Carbineer Archive
Thread: BH Template : Carbineer skills required
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FaceGarikLoran
Fri Aug 13, 2004 1:43 am
#1
Hi there guys, the BH forums seem to be filled wtih 'we hate jedi so much every post we do is in relation to this' so I cannot get a decent answer....
Im building up a template that goes : Master BH, Smuggler 0010, and I have 41 points left to spare on Carbineer..... So with novice, I'll have 35 points left....
What would be the best useage of them points?
Accuracy?Speed?Chargeshot2?
showmercy
Fri Aug 13, 2004 2:43 am
#3
I'd say do 1430
that way you get more accuracy, a little more speed (even with a 4.0 carbine this should be fast enough, I think it puts you at +90) and burst shot 2 which is a great AOE and lair destroyer.
jalexu
Fri Aug 13, 2004 3:59 am
#4
I'd go with 3402, scatter2 is more important than burstshot2 and it caps your speed. Plus you get to do the funny chargeshot animation ^^
Message Edited by jalexu on 08-13-2004 02:05 PM
Warmaker01
Fri Aug 13, 2004 4:26 am
#5
You can get quite a bit of of all, depending on a few things.
While keeping with your template, I came up with this: MBH/Smuggler 0010/Carbineer 2430.
What this does is you get +180 Carbine Acc. and +95 Carbine Speed. You should get great accuracy and hit the speed cap this way.
You get with the above setup Cripple Shot and Burst Shots 1 & 2. But Burst Shots are solely for damage. BS1 is for single targets but BS2 is an area attack.
Another possibility to the Carbineer proposal above is Carbineer 2304. The diffences are you get +155 Carbine Acc.(lower now but good) and the complete Special Abilities line. You get Full Auto Areas 1 & 2 as well as Charge Shots 1 & 2. Full Auto Areas lay like Dizzy/Stun/Blind in an area with #2 just doing a tad more damage. Charge Shot 1 is a KD move (nice animation) for single targets while #2 does an area attack.
The above setups are good for taking on groups of targets, whether it be PvE MoBs or helping out your friends/guildmates. Everyone appreciates an ability where Carbineers apply states to groups of players, posture changes, KDs. Since you have MBH, you already have access to some good, individual target attacks, namely Spray Shot and Fire Knockdown. My proposals also allow you tokeep your Feign Death. But getting these area attacks above would round out your template well if you wish to be a dedicated Carbineer. You'll have most of the tools a Carbineer could have access to... only MBH/M.Carbineer could have more.
Hopefully, someone can roll in with a better suggestion or make any corrections to what I've said.
FaceGarikLoran
Fri Aug 13, 2004 4:33 am
#6
hmm, definatly like the idea of x4xx for the accuracy, but im still puzzled on what to spend the points I have got left on then.... as Yer, I know counter-insurgency has the dev vs states, then theres the speed, or the chargeshot1....
However, is Chargeshot1 better than FireKD of BH, or some of the other BH specials?
FaceGarikLoran
Fri Aug 13, 2004 4:37 am
#7
ahh, just readwarmaker's reply(silly meh not refreshing) Yer, I like the idea about how to apply states onto alot of targets @ once, however, like u have pointed out in the 2 templates u've proposed, I dont know which to go for - as its Defenses vs Area effects....
showmercy
Fri Aug 13, 2004 5:48 am
#8
BH knockdowns are HIGHLY superior to the Carbineer knockdowns. Not only do they stick more often, but fire knockdown also dizzies! There is no point in doing 000X - you can't gain anything from it. With accuracy so high, accuracy while moving becomes relatively insignificant. Burst Shot 2 is more effective than a lot of people realize.
Warmaker01
Fri Aug 13, 2004 6:17 am
#9
FaceGarikLoran wrote:
ahh, just readwarmaker's reply(silly meh not refreshing) Yer, I like the idea about how to apply states onto alot of targets @ once, however, like u have pointed out in the 2 templates u've proposed, I dont know which to go for - as its Defenses vs Area effects....
I have a Master Carbineer/Master Bounty Hunter. In my humble opinion, Fire Knock Down is superior to Charge Shot 1 as a KD move. Firstly, FKD has a chance to apply a Dizzy. Secondly, FKD doesn't make you take a couple steps towards the target (possibly fatal against melee characters). Charge Shot 2 is great since it attempts to KD targets in an area.
BH/Carbineer characters need to accept the fact that we can't possibly have good defenses, compared to defense stackers. Our requirements for both professions, especially BH, ensures that. If you're going to have ok state defenses, they need to be in the 80's. If you want good, noticeable def. vs mods, they need to be in the 100's. But if you wish to pursue superior defenses, you're going to have to sacrifice offense.
My last tip, if you can get in, is to make a character on the Test Center 2 server. They have a character builder and you can instantly make any template on the fly, anytime, as many times as you want. That is a perfect way for you to answer your questions.
RupertBimpy
Sun Aug 15, 2004 10:30 am
#10
showmercy wrote:
BH knockdowns are HIGHLY superior to the Carbineer knockdowns. Not only do they stick more often, but fire knockdown also dizzies! There is no point in doing 000X - you can't gain anything from it. With accuracy so high, accuracy while moving becomes relatively insignificant. Burst Shot 2 is more effective than a lot of people realize.
No one has yet to show any proof of any superiorites on either side of the argument. If you have proof of this, please let the carb community know. We'd be glad to hear some answers on this, I'm sure. 
sumner
Mon Aug 16, 2004 10:06 am
#11
From my unscientific testing (doing BH missions) and with my current template (BH 0-4-2-0, carb 1-0-2-1) FKD hits npcs for a dizzy about 75% of the time and the full KD around 40% of the time. I can only think of one instance where I got a KD and no dizzy. The fact that the dizzy sticks almost every time makes this my shot. If I don't get the KD then I'll try underhand, and if that doesn't work I'll go for an action shot. The posture change never fails, get them on a knee and run out of range they get up and land on their back. once they are on their back I use full auto to apply all the states and (if I'm lucky) keep the dizzy going. The last time I had chargeshot was before the nerf when it would hit every time, I'm not back to that level just yet so I can't comment on how good it is now. Also If you have the BH carbine line you only need 1-x-x-x to hit the speed cap with anything faster than 4.0 (according to the spreadsheet I found on this board) so save the points!
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