Carbineer Archive

Thread: Questions about CU combat/Carb skills from a Vet but CU-combat noobie. =)

walcyradiant
Tue Sep 06, 2005 3:28 pm
#1


Since CU I've just crafted and once a month I'll play my jedi for 30mins before giving up. I just haven't grasped CU combat I think. The various timers/delays for skills. Some timers quicker than others, so should alternate skills and such. I also understand the situation determines the skills to use, but I just am clueless for combat right now. I've been reading forums in carb/bh for a few days now and still haven't found an overall faq/thread that covers CU combat basics like this... help me. =)


I'm looking at doing just pve for now to get used to the rythme of CU combat/skills etc. So should I just alternate hitting a couple different dmg skills on the toolbar or will a nice little macro work? What time delay should I use? I'm used to pre-CU combat macros myself and not sure what the delay w/ the odd speed mods w/ CU would be.


How important are states on creatures/npcs for fighting? From what I've seen w/ jedi getting a 10% bonus to dmg (if I'm recalling what some states did), for example, just wasn't worth it and should stick to the high end dmg skills.


Already got the foods and pups, and dropped tons of money on a rather nice dmg/sac capped carbine. I was told 1.38 was the speed cap I guess, no matter the speed sea's etc, they wouldn't help. I bought some anyways. Still looking for defense sea's since those look like they'd help a ton (only 40def at master?) and of course accuracy (kinda understand accuracy vs defense).


Any links, advice, basic generic noob answers minus the sarcasm unless you feel the need... would be greatly appreciated. I reactivated my 2nd account and respec'd bh/carb/cm0001, working up to cm0004 now, and looking forward to enjoying combat again. Been awhile, but burnt out on crafting and combat is just what this game is centered around. =)



Walcy

Back visiting during a free trial.

Last account cancelled as of 12/1/05
Thanks for the memories.
walcyradiant
Thu Sep 08, 2005 8:21 pm
#2

Well people have looked at this thread but no comments?


How about links?


Or answer this... during combat are you using macro'd combos or just hitting toolbar keys and hope the order/speed is efficient? Do you use any default combat skill (not asking which, just wondering if none is better than going w/ one)?





Walcy

Back visiting during a free trial.

Last account cancelled as of 12/1/05
Thanks for the memories.
Trebonious
Thu Sep 08, 2005 8:36 pm
#3

People probably haven't answered the thread because it's a VERY general question and it's hard to decide how to approach it.

I personally don't use combat macros. Some people use combat macros to warn them when a cool-down is about to end (for example on pistoleer's stopping shot) and sometimes people need macros for knockdown recovery to get around the current bugginess of that ability. But for straight-up combat, I don't even touch macros. For that matter, I'm not a big fan of default attacks either, although some people are and I'm sure they'll speak up for it.

As for your standard attack sequence, commonly accepted wisdom post-CU is that it is much better to alternate damage attacks than continuously spam one attack. For carbineers, the damage combo is typically Legshot - Scatter Shot or Legshot - Rapidfire. If you happen to be BH as well, you would probably go Legshot - Critical shot. That's for damage. Carbineers do a lot more than damage, so you'll want to consult your specials' descriptions. Make use of Charge shot for knock downs and Crippling shot for snares. With a combination of these two skills, you can easily control your targets in PvE and keep them at the range you want them. Those are just very general tips. If you want to know more, perhaps more detailed questions will help us narrow down our answers?



St. David II

Master Carbineer

Sylow
Fri Sep 09, 2005 4:55 am
#4

Yea... the question is too wide... answering it would be a good test if the forum system has a limit on how long a single posting is allowed to be.


There are some nice guides around, for any remaining questions i would suggest to ask more specifically, will make it much easier for us to answer them.








Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
Narrganocca
Fri Sep 09, 2005 11:49 am
#5

I am a big fan of alternating damage, and I absolutly despise macros..I did before the CU too. I think the post CU combat is much more engaging than it was pre CU. Before you could load up the combat queue and walk away for a soda or dinner. Now you gotta be concious about what you are doing. My advice is to load your two row toolbar up with all the different specials you have and do some PvE experimentation.


As a carbineer/BH your power is not only in damage shots, but also in state effect shots. Critters, NPCs and players take more damage when they are KD, and you have 3 KD attacks available to you, charge shot (the most powerful, almost always works), underhand shot (second powerful) and firearm strike (works maybe 40% on high end MOBs). I would use these as starting points and work damage shots in while your target is down. Since you have some CM your healing is decent without stim packs, so I wouldn't worry too much about applying state effects like blind, dizzy and stun to creatures, although NPCs and PvPers definately need to have these applied to them. These are your BH specials (I cant remember thier names, but check the BH boards for info on these). Snares are awesome for keeping distance (crippling shot and electrolyte drain (CM)).


You have several damage attacks: Critical shot (BH) leg shot (carbine) raid fire (carbine) and scatter(carbine) scatter shot may not be a great special though depending on who you ask..I can see where in PvP it would be nice if someone has only say a helmet and chest armor on.


In short try alternating between low damage state attacks and high damage attacks. Also DO NOT spam one damage attack, the cool down timers will reduce your effectiveness incredibly. Once you find attacks you like, keep them on your toolbar and lose the others. Remember to keep your KD, dizzy, blind and stun recovery on your toolbar too.


Oh and one last thing, do yourself a favor, delete your jedi





Fear leads to anger, anger leads to stress
stress leads to doobies, doobies lead to twinkies
walcyradiant
Fri Sep 09, 2005 1:53 pm
#6







Narrganocca wrote:

Oh and one last thing, do yourself a favor, delete your jedi






Oh I could never do that. You realize how vaulable those 10 lots I get are? =)


And thank you everyone for your responses. I understand I was being rather vague/general in my questioning, but your responses were more than helpful and just what I was looking for. Now I can play some w/ a little understanding of CU combat and test on my own... then I'll be back w/ specific questions. Thanks again. =)

Message Edited by walcyradiant on 09-09-2005 01:55 PM



Walcy

Back visiting during a free trial.

Last account cancelled as of 12/1/05
Thanks for the memories.
TAfirehawk
Fri Sep 09, 2005 3:37 pm
#7






Narrganocca wrote:

I am a big fan of alternating damage, and I absolutly despise macros..I did before the CU too. I think the post CU combat is much more engaging than it was pre CU. Before you could load up the combat queue and walk away for a soda or dinner. Now you gotta be concious about what you are doing. My advice is to load your two row toolbar up with all the different specials you have and do some PvE experimentation.


As a carbineer/BH your power is not only in damage shots, but also in state effect shots. Critters, NPCs and players take more damage when they are KD, and you have 3 KD attacks available to you, charge shot (the most powerful, almost always works), underhand shot (second powerful) and firearm strike (works maybe 40% on high end MOBs). I would use these as starting points and work damage shots in while your target is down. Since you have some CM your healing is decent without stim packs, so I wouldn't worry too much about applying state effects like blind, dizzy and stun to creatures, although NPCs and PvPers definately need to have these applied to them. These are your BH specials (I cant remember thier names, but check the BH boards for info on these). Snares are awesome for keeping distance (crippling shot and electrolyte drain (CM)).


You have several damage attacks: Critical shot (BH) leg shot (carbine) raid fire (carbine) and scatter(carbine) scatter shot may not be a great special though depending on who you ask..I can see where in PvP it would be nice if someone has only say a helmet and chest armor on.


In short try alternating between low damage state attacks and high damage attacks. Also DO NOT spam one damage attack, the cool down timers will reduce your effectiveness incredibly. Once you find attacks you like, keep them on your toolbar and lose the others. Remember to keep your KD, dizzy, blind and stun recovery on your toolbar too.


Oh and one last thing, do yourself a favor, delete your jedi








To clear one thing up.....you can't stack KD's so using more than one is pointless.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Narrganocca
Tue Sep 13, 2005 2:04 pm
#8

TA, I think you misunderstood what I was talking about with the KD's


I didn't mean you could stack them, but I have found that 1 KD attack, say charge shot works almost 100% of the time on one MOB, but for a second time on that same MOB, it works maybe 50%...It seems to me that if I KD with charge shot, then on the same MOB after it gets back up, KD with underhand or firearm strike, I can KD the same MOB twice.


My new character on Starsider is MC/MCM/ pistoleer 0400 and I keep both firearm strike and charge shot in my toolbar





Fear leads to anger, anger leads to stress
stress leads to doobies, doobies lead to twinkies
RifleWookie
Thu Sep 15, 2005 6:07 pm
#9

Its probably because you are trying to KD them twice within 30 seconds, you can only KD them once every 30 seconds.



Glane Dustwalker - Officer

Aerias Dustwalker - Structures Crafter
Vendors in New Rue, Tatooine, DDS Inc.
TAfirehawk
Thu Sep 15, 2005 6:15 pm
#10






RifleWookie wrote:
Its probably because you are trying to KD them twice within 30 seconds, you can only KD them once every 30 seconds.






QFE


Charge Shot works nearly 100% of the time, whenever the Immunity Timer is done.


I have Underhand Shot but it doesn't work nearly as often as Charge Shot......no reason to put any other KD on the toolbar



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Narrganocca
Fri Sep 16, 2005 6:37 am
#11

I didnt realize KD had a 30 second timer, that is good to know, I think I will lose firearm strike then since it fails more often. Give me an open slot for stim packs or something.



Fear leads to anger, anger leads to stress
stress leads to doobies, doobies lead to twinkies
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