Carbineer Archive
Thread: Master carbineer and pistoleer going togeter?
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MTOCatalog
Wed Jul 13, 2005 5:00 am
#3
BadgerSmaker wrote:
Send my congratulations to the happy couple.
Short_Timer
Wed Jul 13, 2005 5:22 am
#5
How could you betray me like that????
I thought we had an "understanding"..................... 
BadgerSmaker
Wed Jul 13, 2005 5:44 am
#6
Ithilkir wrote:
Badger... they're not talking about us are they? o_O
Short_Timer wrote:
How could you betray me like that????
I thought we had an "understanding".....................
Warmaker01
Wed Jul 13, 2005 6:16 pm
#7
Master Carbineer + Master Pistoleer goes pretty nicely together.
Pros:
+ Top Certifications in Battle & Recon Armor types.
+ Carbineer's Impr.Crippling Shot... best ranged snare.
+ Pistoleer's Adv.Stopping Shot. Still a great root. Unlike Smuggler's Concussion Shot, this does not break upon damage.
+ Pistoleer's Intimidate Shot. Doesn't land the state all the time, but with the fast speed of Carbines & Pistols, this isn't a problem to have follow-on shots make up for it.
+ Pistoleer + Carbineer = One of the possible Area Attack Machines! Full Auto Areas & Suppression Fires provide the widest area attack arcs in the game. FAA does only damage, while Suppression Fires provide a short lived Snare over the whole area (but has a quick cooldown timer). Pistoleer's Fan Shots have a tighter cone as it's area of attack. Not great, but still very viable. What makes this great is that FAA and Fan Shot (Pistoleer) or Spray Shot (BH) are on seperate timers. You can use FAA and then switch to either a readily available Fan Shot or Spray Shot. Once F.Shot or S.Shot is fired, FAA will be right about ready. Very excellent in PVP groups to lay damage down on a concentration of opponents in very short time.
+ Pistoleer's Warning Shot to decrease defenses. Not too many people use this special. It lands very reliably for me and helps quite a bit. PVP or PVE.
+ Pistoleer's Disarming Shot: Attack delay on the target. Simple enough, though I don't use this frequently as I should.
+ Carbineer's Charge Shots: Very reliable Knockdowns, but require the firer to be standing.
+ If the target is upon you, Pistoleer's Adv.Firearm Strike (a point blank KD) is readily available if Charge Shot fails you in close quarters.
+/- Balanced defenses between Melee & Ranged Defense. Good or bad, depends on your view and playstyle.
Cons:
- The one huge problem I see with this is that Pistoleer + Carbineer provides so many useful specials that there's a very real problem of a player not utilizing this template's full potential.
Pistoleer + Carbineer is a "Puppeteer" template. You want to manipulate your target? This base template provides you with practically every tool you need, provided you know when and how to use them. KDs, excellent snares, Roots, Intimidation, attack delays, rapid area attacks, defense reduction. It's all there.
My current template is based on it: M.Marksman / M.Carbineer / M.Pistoleer / Rifleman 4403. Other than Jedi, the only problems I face are Combat Medic templates... and only if I allow myself to stay in their ranges (like Duels).
Pros:
+ Top Certifications in Battle & Recon Armor types.
+ Carbineer's Impr.Crippling Shot... best ranged snare.
+ Pistoleer's Adv.Stopping Shot. Still a great root. Unlike Smuggler's Concussion Shot, this does not break upon damage.
+ Pistoleer's Intimidate Shot. Doesn't land the state all the time, but with the fast speed of Carbines & Pistols, this isn't a problem to have follow-on shots make up for it.
+ Pistoleer + Carbineer = One of the possible Area Attack Machines! Full Auto Areas & Suppression Fires provide the widest area attack arcs in the game. FAA does only damage, while Suppression Fires provide a short lived Snare over the whole area (but has a quick cooldown timer). Pistoleer's Fan Shots have a tighter cone as it's area of attack. Not great, but still very viable. What makes this great is that FAA and Fan Shot (Pistoleer) or Spray Shot (BH) are on seperate timers. You can use FAA and then switch to either a readily available Fan Shot or Spray Shot. Once F.Shot or S.Shot is fired, FAA will be right about ready. Very excellent in PVP groups to lay damage down on a concentration of opponents in very short time.
+ Pistoleer's Warning Shot to decrease defenses. Not too many people use this special. It lands very reliably for me and helps quite a bit. PVP or PVE.
+ Pistoleer's Disarming Shot: Attack delay on the target. Simple enough, though I don't use this frequently as I should.
+ Carbineer's Charge Shots: Very reliable Knockdowns, but require the firer to be standing.
+ If the target is upon you, Pistoleer's Adv.Firearm Strike (a point blank KD) is readily available if Charge Shot fails you in close quarters.
+/- Balanced defenses between Melee & Ranged Defense. Good or bad, depends on your view and playstyle.
Cons:
- The one huge problem I see with this is that Pistoleer + Carbineer provides so many useful specials that there's a very real problem of a player not utilizing this template's full potential.
Pistoleer + Carbineer is a "Puppeteer" template. You want to manipulate your target? This base template provides you with practically every tool you need, provided you know when and how to use them. KDs, excellent snares, Roots, Intimidation, attack delays, rapid area attacks, defense reduction. It's all there.
My current template is based on it: M.Marksman / M.Carbineer / M.Pistoleer / Rifleman 4403. Other than Jedi, the only problems I face are Combat Medic templates... and only if I allow myself to stay in their ranges (like Duels).
RebRifle
Fri Jul 15, 2005 2:21 am
#8
BadgerSmaker wrote:
Ithilkir wrote:
Badger... they're not talking about us are they? o_O
Short_Timer wrote:
How could you betray me like that????
I thought we had an "understanding".....................
Message Edited by RebRifle on 07-15-2005 02:21 AM
danobowl
Fri Jul 15, 2005 2:58 am
#9
going through and respec'ing the professions. Picked this one last night master carb/master pistol/ master marksman and some medic.
I have to say it is pretty nice. like the people above said, tons of moves and plenty to keep you busy. could be flava material?
Warmaker01
Fri Jul 15, 2005 11:56 am
#10
danobowl wrote:going through and respec'ing the professions. Picked this one last night master carb/master pistol/ master marksman and some medic.
I have to say it is pretty nice. like the people above said, tons of moves and plenty to keep you busy. could be flava material?
The possibility is there, but the thing with the CU is that there's a good number of base templates.
One thing that keeps it out of BH-level of "flavor" is that it doesn't have BH or Rifleman!
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