Carbineer Archive

Thread: Need starter info on Carbineer

Skwall
Sun Oct 17, 2004 1:49 am
#1

I'm looking to pick up the Carbineer/BH comboand have several questions that I'm sure the community can help me out with. I'm currently 4443Swordsman/Master Doc/5 Lines FS (0 sps). Need some starter info so I know what to shoot for and how to become and elite Carbineer because they look cool and have cool looking guns (getting tired of my hammer and scythe).


  • What Template(s) is pretty versatile for PVP and PVE? (including jedi)

  • What SEAs should I look into acquiring specifically for Carbines? (I know I can always use more def vs. dizzy etc.) (ex. How much more do I need in order to be speed capped?).

  • What Guns/DMG types should I look into, and what are some decent stats for weapons?

  • In your opinion what is (are) the best specials Carbineer/BH can offer and why? (DMG wise, State Wise...etc..)

  • If I were to acquireanEnhanced "Primary" Carbine, (Krayt/Gorax/Fangs/Cubes, I have no idea) which one and why?

  • What mobs drop good carbines and carbine AAs? (or is it the same list of Nightsisters/Aakuans/Vettepeople).

Thanks for the help in advance, I greatly appreciate it!!


Skwall




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Skwall
Sun Oct 17, 2004 1:54 am
#2

Hmm, just saw another post and looked through the FAQ for more info, which is very good. Hmm... could still use some player info (experiences..etc..) on how to be a very effective carbineer/templates and any useful information. Thanks a ton!


Skwall



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Warmaker01
Sun Oct 17, 2004 4:09 am
#3

I'm happy to help someone out, so here it goes, as far as my experience goes. Keep in mind, I went for the Master Bounty Hunter / Master Carbineer route




Skwall wrote:

I'm looking to pick up the Carbineer/BH comboand have several questions that I'm sure the community can help me out with. I'm currently 4443Swordsman/Master Doc/5 Lines FS (0 sps). Need some starter info so I know what to shoot for and how to become and elite Carbineer because they look cool and have cool looking guns (getting tired of my hammer and scythe).


  • What Template(s) is pretty versatile for PVP and PVE? (including jedi)

(PvP) At this point in the game, if you're ranged against any good Jedi, you are toast. Saberblock will see to that (+85 Block, regardless of what's going on). New Padawans can be handled yourself, but you need to study your mark and gauge his level of power. You could take on characters with Master Lightsabers, but you can't do it on your own. You will need melee help at the very least. You really won't be doing much damage even if you hit and get through all the Jedi's defenses. What you need to do is try to lay in as many states in a short time as possible. Carbineer & BH is great for that, especially at the speed cap. To heal their states, they may try to use Force pts to get rid of them.


For regular PvP, Carbineer has some great crowd control specials. Charge Shot 2, Full Auto Areas, etc., to lay posture changes, KDs, and states over a broad area. Very useful for PvE, too.


(PvE) Carbines are good for PvE until you get into the high end stuff. Our primary weapons deal Energy, Acid, and Heat damage... all three are resisted highly quite frequently on the harder MoBs.



  • What SEAs should I look into acquiring specifically for Carbines? (I know I can always use more def vs. dizzy etc.) (ex. How much more do I need in order to be speed capped?).

Sorry, I don't have any Carbine SEAs. All I have are CorSEC boots, which give a small Carbine Speed bonus (+3 or +5, IIRC). They're loot boots and not armor, however!



  • What Guns/DMG types should I look into, and what are some decent stats for weapons?

Your staple carbines will be as follows:


Laser Carbine- Med.AP, Energy Damage. High max.damage, awful min.damage.


DXR6 & Nym's Slugthrower- Light AP, Acid Damage. Very similiar weapons, but Nym's S.Thrower is a themepark reward at Nym's Stronghold. Med.max.damage range, great min.damage. Important when 75% PvP reduction and Mitigation comes into play!


Elite Carbine- Light AP, Energy Damage. Similiar damage values as the Acid carbines.


EE3 Carbine- Zero AP, Heat Damage. The area of effect doesn't work. Damage range is similiar to the Acid Carbines, but a lack of AP really hurts this weapon.


E11 & Enhanced E11 Carbines- Looks exactly like the E11 Rifle. Light APand Energy damage. The enhanced version is practically the same as the regular E11 carbine, but it has a DOT.They're not regarded as our best weapons but they still have applications. For one thing, E11 carbine variants tend to be good on the Speed factor... very important for Carbineers with no enhancements or BH skills, or anyone not at the Speed Cap. Master Carbineer by itself only gets +60



  • In your opinion what is (are) the best specials Carbineer/BH can offer and why? (DMG wise, State Wise...etc..)

You can get into a long conversion around here as to what's better. Here's a few of my favorites:


Full Auto Area 2 (Carbineer)- Cone effect, so-so damage, but have the chance to land states.


Charge Shot 2 (Carbineer)- Cone effect, KD move! Beware, it has a charge animation where you run towards the enemy a few steps!


Spray Shot (MBH)- High damaging special where states stick frequently for me. Very, very reliable in normal PvP.


Fire Knockdown (BH)- Single target KD move with a chance to Dizzy. Superior to Charge Shot 1 since you won't move towards the enemy when you use it.


Burst Shot 1 & 2 (Carbineer)- 1 is for single targets, 2 is a cone attack. No states landed, but good damage. Also, these specials tend to be easy on the HAM cost and speed. Very good for a Carbineer in training.


Crippling Shot (Carbineer)- High damaging special. Very satisfying when you hit.


Full Auto Single 2 (N.Carbineer)- Fast, efficient, single targetattack. Chance to land Dizzy, Blind, and Stun. Very useful when you start.


Scatter Shot 2 (Carbineer)- A quote from the FAQ made by our correspondents: Single Target - Selects three Random Pools, hits those and applies the damage evenly between the three Pools. Since the Pools are picked randomly, it can hit three different Pools or hit the same Pool three times. This special does a lot of damage but since the damage is often spread across multiple Pools it is often underestimated.


Wild Shot 2 (Carbineer)- A quote again: Cone Effect/Multi-Target - Random Pool damage with the chance to Stun and the chance to hit all targets already in Combat within the Cone. The chance to Stun appears to be higher with WildShot2 vs. FullAutoArea1/2 thus making this a valuable Special.


In essence, I have certain favorite attacks, but Carbineer combined with BH has some very, very useful sets of attacks. If you utilize your profession(s) right, you will be using at least half of our book of specials in any given fight.



  • If I were to acquireanEnhanced "Primary" Carbine, (Krayt/Gorax/Fangs/Cubes, I have no idea) which one and why?

Never really got into enhance toys like Krayt gear. I'm a vanilla weapons guy.



  • What mobs drop good carbines and carbine AAs? (or is it the same list of Nightsisters/Aakuans/Vettepeople).

Never looted a good carbine myself, as well as Carbine enhancements other than the CorSEC boots.


Thanks for the help in advance, I greatly appreciate it!!


Skwall







Here's a tip since you're getting Carbineer/BH... regardless if you actually do take Master Bounty Hunter.

- Become a Novice Carbineer first! That's relatively easy.

- Become a Novice Bounty Hunter next. More work involved with that: Master Marksman, Exploration IV.

- Pick up Carbineer's Intermediate Carbine Counterinsurgency Tactics (xx1x). It gives you Burst Shot 1... a damaging, fairly fast, and cheap HAM cost special.

- Concentrate all of your Carbine XPs for the Bounty Hunter Carbines tree! BH x4xx alone grants you +110 Carbine Accuracy and +80 Carbine Speed! +95 is the speed cap for us currently!

- Dump your Combat Experience Points into Carbineer's Special Abilities tree... it gives you the Full Auto Areas and Charge Shots. Not to mention some Acc. while moving mods.

- Once you get BH x4xx, work on the remaining Carbineer boxes will be very easy. I suggest getting Carbineer 2x1x next... you will hit the Speed Cap. You can then jump onto whatever trees you desire to get whatever specials you desire.


Last things of note: People tend to say we're not a high damaging profession, i.e. Rifleman. However, we can lay in many states, posture changes, and KDs. Since we can't hammer the opposition, you have to use your wits and control your target. Also, Carbines and its specials are pretty HAM intensive right now. If you have a full suit of Composite, you can watch your mind go down quite fast, even with Vasarian Brandy. To alleviate this to a great degree, Ahrisa (a food) is a blessing. It enhances one of the mind secondary stats and cuts the remaining mind cost by a 1/2. A single use of Ahrisa lasts as long as your Vasarian Brandy. If you frequently travel in lighter armor like Ubese or Stormtrooper Armor (like me:stormtrooper, then regular Buffs and Brandy will suffice.


It's a very, very satisfying profession. Also, you can't be accused of being FOTM, either.

Message Edited by Warmaker01 on 10-17-2004 04:18 AM

Skwall
Sun Oct 17, 2004 11:40 am
#4

Thanks for the very informative reply!!



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Skwall
Sun Oct 17, 2004 3:00 pm
#5

Anyone else have any thoughts for an aspiring Carbineer?



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wilibus
Sun Oct 17, 2004 4:10 pm
#6

Get yourself a good grinding weapon, swing by your local WS and see if they can make you a crate of DH17 Snubnose Carbines. Run them by smuggler and get them sliced and pick out the speed slices ... it will definitely make going from novice to master much less painless. The first time i did it, i used a damaged sliced laser carbine ... yuck!








Lawke Eislen | Carbine Extraordinaire | Imperial Pilot Ace
Avaris Eislen | Procurer of Combat Fashions | Kintan, Naboo

BoveApako
Sun Oct 17, 2004 7:49 pm
#7

For grinding, definatly use a laser, remember: even if a mob is vuln to acid, if it had less than 50% energy resists (that is with no ap, with light ap its 25%) you outdamage acid carbines with your laser. Personally I find Gurks on Lok to be good xp due to their 20% energy resists. Speed sliced laser carbine is the way to go.



Bove Apa'ko
Carbineer
California Über Alles.
TAfirehawk
Mon Oct 18, 2004 6:23 am
#8






BoveApako wrote:

For grinding, definatly use a laser, remember: even if a mob is vuln to acid, if it had less than 50% energy resists (that is with no ap, with light ap its 25%) you outdamage acid carbines with your laser. Personally I find Gurks on Lok to be good xp due to their 20% energy resists. Speed sliced laser carbine is the way to go.







And remember to check the AR and Vulnerability.....having a Damage Type that is Vulnerable means the AP/AR numbers are ignored. So you can end up in a strange situation where an AP1 critter with 25% Energy Resist but Vulnerable to Heat will take the same damage with the AP2 Laser and AP0 EE3. It can be tricky at times, but for the most part situations like that don't happen often.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Skwall
Wed Oct 20, 2004 8:07 pm
#9

Thanks for the advice! I checked out MBH/Mcarbineer/pistoleer0030 on TC-Bria and was very impressed. Planning on making my 2nd slot that template. Sp question now is:


What AA's would that template benefit from? Such as Accuracy? I know speed is capped...


And is it true that once you get Accuracy up, you'll be able to go through saber block more often or is that a misconception? thanks!




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Warmaker01
Thu Oct 21, 2004 4:20 am
#10






Skwall wrote:

And is it true that once you get Accuracy up, you'll be able to go through saber block more often or is that a misconception? thanks!







Additional Accuracy is good only for hitting them more frequently. Great accuracy will land more shots on a Jedi, but a Master Lightsaber's +85 saberblock will still block nearly all of your shots, whether the Jedi is on his back, sleeping, or taking a c**p.

AdmiralSpy
Thu Oct 21, 2004 9:49 am
#11






Skwall wrote:

Thanks for the advice! I checked out MBH/Mcarbineer/pistoleer0030 on TC-Bria and was very impressed. Planning on making my 2nd slot that template. Sp question now is:


What AA's would that template benefit from? Such as Accuracy? I know speed is capped...





With MBH, Carbine Accuracy isn't all that necessary. If you can get em for cheap, by all means do. More important, however, are boosting those Pistoleer state defenses and trying to cap out CounterAttack.




Addy | 'Addy
ex-Photographer
Forever Carbineer
Skwall
Thu Oct 21, 2004 1:40 pm
#12




With MBH, Carbine Accuracy isn't all that necessary. If you can get em for cheap, by all means do. More important, however, are boosting those Pistoleer state defenses and trying to cap out CounterAttack.







Ahh ok, so the usual dodge, ranged def mods, def vs x mods, and counterattack, thanks for the great info, too bad jedi block as well as they do. Thanks again for the info!

Message Edited by Skwall on 10-21-2004 01:40 PM



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Warmaker01
Fri Oct 22, 2004 6:25 am
#13






Skwall wrote:




With MBH, Carbine Accuracy isn't all that necessary. If you can get em for cheap, by all means do. More important, however, are boosting those Pistoleer state defenses and trying to cap out CounterAttack.







Ahh ok, so the usual dodge, ranged def mods, def vs x mods, and counterattack, thanks for the great info, too bad jedi block as well as they do. Thanks again for the info!

Message Edited by Skwall on 10-21-2004 01:40 PM






Not all the Jedi have the high +85 Saberblock. Master Lightsabers do, but the low level Jedi are vulnerable, especially if you can plug away at the speedcap and land states.Just short ofMaster LS, they're at +60, IIRC. That's a big difference from +85.


The big key is to gauge the strength of your Jedi mark and any lackeys nearby. That's even more important if you ever do the solo BH against Jedi routine.


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