Carbineer Archive
Thread: Carbineer vision
What is this?
Thunderheart asked all the Correspondants to define their professions, list all the abilities, label abilities as fun/unfun/useful/etc and then offer a brief overview of how the class should work in group combat and in the GCW. Itwassupposed to be 1-2 pages (it is exactly 2 pages long). Here is my submission so that you can see what I have communicated to the Developers.
Profession: Carbineer
- This profession requires the carbine line from Marksman.
- A Master Carbineer spends a total of 92 points.
Abilities:
- Numerous specials – this list is too long to list them all. Most are fun and work well; Fullautosingle2, Fullautoarea1/2, Chargeshot1/2, Burstshot1/2, Cripplingshot, Scattershot1/2 are all used frequently by a Master Carbineer. A handful are unfun/not useful/broken and are listed below:
- Wildshot1 - single target - Random pool damage with the chance to stun. Unfun because it applies stun while many other specials apply stun such as fullautosingle2, fullautoarea1/2 and Legshot2/3. This special has zero practical use. It has been widely requested by carbineer’s to have this special either do something different or apply a new state such as intimidate.
- Wildshot2 - cone - Cone version of wildshot1. Same issues as Wildshot1.
- Legshot3 - single target - Targets action and has a chance to stun. This special is exactly identical to the Novice Marksman special Legshot2.
- Suppressionfire2 - single target - Random pool damage with a chance to posture down. Unfun because it applies a posture down while many other specials apply a posture down including suppressionfire1 and actionshot1/2. This special has zero practical use. It has been widely requested by carbineers to have this special do something in addition to the posture change such as apply a new state such as warcry (i.e.weapon firing delay) or convert this special to a cone special with a VERY high chance to posture down the target.
- The ability to apply numerous states and postures to targets.
- Fun - these work great in low- and mid-level PvE. They are also a big source of our distinction as a profession.
- Unfun – the states/postures are impossible to apply on high-end PvE content. In essence, high-end content completely neutralizes one of the class’s biggest advantages.
- Unfun – players have been given HUGE resists to states/postures either through their profession or foods. These defenses completely negate our skills.
- Ability to use energy, acid and heat damage.
- Unfun – These damage types are very common, highly resisted by many targets and many high-end targets are completely immune to them. Combined with a previous points on states, carbineers are left out of much of the high-end PvE content. Carbineers need access to more types of damage. A lightning carbine would be ideal.
- Numerous cone specials
- Fun – Cone specials are very effective and awesome fun to use.
- Unfun – These specials often fire through walls and ceilings making them suicidal to use in “dungeons” because they will agro the entire place. Carbineers are forced to give up one of their advantages and use single-target specials.
- Defenses
- Unfun – Lowest melee (0) and ranged defenses (27) of any combat class.
- Unfun – Counterattack is not working properly. It does not activate as often as it should be and it does not “counterattack.”
- Unfun – lowest state defenses of any combat class. +25 vs. intimidate and +15 vs. knockdown.
- Master box
- Unfun – no special is given at master. Every other combat class gets a new special at master. Carbineers would love a special that has a high chance of applying useful states as a master special.
Group Combat Role and GCW Role
The role of a carbineer in group combat and in GCW is seen as nearly identical and not different so I will include them together.
Carbineer is often characterized as the thinking-players profession. Rather than be a raw damage dealing profession, carbineers see themselves as debuffers that apply numerous states to the other side that not only do damage but either make the target more easily hit/damaged or reduce the effectiveness of the opposition’s attacks. They have numerous specials that apply various states and posture downs. They also have numerous specials that fire in a cone allowing the carbineer to target and effect whole groups. Carbineers want to be the king of states and postures. In addition, the carbineer must be capable of doing significant damage (i.e. their contribution should not just be states). If this vision is realized, any competent carbineer would be a welcome addition into any group.
Disclaimer
For these visions to be realized, states/postures must be effective in both PvP and PvE. When a target is, for example, stunned or blinded, there should be serious negative consequences. Carbineers are willing to have their damage lower than comparable classes in order to apply meaningful states. In this way states would be force amplifiers where the result of the carbineer stunning the target means that the target is significantly easier for the whole group to kill. In addition, the states should be able to be applied after several attempts (targets in both PvE and PvP should not be immune or nearly immune to having states applied). Currently, in PvE, many high-end targets are immune to all of the states that carbineers can apply. In PvP, many professions and foods offer defenses against states/postures that largely negate the states by making the states/postures impossible to apply. As such, for carbineers to make a positive contribution to a group, the effectiveness of the states/postures and the formidable defenses against them must be balanced. Carbineer cannot become a class defined by applying states and then give everyone defenses that make them immune. A balance must be achieved.
Message Edited by novamarine on 06-14-2004 04:21 PM
It would be fun to gain more abilitys against high end PVE. Thinking of charge shot witch is impossible to hit on a creature or npc.
Master box special sounds really good.
Rorenikibi wrote:
Unfun – players have been given HUGE resists to states/postures either through their profession or foods. These defenses completely negate our skills.
I think this should be modified to indicate most high end NPC and creature content as well.
Would you say that these "huge resists" are resists above and beyond using synthsteak to counter damage, or unarmed toughness helping teras kasi in combat? (It might sound bias, but this is an honest question.)
Read the lineone line above this one you referenced.
Rorenikibi wrote:
Unfun – players have been given HUGE resists to states/postures either through their profession or foods. These defenses completely negate our skills.
I think this should be modified to indicate most high end NPC and creature content as well.
Carbineer is often characterized as the thinking-players profession. Rather than be a raw damage dealing profession, carbineers see themselves as debuffers that apply numerous states to the other side that not only do damage but either make the target more easily hit/damaged or reduce the effectiveness of the opposition’s attacks. They have numerous specials that apply various states and posture downs. They also have numerous specials that fire in a cone allowing the carbineer to target and effect whole groups. Carbineers want to be the king of states and postures. In addition, the carbineer must be capable of doing significant damage (i.e. their contribution should not just be states). If this vision is realized, any competent carbineer would be a welcome addition into any group.
awesome. couldnt have said it better.
oh, and i LOVE your idea of an electricity carbine. absolutely brilliant. ive been afraid the devs would follow suit here and end up giving us a stun carbine (at the same time that stun resists are leveled with the others). an electricity carbine would have a unique flavor at least. very nice.