Carbineer Archive

Thread: FAQ: Recommended path to Carbineer

Sylow
Wed Jun 01, 2005 10:57 am
#1





Recommended path to Carbineer






I. the foundation

(holds truth for any carbineer build)


As the old reccomendation doesn't hold truth any more after the CU, i decided to write a new version. Unlike the old guide, i would advise to generally stick to one collumn a time, which at first would be the marksmanship line. (0x00) The only exception of this is that i would advise to get the first box of the Counterinsurgency line, as soon as you have the first box of marksmanship.


Thus it would be 0100, 0110 and then go on with 0210, 0310, 0410 The reason for that is, that the marksmanship line gives you a lot of accuracy, which directly increases your chance to hit, and at the same time offers you the specials "cripple shot" and "leg shot". Cripple shot is a snare, most useful in solo combat, as it allows you to kite(*1) a target without serious problems. Leg shot currently is the most powerful attack in the carbineers toolchest. Since suppression fire lately was fixed, it might be worth a consideration to go for the second box of Counterinsurgency after being 0110. Being 0210 gives you more of striking power but 0120 gives you a new defensive ability which supposedly has the potential to save your lower end. (*2) I dare to warn, though, that this ability has an area of effect, which means that when used without taking care, it easily can attract more enemies on you, which first were not agressive towards you. Careless use of this ability can very well get you killed instead of saving your life.


The first box of the Counterinsurgency grants you the "Charge Shot" ability, allowing you to knock down your target. Not only is a knocked down target unable to move to you (*3), it also takes aprox. 20% more damage while being on the ground from any attack hitting it in that time. (Usually this is one attack from everybody attacking the person, which gets this damage bonus.)




Footnotes:

(*1): to kite means that you attack a target, then run away. The target will follow you (like when you are pulling a kite to make it fly) and you can fire at it while running. This tactic doesn't help a lot against a ranged opponent, but is very viable against melee targets. Especially for missions against animal lairs, this approach is very powerful.


(*2): The reason why i am holding back with a clear statement on this is, that suppression fire has not been thoroughly tested in actual battle situations. I hope i can soon make a clearer statement on this.


(*3): be aware that due to lag reasons, a knocked down target might "slide" or "teleport"to you or even be able to hit you, despite it looks like it's many meters away. There is no resolution of this issue in sight, so better keep that in mind.







II. advanced progression

(now it's time to choose your path... decide wisely.)


1. Master Carbineer

(the only true path.)


The further branch of advancement depends on what you want to do. If you are going for Master Carbineer, and it is the first ranged combat profession you are working upon, i actually advise to now focus on Assault tactics. The defences of the Counterinsurgency path might look desireable, the improved Charge Shot definitely is, but you're still low on the speed modifiers, so increasing them makes a difference.


Thus you will then advance for 141x, 241x, 341x and 441x, the Special Abilities line takes combat experience, so is independent of the other boxes and should be trained whenever possible. The counterinsurgency line actually is the last one to complete, the basic version of Charge Shot does the job for quite some time, suppression fire is now helpful but with decent pulling and kiting not necessary. (*4)



2. dabbling for a master of another ranged profession

(You will find the carbineer inside. Give in to the temptation.)


Things definitely look different if you plan to only dabble in Carbineer or if you already have another ranged combat profession mastered. (*5) You then want to be 0440, carbine speed and carbine defence won't be helpful if you plan to use any other weapon.


Additionally, you already bring along some general ranged speed, making speed less of an issue. General accuracy and the defences of the two mentioned lines are what you now are looking for, not to mention that they give you the most useful carbineer abilities. This way, you both improve your fighting capacity as carbineer, while alsoupping your combat power in your other ranged profession. This way you immediately have more power and flexibility at hand. If you are somewhat short on recovery abilities, the fourth line might be interesting, but currently those recoveries have little meaning and you probably have them from your other profession, anyways.


3. dabbling in carbineer without other combat professions

(A brave person you are, fighting with limited training. Alas, we can just hope that you'll find the carbineer soul inside of you.)


Also, if you plan to only spend a limited number of skillpoints in carbineer without having any other combat profession, the mods and abilities of the 0440 combination are probably the most attractive combination, you will loose out a bit on damage potential due to lower speed bonuses, but the abilities definitely make up for that. (*6)

As you won't be certified for any advanced armour (only your accuracy mitigation is acceptable, the rest is in the novice box and thus not very strong), you are well advised to group for any bigger targets, with some attention on what you do, some kiting and careful movement you're also able to fight and win against creatures one or two levels above you. The combination of legshot, charge shot and cripple shot gives you some nice striking power and the potential to keep the enemy under control. And if things go bad, put suppression fire as default attack, keep shooting and run for your life. (*7)



Footnotes:

(*4): If you do some nice kiting against non-social animals (means, they don't all attack you when you attack one of them), you'll also never need the defences of the third line.


(*5): Note that a melee profession won't be helping you with a carbine at all, so i'd rather use the advancement scheme for a new carbineer here.


(*6): In the situation that you only want to be a part-carbineer and it is not your second or third combat profession, i assume that you will go for some crafting profession. Hopefully this crafting profession will earn you a lot of money, allowing you to outfit yourself with some skilltapes which will compensate for your lower speed and accuracy.


(*7): I wish you very good luck.

Message Edited by Sylow on 07-20-2005 03:21 PM






Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
Sylow
Wed Jun 01, 2005 10:59 am
#2

reserved, just in case...






Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
Sylow
Thu Jun 02, 2005 2:29 am
#3

Uh, hello? No comments, nothing? Please, i just wrote it together, i am not omniscent and perfect... any comments and corrections are welcome...






Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
_scout_
Thu Jun 02, 2005 3:08 am
#4

maybe only the two of us are up/online ?

Very good, I think TA will take it. Just some minor additions:

    a.) I would include the 20%damage bonus to KD target and that its immune to it for 30 seconds after applying a KD.

    b.) Dont forget to mention that suppression fire is an area attack with a very wide cone. If you dont use it carefully if you are soloing/playing alone you could aggro to many MOBs/NPCs at once thus killing your self.

    c.) I wouldnt put the footnotes at the end of the document but at the end of each paragraph. IMHO it makes reading easier since you want to know what that footnotes includes.

    d.) Have a look at the Star Wars Wiki. It definitly needs more motivated ppl to share information and a Wiki is an ideal platform to share information and keep it up to date.








- Star Wars Galaxies Wiki -

Combat Upgrade - An Analysis of a Design Variance - Five Deadly Styles of SWG - What are the core starwarsy elements? Tal-N Chratk thoughts
LiongTsiao Huang - Central European Timezone
Rebel Alliance Col.
PRE CU Master Carbineer and Master Squad Leader
Member of the High Council of Rebels Red Circle

Sylow
Thu Jun 02, 2005 3:53 am
#5






maybe only the two of us are up/online ?




*grin* Can't be, otherwhise it wouldn't have been halfway down to page two when i checked for it today...


But i admit, a lot of text, perhaps i want comments toosoon, should give people more time.







Just some minor additions:


[...]







Changes made, also found some typing nonsense there... the text definitely still needs some crosschecking from somebody who dares to tell me where i wrote nonsense. (Heck, i had "assault armour" written where i wanted "advanced armour"... *blush*)


Only the wiki-thing i didn't do yet... it's a nice collection of technical data, but i wouldn't know how my writing would fit into that...







Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
weaponmaster88
Thu Jun 02, 2005 4:00 am
#6

very nice post, i'd say its worthy of the FAQ



Xerses- Master Jedi

Zudet- Master Pilot (almost) and BH
Come visit my shop at 4777 -2444 tatooine (deliver 4 mod jewlery here and auction winnings as well)
_scout_
Thu Jun 02, 2005 4:10 am
#7

It would definitly fit into it.

See with more ppl to edit and correct it and add information you have in the end a better knowledge about it then the SOE DEVs. You could even keep track of the state of certain specials form publish to publish (with all the stealth nref/fixes/balances going on at SWG you need a page where you can react as fast ).

=)

Currently they are just collecting data and all that what should be included into a good handbook, but they have room for FAQ, Walkthroughs as well.









- Star Wars Galaxies Wiki -

Combat Upgrade - An Analysis of a Design Variance - Five Deadly Styles of SWG - What are the core starwarsy elements? Tal-N Chratk thoughts
LiongTsiao Huang - Central European Timezone
Rebel Alliance Col.
PRE CU Master Carbineer and Master Squad Leader
Member of the High Council of Rebels Red Circle

Agisto
Thu Jun 02, 2005 4:30 am
#8


I'm sure TAfirehawkwill be happy with this, he has been busy as indicated in his post "Need Help Updating the FAQ". I know that I'm happy to see you are contributing your timeto this . It is allot easier to understand this proffesion when information like this is gathered.




_______________________________________________________________________________
_scout_
Thu Jun 02, 2005 5:18 am
#9

two things.

A.) I LOVE the sub head lines! They make me laugh each time I read them.

*In the emperors voice* : Release your other profession. Strike em down and join the carbiner side of the SWG!

Uh darn... Im a rebel ....


B.) I ll start a page in the wiki soon where you can post this (I ll probaldy just copy and past your post into it, and hope for your permission). As soon as it's there, feel free to correct, update and complete it. You 'll see, guides just as this belong into the wiki and fit in perfectly!

:-)

Don't you think InfluenzaSWTA ?







- Star Wars Galaxies Wiki -

Combat Upgrade - An Analysis of a Design Variance - Five Deadly Styles of SWG - What are the core starwarsy elements? Tal-N Chratk thoughts
LiongTsiao Huang - Central European Timezone
Rebel Alliance Col.
PRE CU Master Carbineer and Master Squad Leader
Member of the High Council of Rebels Red Circle

Sylow
Thu Jun 02, 2005 5:22 am
#10







Uh darn... Im a rebel ....




Nobody's perfect...


(Uh, moment, i am still neutral... *ponder*)






(I ll probaldy just copy and past your post into it, and hope for your permission). As soon as it's there, feel free to correct, update and complete it. You 'll see, guides just as this belong into the wiki and fit in perfectly!



Roger that... i just at the moment, with the current style of the Wiki, wouldn't know how it should fit there. If you put it in in a matching way, i can take a look if i perhaps add more, as soon as i have some ideas of what to write.


[It's rather randon, one day i know something for Carbineer, another time for Weaponsmith of Squad Leader... chaotic as i am... ]








Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
BlakmoreSWG
Thu Jun 02, 2005 10:18 pm
#11

Nice job and thanks for taking the time to put it together.
TAfirehawk
Fri Jun 03, 2005 5:07 pm
#12

Good stuff....I really appreciate people helping other people here



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

_scout_
Mon Jun 06, 2005 4:32 am
#13

To bump this one and to invite ppl to the Star Wars Wiki and to show sylow what I did with his part of the soon to be FAQ about the Carbineer:

Guide to the Carbineer

which I currently linked from :
Carbiner at the wiki
and
Profession Guide

As I mentioned before, I think the general approach to have a wiki for this information, is best idea ever.
With multiple person able to edit a single article and correct it we all can better keep track of whats going on with our profession and add our knowledge to the general pool and take some of the weight of TA's shoulder so he can focus more on improving our profession and pwning those DEVs.




.



- Star Wars Galaxies Wiki -

Combat Upgrade - An Analysis of a Design Variance - Five Deadly Styles of SWG - What are the core starwarsy elements? Tal-N Chratk thoughts
LiongTsiao Huang - Central European Timezone
Rebel Alliance Col.
PRE CU Master Carbineer and Master Squad Leader
Member of the High Council of Rebels Red Circle

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