Carbineer Archive
Thread: Question to all Carbineers, thinking of switching from Rifleman
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Biggdogg23
Sat Aug 07, 2004 5:37 pm
#1
Currently im a Master Rifle, Doc 4030, CM 4004, and its just not a fun template. I went that way as a necessity to help guild outinstead of desire to be it (terribly miss pikeman to this day). But recently ive seriously considered changing, and Carbineer has always been something ive been interested in trying, mainly because while not being all around uber, the state attacks seem like they would be great support in pvp. The only thing from my current template I would miss is the doc aspect, its quite nice to be able to heal everything and use nice stims.
My question to you alll is this. Im mostly interested in PVP, but I do do some PVE on the side. I was considering going Master Carbineer, BH 0400, TKA 0304. This would give me the benefits of great speed and accuracy and specials with carbineer, and some defences from TKA, as well as Melee Mitigation 2. Any thoughts for this template? I do wish meditate could be squeezed into it somehow, but sadly Im not sure if that is an option. Any help would be appreciated.
TAfirehawk
Sat Aug 07, 2004 8:41 pm
#2
Honestly those defenses suck. That won't get you enough of ANY State Defense to matter in PvP. The Melee Defense won't help at +64 either, but the Ranged Defense of +87 will help some. And without CoB the Counterattack Defense just isn't that strong.
The general rule of thumb is that it is impossible to get enough defenses when taking BH, so go for more offense to make up for no defenses.
There is one dabbler template that includes BH - Carbineer - Pistoleer - Rifleman that isn't too bad.
Kaelle_DB
Sat Aug 07, 2004 8:51 pm
#3
The best thing you can do for you defense as a BH/carbineer is to pick up novice brawler. Intimidate can do a great job of hiding the fact that your defenses may be somewhat lacking. Combine that with synthsteak, PSGs, thakitillo, and good armor... defenses, we don't need no stinkin' defenses!
Warmaker01
Sat Aug 07, 2004 8:54 pm
#4
You can try Master Carbineer / BH 0400 / Fencer 4030.
You will be potent in laying the law with your Carbines to help your buddies. Melee Defense would only be +71 but Ranged Defense will be okay at +111. You'll also have Ranged Mitig.3 and Melee Mitig.2. Your overall defenses will still be poor however for serious PvP. But that, IMO, is the tradeoff if you want to truly excel with Carbines.
TAfirehawk
Sat Aug 07, 2004 8:56 pm
#5
Yeah, Novice Brawler - 2200 Medic - 0040 Pistoleer would be a better match if you must master Carbineer.....which is a requirement with 0400 BH 
Biggdogg23
Sat Aug 07, 2004 8:59 pm
#6
I know the defences arent ideal, but carbineer isnt known for their stellar defence either. That is why I chose the blocks from TKA, some state defences, decent ranged and melee defence, and most importantly melee mitigation 2. Im not concerned with having an overly defensive template, or else I would go with the same cookie cutter tka, fencer, pistoleer template. As it stands now this template has a lot more defence than my current one. Add food and drink and the defences I wont worry about too much, and you cant CoB while holding a carbine anyways, so that doesnt factor in. Im more concerned with how the offensive cababilities of this template are, and most importantly. If the BH part adds to the fun factor of carbine overall.
TAfirehawk
Sat Aug 07, 2004 9:07 pm
#7
Check out my posts in the Tips for Templates STICKY thread.....a Carbineer CAN have great defenses 
And CoB is quite an interesting ability.......
Message Edited by TAfirehawk on 08-08-2004 12:08 AM
Biggdogg23
Sat Aug 07, 2004 9:30 pm
#8
Lots of good tips, but a lot of those high defence numbers come from not having the BH line of carbs, which I want for the insane accuracy, and being speed capped. If it wasnt for wanting to take that, I would go with master carb, 4440 fencer, 0040 pistoleer and 0304 TKA. As for templates with the BH line, I do like the fencer route better than the TKA route.
Haywood
Sat Aug 07, 2004 10:33 pm
#9
Bigdodg here is the answer.
Go master Carbine and keep the doc, it rocks, You can stack States like no bodies business, but first the basics.
1. You must get +25 Speed tapes, and Accuracy and some Accuracy while moving or forget the profession.
2. Armor, buff, food, and PSG ( standard PvP).
3. Forgot about macros they don't work. You have to think when you are carbineer, The only good macro is the /ui clearAction que command.
4. Keep doc, you will need the buffs since the ham is outrageous without themyou will dieand you also will need the cure dizzy, intimidate - This will allow you to mess up a lot melee professions.
6. Get some cash and get either poison or a Fire Carbine (if you go BH you can get TORSO SHOT, health fire shot). WIth this you will fully enjoy carbine, I love the profession it is very fun and you have to think on your feet.
Hope that helps email me if you need some stuff answered.
Message Edited by Haywood on 08-07-2004 10:35 PM
BryianN
Sun Aug 08, 2004 2:09 am
#10
Haywood wrote:Bigdodg here is the answer.Go if you go BH you can get TORSO SHOT, health fire shot). WIth this you will fully enjoy carbine,Message Edited by Haywood on 08-07-2004 10:35 PM
Torso Shot isn't a Carbine attack, its a pistol attack.
showmercy
Sun Aug 08, 2004 4:57 am
#11
Alright, here are some tips from a carbineer (recently dropped for pistoleer - but I'm coming back!)
Get BH carbines IV first. After you're done that, the most useful attacks you have from carbineer will be crippling shot and burst shot 2 (AOE). Anyone who says macros are useless for carbineers obviouslyhas notset up any good ones. I have one that goes Confusion - Confusion - Underhand - Crippling -Crippling. What this basically does is stuns and dizzies, KDs, and finishes off with the heavy hitters. The reason that I doubled confusion is to make sure you get at least one of the states. If you miss the dizzy the stun will work well enough that you can actively defend yourself from an attack. Underhand tends to be a good knockdown - but if you are going up against a TKA or a Swordsmen go for the Fire Knockdown first and pray they didn't stack fencer skills. Now, crippling shot X2 is good for dishing out damage, and it's from here that you make your next call. If your target does not get KD'ed from the first onslaught, it's safe to try the macro again and hope for the best. If the second time it fails, then try supression fire 2. With 4 confusion shots stacked your almost gaurenteed the dizzy by now, and supression fire will cause them to fall down. Next step - spam crippling shot. Once you have +115 to speed itno longer matters the speed of your weapon so get a high damage carbine. You can then fire a crippling shot each second. The most important rule of being a carbineer in my opinion? Don't get hit.
Here is how I start off my fights.
Get BH carbines IV first. After you're done that, the most useful attacks you have from carbineer will be crippling shot and burst shot 2 (AOE). Anyone who says macros are useless for carbineers obviouslyhas notset up any good ones. I have one that goes Confusion - Confusion - Underhand - Crippling -Crippling. What this basically does is stuns and dizzies, KDs, and finishes off with the heavy hitters. The reason that I doubled confusion is to make sure you get at least one of the states. If you miss the dizzy the stun will work well enough that you can actively defend yourself from an attack. Underhand tends to be a good knockdown - but if you are going up against a TKA or a Swordsmen go for the Fire Knockdown first and pray they didn't stack fencer skills. Now, crippling shot X2 is good for dishing out damage, and it's from here that you make your next call. If your target does not get KD'ed from the first onslaught, it's safe to try the macro again and hope for the best. If the second time it fails, then try supression fire 2. With 4 confusion shots stacked your almost gaurenteed the dizzy by now, and supression fire will cause them to fall down. Next step - spam crippling shot. Once you have +115 to speed itno longer matters the speed of your weapon so get a high damage carbine. You can then fire a crippling shot each second. The most important rule of being a carbineer in my opinion? Don't get hit.
Here is how I start off my fights.
Get distance
use knockdown macro
pray it works
use knockdown macro
pray it works
get distance
spam crippling shot
Therefore, the biggest threat to you when fighting is things that can dizzy and KD at the same time, example - TKA. Fortunately I find TKAs a breeze to take down with one swift fire knockdown so as long as you get the first shot you'll be OK.
Enemies
Enemies
Fencer - they will rip you to pieces, avoid them at all costs. Fencers Ranged Defense bonuses combined with their ability to shrug off most state attacks make them a very dangerous opponent. If you go head on and are hoping to beat them damage vs damage - prepare to be destroyed. Your best strategy here is to turn on burst run and just kite them until you land the knockdown, then business as usual - spam crippling.
Rifleman - Here we go ladies and gentlemen, the ranged profession to end all ranged professions. How do you beat them? Well, get the first shot. Usually one fire knockdown and they are out for the count, unless they have stacked defenses. In which case - run away, recuperate, and surprise them with another knockdown macro.
TKA - easy! I've taken on 3 TKMs at once just using my knockdowns. Remember, Area Shot 2 dizzies - use it.
Swordsmen - again, get distance, these guys are usually very slow, land the knockdown and you'll be alright.
pistoleer - this is another tough profession to fight. If your target has Eye Shot and a Geo Blaster you're pretty much dead. The only way that I have found you can beat them is to stun them, KD or supress them, and run - spamming crippling shot as you go. You might get lucky and get a dizzy on them. If you do manage to get a dizzy, go for the posture change attack.
pikeman - what can I say, hope they don't have a DOT lance and just try to knock them down. Usually this isn't too tough of a fight.
One last tip - if you've got the money, dish it out for a mind poison carbine.
That about does it. What can I say, I love carbines. I'd also like to hear what you guys think about the macro I've got up there. Try it out - it works wonders.
-Merciful (bloodfin)
Haywood
Sun Aug 08, 2004 2:28 pm
#12
Haywood wrote:
Bigdodg here is the answer.
Go if you go BH you can get TORSO SHOT, health fire shot). WIth this you will fully enjoy carbine,
Message Edited by Haywood on 08-07-2004 10:35 PM
Torso Shot isn't a Carbine attack, its a pistol attack.
Sorry about the confusion there. What I meant was most people that pick up BH for the Carb tree to gain the accuracy and the Speed will most likely also have the points to pick up the pistol tree and take advantage of Eyeshot (not as powerful as it once was) and the Torsoshot.
Haywood
Sun Aug 08, 2004 2:37 pm
#13
SHOWMERCY wrote.
Get BH carbines IV first. After you're done that, the most useful attacks you have from carbineer will be crippling shot and burst shot 2 (AOE). Anyone who says macros are useless for carbineers obviouslyhas notset up any good ones. I have one that goes Confusion - Confusion - Underhand - Crippling -Crippling. What this basically does is stuns and dizzies, KDs, and finishes off with the heavy hitters.
Thank you for confirming what I said. MACROS FOR CARBINEER ARE WORTHLESS. You sir are talking about a BH/Carbineer which is a completly seperate thing. The reason is simple since a BH Master Carbine will hit the +100 Carb Speed and will have no problem with the speed cap and the second part is that his accuracy will be so high he can use a macro because he will very likely hit (or will at least make the States Stick with flameknockdown, plus the confussion) while a Master Carbineer only will have to constantly swtich his attacks as he STACKS a State.
As a Master I start with Fullauto single2/full autoarea 2 until I get the STUN,DIZZY, BLIND then you have to clear your combat que and go for the KD, and as a Master Carbineer we all know how many Charge Shots you will have to use before you get the KD. What happens next, clear que and now go for Crippling (OK I guess you could macro 10 crippling shots together).
Do not come to this forum as a Dabbler and discuss MASTER CARBINEER, leave the BH part out or only discuss what you know.
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