Carbineer Archive
Thread: Old School Carbineer with questions about current carbineer stuff
Im starting a character on a new server, making it commando 4.4.0.0, BH 4.4.0.0 ...
my question for you guys would be...
where in carbineer should I put my remaining skillpoints?
I was doing master marksman and nearly had an orgasm when fullautosingle1 put stun dizzy and blind on a target... which made me stop and re-consider my original idea of making my BH a pistol user. BUT if soe did fix carbineers id be more than thrilled to go all-out on carbines.
My main interest is PVP. No, i dont expect to beat people up 100% of the time.. but i do enjoy defeating them by screwing them over with status effects and putting damage into 'em. Thats why I put the expendables of commando in my template, a grenade or rocket when the target is KD'd or inside/outside my carbine's ideal range... plink em with carbine.... you get the idea.
So, with enough skillpoints to get 3 branches and 3 boxes in carbines, which should I get?
Ive been browsing over the description of the specials in BH and carbineer and find most of them overlap.. aka carbineer and bh both have specials that 'have a chance of dizzy/stun/blind' , both have specials that KD (though only charge shot seems to be specifically designed for this)... carbineer has a stun attack but isnt it irrelevant with all the other attacks being able to stun? Or is the stun attack in carbineer (wild shot? i forget the name) like a guaranteed stun even vs high level defenses?
which specials do you carbineers find the most useful in pvp? and why?
...that if i take carbine accuracy branch I end up with +170 accuracy (isnt the cap for everything 125 now?)..
... having read these forums I see that speed in carbines is an issue for a master carbineer..but what if I have BH carbines? my template has carbine speed at +105 with BH! (again, cap is 125?)
thnx in advance!
i made a mistake in the post.. i have enough for 2 branches and 3 boxes. the horrors of quick typing
I see so many attacks in carbineer and BH that pretty much do the same its like i have to take the boxes for the mods not the attacks themselves.
im looking at probably 2.4.0.4 and taking FS ranged speed box4 to give me 12 speed at the cost of 10 speed if the same points were in the carbineer box. that gives me +95 speed..i can easily cap with cheapo skilltapes after that...and gain chargeshot2 (well maybe it will be good the day i aoe dizzy and aoe kd a gank squad.. mmm *evil grin* )
im painfully aware of the lack of defenses... that was a big issue back then too. But nowadays a synthsteak+psg+composite+buffs pretty much does the same job (sadly).
now the big question is:
what is the cap on accuracy?
tacwraith wrote:
what is the cap on accuracy?
There is no known cap - the more, the better.
As far as speed goes, +90 speed allows you to speedcap a 4.0 weapon, and the highest crafted carbines I've seen are at 4.1, and even then, you could find the same ones with 4.0 speed or even 3.9 on your server depending on the smith. If you can get several attachments, consider dropping some of the first branch in Carbineer for the third.
tacwraith wrote:
im looking at probably 2.4.0.4 and taking FS ranged speed box4 to give me 12 speed at the cost of 10 speed if the same points were in the carbineer box. that gives me +95 speed..i can easily cap with cheapo skilltapes after that...and gain chargeshot2 (well maybe it will be good the day i aoe dizzy and aoe kd a gank squad.. mmm *evil grin* )
tacwraith wrote:
thnx tahfire.
i made a mistake in the post.. i have enough for 2 branches and 3 boxes. the horrors of quick typing
If this is the case, x4xx is pretty much required, for 2 reasons. Crippleshot will likely end up being your bread and butter with a carbine. Simple straightforward damaging special. Second is accuracy.
Now here is where it gets tricky. 4xxx gives you bonus speed andwild and scatter shot. xx4x gives you burstshot2 and defence mods, xxx4 gives you accuracy while moving.
With +12FS Speed you really only need to worry about your "natural" mod being +78, that will put you at +90 which is plenty since basically all carbines are under 4.0 speed.
So it really comes down to picking either the top box of counterinsurgency (xx4x) or the top box of special abilities (xxx4) With 0434 you basically sacrafice a small amount of counterattack for chargeshot2, and with 0443 you give up chargeshot2 for a slight defence boost. Personally i feel chargeshot2 would be the better investment. In case you have access to a large variety of specials. With eitherof these the onlything you are missing really is scattershot2, sincelegshot3and the fullauto series both apply a stun state, andyou have other specials withas much or more potential then scattershot2.