Carbineer Archive

Thread: Why are carbineers one of the only classes to get nothing new at Master?

Aram1
Sat Aug 23, 2003 7:02 pm
#1

Every other elite profession gets atleast 1 new skill, in addition to mods, at Master.


Actually almost every class in the game gets something new at Master, there are a few exceptions:


Squad Leader


Ranger


Smuggler(Nothing is listed, but they get 25% discount)


Image Designer


Creature Handler.


I believe thats all. Note none of these are direct combat classes.


So why is it that every other combat profession gets some new skill at Master and we do not? It seems almost meaningless togo for Master Carbineer as anything other than a personal acheivement. Mods dont seem to do much, so its mainly a new title.


I'm not sure what we should get, but we should get something. Maybe Legshot 4(which of course would be Legshot3 in disguise... which is really Legshot2 in disguise). Doesnt matter what it is, theres needs to be some more incentive to become Master Carbineer than some speed and accuracy.



Ignean
Sat Aug 23, 2003 9:32 pm
#2

Lower HAM costs would be good.

Kaellok
Sun Aug 24, 2003 2:31 am
#3

i have no clue about other classes...but for the ones you've listed, some DO get specials at master that are VERY worth it.


Squad Leader: Group melee/ranged defense +5....nice, and only place i saw it. not much, and not worth the prof, imo, but..


ranger: just more skill mods, they'd probably like somthing new...but a lot of changes are in the works for them


smuggler: ALL faction perks are 25% cheaper. ANYone wanting to invest heavily in one side or the other would benefit greatly from this. very nice, imo.


image designer: i have a friend a helped to PL up to master ID...there's a new,large range of options for changes available at master than master of the trees. more would be nice, but still worth getting if you're id'ing anyway


CH: they get to have an extra pet out. that's 3 rancors on you, not 1-2. or 1 rancor on you, 1 on your buddy, and 1 on your doctor, while the CH headshot3's you. VERY worth it if you're CH.


Carbineer: skill mods, noteven equal to pistoleer's.skill mods seem equal to rifleman, but the get strafeshot2. no clue how effective it is, though. (pistoleers get an extra dodge +10, melee defense +5,and 2 abilites. i'm NOT calling for a pistoleer nerf..just to make some sort of parity between the elite combat classes that have spent the same amount of skill points and experience to reach a certain point. one should be close to the other in ability, IMO)


JustinSane007
Sun Aug 24, 2003 8:02 am
#4

Shows how much you know, Kaellok. Us Master CHs have a cap of 70cl total. So that's one Rancor, Gurreck or Frenzied Graul (50) and a Cannibal Dewback (20).


As for Carbineers at Master not getting two special attacks, well we get two at Novice and Rifleman and Pistoleers get one. So there's your difference.




JustinSane - Master Carbineer/Musician - Chilastra
Ororji - Master Musician/Teras Kasi - Kettemoor

CH, Marksman, Scout, Carbineer, Bio Engineer, Medic, Combat Medic, Merchant, Artisan, Dancer, Image Designer, Entertainer, Musician....all to get to Jedi.
Asmos
Sun Aug 24, 2003 8:54 am
#5

I believe we get 15 total. Compared to 11 and 13 (something like that)



RedWolf
Rebel
Umbrae
Sun Aug 24, 2003 7:29 pm
#6

creature handlers get 1 additional pet, so they can have 3 wimps out. . . never used any more since they can only have a max level of 70, and you are better off with 2 strong than 3 weak.
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