Carbineer Archive

Thread: Which Skill First?

Styphathal
Thu Aug 21, 2003 6:26 pm
#1

hi folks. I'm a new pistoleer and almost have enough xp for my first skill after novice... suggestions?
ShadowDrgn
Thu Aug 21, 2003 8:03 pm
#2

May as well go up the stances and grips line, it's the least worthless of the three. The combat xp line is the good one for pistol whip and the speed.




Master Sergeant Ras Agumo, Imperial Army, Wanderhome
Zzorn
Thu Aug 21, 2003 8:09 pm
#3

I recommend the order of Stances & Grips, Marksmanship, Tactics.



Zorn
Master Smuggler & Expert Gunfighter
Eclipse
Styphathal
Fri Aug 22, 2003 1:04 am
#4

so double tap and stopping shot are better than bodyshot 3? I guess I just figured bodyshot was better cause it hits the same ham everytime... okay well thanks for the info.


hasibert
Wed Oct 29, 2003 5:44 pm
#5

I can now learn my first Carbine Skill, so which one would you take first? And which Skill afterwards? I hope someone can give me some usefull information.


Thanks





Character Names:

Janom Mosak on Gorath | Eve'line Mosak on Starsider

SWG :: Database |[The German SWG Fanpage]|
hasibert
Thu Oct 30, 2003 3:19 pm
#6

/bump


Oh, come on: Which ist the best Carbineer Skill to learn first?





Character Names:

Janom Mosak on Gorath | Eve'line Mosak on Starsider

SWG :: Database |[The German SWG Fanpage]|
WTS
Thu Oct 30, 2003 4:21 pm
#7

depends on your plan. if you are going to eventually master, go with the speed tree (first column from the left.) if you are only going to get a few skills, go with burst shot (third column from the left.)



Arandis
Master Smuggler (Imperial FP for 125 credits each)
Agathon
12 point MDE, 12 point MAS, 14 point Master Artisan

Vendors at -3979 3643 Naboo, outside Theed

swat07
Thu Oct 30, 2003 4:59 pm
#8

Im doing the accuracy, so i could get crippling shot


R3dj4ck
Thu Oct 30, 2003 5:16 pm
#9

I'm with WTS on this one. Grab burstshot first.


Crippling shot is great, but by going up the marksman line first, you'll be missing out on a cheap lower HAM cost, high damage special. Once you have it, going up the marksman line will be much easier.

Gutshot
Thu Oct 30, 2003 6:52 pm
#10

I agree - burstshot is a great first grab. If i had to drop the whole carb tree and only keep one box - this would be the one I would choose!
MedmanDC
Fri Oct 31, 2003 9:47 am
#11

I agree, as well. I accidentally accepted counter-insurgency 1 (burst shot 1). It was the best mistake out of many I've made so far in SWG. Burst-shot not only is a great support skill for grouping on Dath, but also allows quick XP gains for the rest of tree. Go with that first.

Medman

Carbineer/Ranger/BE
Tarquinas



--------------
Medman, Former Master Bio-Engineer, Master Swordsman, Member of Imperial Storm Squadron, Tarquinas

Dadinho, Bounty Hunter, Freelance Pilot, Wanderhome

Rorenikibi
Fri Oct 31, 2003 10:32 am
#12

I went accuracy first because of the notorious poor accuracy of carbines in general.


I did a post on Kettemoor's boards explaining my position on Carbineers.


Quote:


Why are their so many suicidal Carbineers? We miss our heads at point blank range.


Why are Carbineer KD shots so effective? The target is laughing at us too hard to resist.


How many Carbineers does it take to shoot out a lightbulb? One, give him ten minutes and the ceiling will be so badly shredded the light fixture will fall, with the bulb still intact.





Captain Janu Hull CFA-7
In the event of an emergency, this pilot's ego may be used as a floatation device.


hasibert
Sat Nov 01, 2003 5:58 am
#13

thanks for you help


I will learn the burst shot





Character Names:

Janom Mosak on Gorath | Eve'line Mosak on Starsider

SWG :: Database |[The German SWG Fanpage]|
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