Carbineer Archive

Thread: Bottom line, can carbineer be done in 24hrs straight? y/n

Ibicus
Sun Aug 29, 2004 9:52 pm
#1




Ibicus Nim
N Skull k Bones N
Teras Kasi Master | Stalker | Gunfighter
Vonbekk
Sun Aug 29, 2004 10:02 pm
#2

I am really not sure. My guess, probably. Buffs, armor, savage quenkers. Refer to sticky for progession order. Its only 3 lines as the third is combat xp.

If you try, then good. A laser is nice, but fast snubnose with better acc mods may serve you well.



Message Edited by Vonbekk on 11-18-2004 03:41 PM

Corrupt3d
Sun Aug 29, 2004 10:03 pm
#3

no, pub 10 goes live tuesday, you have no time



________________________________________________________________
Yoszi Sha-was | Master Bounty Hunter - Master Carbineer
Rayzi Sha-was | Master Weaponsmith - Master Artisan - Master Merchant
Proud member of NRO - what happened when SPECTR and ViBM's child merged with NRO
BPSamuri
Sun Aug 29, 2004 10:53 pm
#4

Yes it can. I did it in 6 hours but had BH carbineer line... Without it will take between 3-4 buff sessions (but very do-able if u have a day free)
Dra90n
Mon Aug 30, 2004 1:33 am
#5

I was able to master in 6 hours with the BH carbs line. Within 24 hours nonstop I would probably be able to do from novice marksman.



Lao-Long Wong
MBH
Carbineer
Brawler
Brainplay
Mon Aug 30, 2004 4:51 am
#6

Yes it can be done without BH carbines line but it will take several buff sessions and you must have all of the apprentice points ready to go.


Bestine yard trash for carbines 1


Coronet missions for 2


Get buffed and go to dantoonie. Bring your 80% kinetic or best ubese. Use point blank area 1 and use it on REGULAR quenkers. Use this as far as you can until you get your first area effect attack. Regular quenkers get you 3100exp per group or 2500 solo per kill, have low energy resists, dont use specials or lay states on you, hit almost like kreetles. In a large solo group you can get anywhere from 10-15 spawns per lair


Get crates of C12's. They will double or in some cases triple the amount of combat experience you get per kill. Using power ups on these help alot.


You can move on to huurton stalkers or savage quenkers as you progress up the carbine trees although they are a bit tougher of a fight as they will stun, blind, dizzy, and posture down not to mention hit a bit harder. Forget doing Jantas or Mokks. They fight you have to deal with isn't worth the amount of exp you get per kill and taking down the statues without cripshot can be a pain.


Find some good DH-17's. These are the best weapons to use for this. They can be speed sliced and put you close to the speed cap much quickly and then later damage sliced for effect. Save the elite for armored or tougher targets. DH17 is like a mini-me version of the elite without the AP1. Using a laser carbine is pretty nice on quenkers as well but thats up to your own tastes. Be sure have have a DXR and your EE3 handy though incase you do have to fight mokks or janta.


Use your KD's when you can. NPC's take more damage on their back than smacking yours that includes animals like pickets and quenkers even if it is for a short time (animal npc's aren't effected by KD/dizzy).


Hope this helps.






Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

JanuHull
Mon Aug 30, 2004 10:27 am
#7






Brainplay wrote:

Yes it can be done without BH carbines line but it will take several buff sessions and you must have all of the apprentice points ready to go.


Bestine yard trash for carbines 1


Coronet missions for 2


Get buffed and go to dantoonie. Bring your 80% kinetic or best ubese. Use point blank area 1 and use it on REGULAR quenkers. Use this as far as you can until you get your first area effect attack. Regular quenkers get you 3100exp per group or 2500 solo per kill, have low energy resists, dont use specials or lay states on you, hit almost like kreetles. In a large solo group you can get anywhere from 10-15 spawns per lair


Get crates of C12's. They will double or in some cases triple the amount of combat experience you get per kill. Using power ups on these help alot.


You can move on to huurton stalkers or savage quenkers as you progress up the carbine trees although they are a bit tougher of a fight as they will stun, blind, dizzy, and posture down not to mention hit a bit harder. Forget doing Jantas or Mokks. They fight you have to deal with isn't worth the amount of exp you get per kill and taking down the statues without cripshot can be a pain.


Find some good DH-17's. These are the best weapons to use for this. They can be speed sliced and put you close to the speed cap much quickly and then later damage sliced for effect. Save the elite for armored or tougher targets. DH17 is like a mini-me version of the elite without the AP1. Using a laser carbine is pretty nice on quenkers as well but thats up to your own tastes. Be sure have have a DXR and your EE3 handy though incase you do have to fight mokks or janta.


Use your KD's when you can. NPC's take more damage on their back than smacking yours that includes animals like pickets and quenkers even if it is for a short time (animal npc's aren't effected by KD/dizzy).


Hope this helps.








Bah, get an speed sliced CDEF/DH17 snubby/EE3, throwaway 70%+ Kinetic armor, and start on Mokk Missions in a solo group. You'll be done Carbines I-III in a single mission, IV in five more missions, Novice Carbineer 7-8 more missions beyond that. FullAutoSingle1 is the core shot you'll need to complete the Marksman lines FAST once you get it.


After that, FullAutoSingle2 your way through missions like a madman. FullAutoArea1/2 as you aquire them for even faster mission kills.

Message Edited by JanuHull on 08-30-2004 01:28 PM



Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

TAfirehawk
Mon Aug 30, 2004 11:19 am
#8

No reason to take on real tough stuff early because you cap XP per kill too easily....stick with basic stuff that yields more XP per hour





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Eldudorino
Mon Aug 30, 2004 12:01 pm
#9

It can be done, but only with the BH carbs tree



Bake fash
~ I am a carbineer. I am not expected to get the glory but to get the job done ~
JanuHull
Tue Aug 31, 2004 7:39 am
#10






TAfirehawk wrote:

No reason to take on real tough stuff early because you cap XP per kill too easily....stick with basic stuff that yields more XP per hour








I dunno, I kinda like the fact that I can get my first skill in one kill, my second skill in two more and the third skill just for completing the mission. But to each his own.


/bow2



Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

Brainplay
Wed Sep 01, 2004 5:21 am
#11






JanuHull wrote:





TAfirehawk wrote:

No reason to take on real tough stuff early because you cap XP per kill too easily....stick with basic stuff that yields more XP per hour








I dunno, I kinda like the fact that I can get my first skill in one kill, my second skill in two more and the third skill just for completing the mission. But to each his own.


/bow2







Mokk/Janta/Kunga give 4k carbine and 400+ combat exp per kill and have anywhere from 2-6 per spawn although they do drop loot like crystals and loot kit items. Their statue boast an impressive amount of damage points making it take forever to whittle down. Mokk/Janta/Kunga also use specials, can stack bleeds and wounds and battlefatigue on you quickly in prolonged fights, will OWN YOU if you dont have 70% kinetic or have progressed high enough the carbine tree to do any real damage. I can go on and one about this. These guys are for money only and are worthless when you do the comparison on exp vs. difficulty.


Regular quenkers give 3kcarbine and 300+ combat expper kill and have anywhere from 6-15 spawns (number depends on how many in your group when you take the mission), their lair is fairly weak, they hit for crap damage even when they surround you, dont apply specials or bleeds. Can get away with using 50% chitin or ubese if you feel like it. Can harvest scaley hide or wild meat from them which tailors, armorsmiths, Bio Engineers, and chefs will pay good money for if in quantity (grind BE takes ALOT of meat).


I can afford to toss all 5 charges of a C12 on a lair with 6 quenkers beating on me and not worry. I cant do that with Mokk/Janta/Kunga. Quenkers have crappy dodges and get hit alot more often than Mokk/Janta/Kunga. A full 5 charges of a C12 wil get you the 300 combat exp from the kill with another 800-1400 combat exp from the grenade PER KILL.


Sooo, which one of you carbine or BH grinders is going to go out and kill a few quenkers?






Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

JanuHull
Thu Sep 02, 2004 12:25 am
#12






Brainplay wrote:





JanuHull wrote:





TAfirehawk wrote:

No reason to take on real tough stuff early because you cap XP per kill too easily....stick with basic stuff that yields more XP per hour








I dunno, I kinda like the fact that I can get my first skill in one kill, my second skill in two more and the third skill just for completing the mission. But to each his own.


/bow2







Mokk/Janta/Kunga give 4k carbine and 400+ combat exp per kill and have anywhere from 2-6 per spawn although they do drop loot like crystals and loot kit items. Their statue boast an impressive amount of damage points making it take forever to whittle down. Mokk/Janta/Kunga also use specials, can stack bleeds and wounds and battlefatigue on you quickly in prolonged fights, will OWN YOU if you dont have 70% kinetic or have progressed high enough the carbine tree to do any real damage. I can go on and one about this. These guys are for money only and are worthless when you do the comparison on exp vs. difficulty.


Regular quenkers give 3kcarbine and 300+ combat expper kill and have anywhere from 6-15 spawns (number depends on how many in your group when you take the mission), their lair is fairly weak, they hit for crap damage even when they surround you, dont apply specials or bleeds. Can get away with using 50% chitin or ubese if you feel like it. Can harvest scaley hide or wild meat from them which tailors, armorsmiths, Bio Engineers, and chefs will pay good money for if in quantity (grind BE takes ALOT of meat).


I can afford to toss all 5 charges of a C12 on a lair with 6 quenkers beating on me and not worry. I cant do that with Mokk/Janta/Kunga. Quenkers have crappy dodges and get hit alot more often than Mokk/Janta/Kunga. A full 5 charges of a C12 wil get you the 300 combat exp from the kill with another 800-1400 combat exp from the grenade PER KILL.


Sooo, which one of you carbine or BH grinders is going to go out and kill a few quenkers?








Quenkers = Boredom



I'll leave those to the dogs in the Mining Outpost. I live on Dantooine. I started at Piket Plainswalkers and did the middle grind for most of my elite professions on alternating missions of Janta and Huurton Stalkers/Piket Longhorns.


Quenkers are the easy answer, not the challenging one. Before I dropped all of CH I started with Novice Marksman and experimented with Rifleman while doing Graul Mauler lairs through the Marksman skills.


I can't stand these little kiddies that look for the easy way out of grinding only to think their ubar-temploit of the month makes them gods on the battlefield.




Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

Brainplay
Thu Sep 02, 2004 2:39 am
#13






JanuHull wrote:


Quenkers are the easy answer, not the challenging one.




Thanks for the confirmation


I'm lazy, I'll take easy. Challenging I save for DWB, corvette, or Geo caves (not that easy with carbines alone).







Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

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