Carbineer Archive

Thread: Combining Specials

FrankLee
Mon Sep 29, 2003 3:07 pm
#1

Has anyone else experimented with combining specials? I'm master TKA and about 1/3 of the way up Carbineer. I thought it'd be a cool combinations. To start at range and finish at close-quarters, I usually try to use a bleeder like actionshot1. I'm still not sure if it's only a random effect for posturechange or if I just suck at it. I like actionshot1, legshot2 (I'd use 3 but I think I read 3 is doing the same as 2 because it's broken), then unarmedkd2, unarmed hit3.

For ranged-exp gathering (where I want all my points from carbine) I start with
Actionshot1, legshot2, then a warningshot to get them off of me, and another legshot2.
When they boomerang on me I have a quick macro set up for /warningshot and /legshot again to keep them moving.

Does anyone know of a better tactic for keeping them at/near optimum range?

-FL



FrankLee
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PaxRomana
Mon Sep 29, 2003 3:12 pm
#2

Use adhesive mesh. However, this takes trapping IV in the scout tree. It works wonders as it also lowers the action pool. Great for carbine users.





Pax Romana, M.D.
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