
Improved Charge Shot - Charge Shot with increased knockdown
Not sure where you got these Abilities as being Official, because they aren't posted.....or they were posted and now are not....
But that does look correct for the Abilities, but without the skill tree with Ability location, mods and weapon certs it won't make full sense yet.
Pheniox24
Tue Mar 29, 2005 7:52 pm
#4
i got it in the site somewhere, was digging for several minutes frantically
Quandry
Tue Mar 29, 2005 8:31 pm
#5
Id like to know how the stat effects are going to fall into play for us. And some over all in genral example of their combat phases. This wind up and cooldown has me concerned....
What are we doing in the process wile winding up and cooling down.
Assuming that in the new system we cannot "spam" specials as a croud controle class i fear we will be enguaging targets with our cones but cannot effectivly maintane a volly of fire on all of them.
What are we doing in the process wile winding up and cooling down.
Assuming that in the new system we cannot "spam" specials as a croud controle class i fear we will be enguaging targets with our cones but cannot effectivly maintane a volly of fire on all of them.
TAfirehawk
Tue Mar 29, 2005 8:41 pm
#6
Quandry wrote:
Id like to know how the stat effects are going to fall into play for us. And some over all in genral example of their combat phases. This wind up and cooldown has me concerned....
What are we doing in the process wile winding up and cooling down.
Assuming that in the new system we cannot "spam" specials as a croud controle class i fear we will be enguaging targets with our cones but cannot effectivly maintane a volly of fire on all of them.
Load up TC and give it a try as soon as the server comes up
Sylow
Wed Mar 30, 2005 4:06 am
#8
Pheniox24 wrote:
The Carbineer is a medium range control specialists. He has potent abilities to keep targets at a distance and reduce their combat effectiveness. The Carbineer also has powerful area cone attacks allowing him to effectively fight groups of targets. Once an opponent is able to close with the Carbineer however he is quite vulnerable.
Abilities:
Action Shot - Attack that decreases Action Ability points
Improved Leg Shot - Higher damage Action pool attack
Advanced Leg Shot - Highest damage Action pool attack
Scatter Shot - Ranged attack that hits two random pools
Improved Scatter Shot - Scatter Shot with increased damage
Crippling Shot - Slows down target move speed
Improved Crippling Shot - Crippling Shot with higher movement speed reduction
Suppression Fire - Pushes targets in cone back
Improved Suppression Fire - Suppression Fire with increased cone area
Advanced Suppression Fire - Suppression Fire with largest cone area
Full Auto Area - AE cone attack
Improved Full Auto Area - Full Auto Area with increased damage
Charge Shot - Ranged attack with possible knockdown
Improved Charge Shot - Charge Shot with increased knockdown
Hmm... this looks like less AE attacks than we have now... hope the AE-information is just missing on some specials, otherwhise i'll miss that a lot...
GarVa
Wed Mar 30, 2005 6:59 am
#9
This information is not on our site so not sure where you got it, but you will be able to see the actual skill trees and such once the TC with CU testing on it goes live (probably sometime today
)
Envoy3113
Wed Mar 30, 2005 10:31 am
#10
But do debuffs AKA crowd control stack? For instance multiple pool draining attacks to help 'freeze' an NPC/PC from executing any specials on a regular basis, or is the cool down time going to negate this and draw the timer across multiple profession specials?
Having one person maintain a heavy crowd control role inside a group, would as I see it, free the rest from needing to do anything other than taunting and or damage output. Carbs having a moderate offensive capability would seem to more than qualify as a good pair with smuggler for all out situational control, low defence being the drawback. Would seem good in a group, but I don't have half the info nor tinkering to really know.
It seems however that there will be just as much a benifit to go extreme to one side or another as there would be to create a more balanced character. I read the profession schematic as offering direct links through ajacent and even some opposite professions. Where stacking professions will 'unlock' other abilities, is this a proper understanding? And is it dynamic or more focused as to what professions provide the extra kick?
TAfirehawk
Wed Mar 30, 2005 10:35 am
#11
Envoy3113 wrote:
But do debuffs AKA crowd control stack? For instance multiple pool draining attacks to help 'freeze' an NPC/PC from executing any specials on a regular basis, or is the cool down time going to negate this and draw the timer across multiple profession specials?
Having one person maintain a heavy crowd control role inside a group, would as I see it, free the rest from needing to do anything other than taunting and or damage output. Carbs having a moderate offensive capability would seem to more than qualify as a good pair with smuggler for all out situational control, low defence being the drawback. Would seem good in a group, but I don't have half the info nor tinkering to really know.
It seems however that there will be just as much a benifit to go extreme to one side or another as there would be to create a more balanced character. I read the profession schematic as offering direct links through ajacent and even some opposite professions. Where stacking professions will 'unlock' other abilities, is this a proper understanding? And is it dynamic or more focused as to what professions provide the extra kick?
There are no 'unlock' abilities to my knowledge, that would in essence be an elite-elite prof then.
Envoy3113
Wed Mar 30, 2005 10:35 am
#12
Just read the comments about the elite-elite stacking in the other thread
TAfirehawk
Wed Mar 30, 2005 10:36 am
#13
Envoy3113 wrote:
Just read the comments about the elite-elite stacking in the other thread
I posted it here for your viewing pleasure as well
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