Carbineer Archive

Thread: Help a Possible new Carbineer

HoundMB
Wed Sep 15, 2004 6:24 am
#1

Hello all,


Currently, I am a MCH, pistoleer dabbler, BH dabbler. I use the techniques line in pistoleer, and the pistoleer line in BH which I feel is a good combination for a variety of attacks and some pretty good damage.


Last night, I joined the rebel alliance and started doing faction missions, killing hordes of pesky stormtroopers. One thing I noticed right away is that ST'S ARE WIMPS!!! They always run, and usually to my detriment, dragging me and my pets through all kind of nasty aggro lairs, such as tuskens, and dragonets. It was at this point that I remember that carbineer and BH carbineer have some ranged knockdown attacks. So I began to consider switching from pistols to carbines.


Basically my questions about the carbineer lines are as follows.


1. Which line allows you to use the elite weapons. Like techniques 2 in the pistoleer line lets us use the geo pistol.


2. Which carbineer attack that hits multiple enemies does the highest damage. I see that Charge Shot 2 hits multiple enemies, and may knock down multiple enemies, but I would think this would make the damage weak. I would like an AE attack that compares to or is better than fan shot in pistoleer.


3. I only have enough SP's for 7 total boxes in carbineer. So one Carbineer line with 4 boxes, and another with 3 boxes. What would be your choice of skills and why?


Thanks ahead of time for your input.



Heck Yeah!
TAfirehawk
Wed Sep 15, 2004 7:18 am
#2






HoundMB wrote:

Basically my questions about the carbineer lines are as follows.


1. Which line allows you to use the elite weapons. Like techniques 2 in the pistoleer line lets us use the geo pistol. Novice Carbineer is the last weapon cert....we have no new "elite" weapons except the Enhanced E11 which certs in Marksman.


2. Which carbineer attack that hits multiple enemies does the highest damage. I see that Charge Shot 2 hits multiple enemies, and may knock down multiple enemies, but I would think this would make the damage weak. I would like an AE attack that compares to or is better than fan shot in pistoleer. FullAutoArea2 applies Blind/Dizzy/Stun and BurstShot2 has the highest Cone Damage, which is equal to FanShot.


3. I only have enough SP's for 7 total boxes in carbineer. So one Carbineer line with 4 boxes, and another with 3 boxes. What would be your choice of skills and why? The FAQ covers this and probably another 20 answers to questions you haven't thought of yet Read the FAQ


Thanks ahead of time for your input.





#3 might not be fully explained in the FAQ since you have BH.....so you don't need the Speed and Accuracy trees quite as bad as a non-BH Carbineer. Since you seem to be interested in Cone Effect Specials, I would say 0034 Carbineer would be great to match to 0400 BH.


BTW, you don't really need MCH IMO, I was MCH but have dropped down to 0444 CH with the new BE pets I got that have the same effect as when I was MCH.




Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

PanzerGR
Wed Sep 15, 2004 8:06 am
#3

TA is right on the weapon certs.....out of any proff i think Carbineers get jacked mroe than anyone else on weapons.


As far as the cone attack thing.....i think Burstshot 2 is FAR better than fanshot, unless they changed the damage modifier on Fan since I was a pistoleer. Not only the damage mod, but the simple stremgth of carbine weapons..it hink makes it much betetr than burstshot. HOWEVER, with that said, it depends on your speed. If you have a low carbine speed or a pistol speed that is betetr (as would seem to eb the case for you) then fanshot will give you a higher DPS (damage per second)


TA also pointed out that Fullautoarea will allow you to land states to groups..which can be good in some cases.




as for what to take.......TA probably nailed it.....although I might opt for more speed and take 4-0-3-0 so that u get the additional speed boost to go with burst. It depends on whether you feel you need the speed more or if u want the ability to state-effect groups.




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TAfirehawk
Wed Sep 15, 2004 8:22 am
#4






PanzerGR wrote:

TA is right on the weapon certs.....out of any proff i think Carbineers get jacked mroe than anyone else on weapons.


As far as the cone attack thing.....i think Burstshot 2 is FAR better than fanshot, unless they changed the damage modifier on Fan since I was a pistoleer. Not only the damage mod, but the simple stremgth of carbine weapons..it hink makes it much betetr than burstshot. HOWEVER, with that said, it depends on your speed. If you have a low carbine speed or a pistol speed that is betetr (as would seem to eb the case for you) then fanshot will give you a higher DPS (damage per second)


TA also pointed out that Fullautoarea will allow you to land states to groups..which can be good in some cases.




as for what to take.......TA probably nailed it.....although I might opt for more speed and take 4-0-3-0 so that u get the additional speed boost to go with burst. It depends on whether you feel you need the speed more or if u want the ability to state-effect groups.






Well based on the Speed Formula, going up 4XXX with BH 0400 is a waste if just going for the Speed Mods....of course ScatterShot1/2 are pretty awesome by themselves. Depending on the Carbine used, you might want to get 1XXX Carbineer to be speed capped.


And per the information available, FanShot and BurstShot2 both are 6.0X damage specials.....so with BH both should be capped and delivering MORE DPS with the higher base damage Carbines I have FanShot and could test it easy enough....





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

HoundMB
Wed Sep 15, 2004 10:01 am
#5

No carbines with kinetic damage???? I thought these were supposed to be slug throwers. Bye Bye janta missions. That's no good.



Heck Yeah!
wilibus
Wed Sep 15, 2004 10:13 am
#6

0400 BH, 04300 Carbineer is a nice combo. Only problem is that is leaves you +85 speed which isn't quite enough to cap those 4.0 Speed Carbines. But +5 in tapes to get you +90 to cap the 4.0's shouldn't be hard. That template is what i am using right now, since i wanted to come up with a Swords/BH/Carbs template. It leaves you with a lot of decent specials /crippleshot, /burstshot2 (awesome cone damage), /confusionshot (reliable dizzy), /fireKD (dizzy/KD), /fullautosingle2 (multiple states), and /actionshot2 (Cone action bleed, posture down), and /legshot3 should it ever get fixed.








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

KithSyn
Fri Sep 17, 2004 4:41 am
#7

yeah, with a ee3 u can knock them down and have a lot of fun gaining $$$$.



KITH-SYN
Jedi Padawan

Favorite Quote: "Are you threatening me, Master Jedi?"
HoundMB
Fri Sep 17, 2004 5:29 am
#8

Actually, Jantas are weak to kinetic, stun, and lightsaber. But you know what I found out last night. By using my laser carbine, with it's medium armor piercing, I actually kill them faster than with my stryker pistol.


Also, as a side note, action shot 2 is sooooooo nice for this. I am now a MCH, carbineer and BH carbines dabbler. Last night doing Jantas, I would tell my pets to attack the lair, thus aggroing all the Janta on them. At this point I would begin to spam action shot 2 on the lair, which would hit it and all the mobs around it. The great thing is though, because the lair doesn't have an action pool, it wasn't actually hitting it, just the mobs. So I don't have to worry about outdamaging my pets on the lair, and thus getting aggro from the Jantas This one thing alone makes carbineer FAR superior to pistoleer imo. Now to try those KD shots on some pesky ST's........



Heck Yeah!
mrmark200000
Fri Sep 17, 2004 6:42 am
#9






HoundMB wrote:

No carbines with kinetic damage???? I thought these were supposed to be slug throwers. Bye Bye janta missions. That's no good.






nawwwwww man janta are easy to kill with a laser carbine, really if you get cripling shot, with fire kd while theyre kded it can dish out some major pain to them, burst shot 2 is decent damage also, when i do stormie missions i just use one charge shot 2 then use about 2-3 burst shot 2 and all the stormies are dead. janta take a little longer



Smugger alliance Pilot.





Jedi In the NGE. I like. cool Melee

need some tips for the CU? want to learn good tatics for group fighting and soloing? send me a tell, mrmark, eclipse server.

JanuHull
Fri Sep 17, 2004 6:46 am
#10

Some of the higher Jantas like Shaman will have me break out the Elite Carbine and finish them with Energy. The Elite may not top out like a Laser, but its more consistent.



Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

mrmark200000
Fri Sep 17, 2004 6:50 am
#11






JanuHull wrote:

Some of the higher Jantas like Shaman will have me break out the Elite Carbine and finish them with Energy. The Elite may not top out like a Laser, but its more consistent.






i save my percious elite for pvp battles agaisnt people who have ranged mitiagation



Smugger alliance Pilot.





Jedi In the NGE. I like. cool Melee

need some tips for the CU? want to learn good tatics for group fighting and soloing? send me a tell, mrmark, eclipse server.

YamadaMan
Fri Sep 17, 2004 12:37 pm
#12


HoundMB wrote:
No carbines with kinetic damage???? I thought these were supposed to be slug throwers. Bye Bye janta missions. That's no good.




wanna do jantas ? use a kickas$ EE3 carbine, they're weak to heat if I remember correctly.

FYI, only pistoleer got a ranged kinetic damage weapon.
Riflemen used to have one "tusken king rifle" but it seems that they don't anymore.

Message Edited by YamadaMan on 09-17-2004 09:38 AM



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HoundMB
Fri Sep 17, 2004 2:10 pm
#13

Jantas drop yummy janta blood, which my master doc alt just loves to make into buffpacks



Heck Yeah!
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