Carbineer Archive

Thread: Carbineer Crowd Control for XP Grind Groups

KyridIce
Tue May 03, 2005 1:39 am
#1

I have been doing a lot of xp grinding recently and have some tips on how to effectively play the crowd control role as part of a group:


1. Assuming your group consists of a mix ofmidand high level characters, your best bet is always to lure one mob away from the lair at a time.

2. Use cripple shot on a creature that has seperated itself from the rest of the pack. It will start running towards you, but its movement speed will be greatly reduced.

3. Get in a few Leg Shots (or other high damage attacks) as the creature charges forward. Have your ranged group members focus fire too.

4. When the creature gets in range of your melee folks, drop it with charge shot (or any KD or root attack from a different profession).

5. Hit the creature with some more Leg Shots while it is down.

6. The creature will eventually get back up, and continue chasing towards you (or whoever seems to be doing the most DPS). You can generally kill it before it does any significant damage to any of your group members.

7. Lure the next creature. This canbe repeatednonstop like clockwork if you get a niceaction cost gun and a good supply of brandies.


You can handle a few creatures at a time if everyone in the group is within just a few levels of each other. However, I would still recomend luring one at a time as it'll mean easier kills and less downtime for healing/regenerating. As such, it is my opinion that area attacks should never be used, except maybe in PvP.



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_scout_
Tue May 03, 2005 3:18 am
#2



KyridIce wrote:
You can handle a few creatures at a time if everyone in the group is within just a few levels of each other. However, I would still recomend luring one at a time as it'll mean easier kills and less downtime for healing/regenerating. As such, it is my opinion that area attacks should never be used, except maybe in PvP.





Yes and they call us crowd control 4 from 5.

I think this is a side effect of the very narrow XP gain window from the levels.
Taking on multiple target at once is always a deadly encounter with all creatures lvl which give you XP.

And on those lvl targets where it would turn out to be an even match if you attack multiple targets, those wont give you any XP.



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canova
Tue May 03, 2005 3:35 am
#3

true except in some configurations where you have a few tanks that are agroing more than 1 NPC. Then you can area shoot on them staying back.






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_scout_
Tue May 03, 2005 5:30 am
#4

Havent tried out that in a lot of different prof combinations, but going equal level con mobs with just one tank, even that tanks gets easily overwhelmed, especially if you hit the lair.

So far couldnt not test taunt, but since with some of those tank types, I was carabiner was outdamaging the tanks so that in the end I was aggroed by the MOBs and was taking the damage.

In addition (i bugged it and posted it already on the in_live forum) on Talus, on Ahazi doing creatures missions all creatures were attacking me despite an 20 distance to the creatures (this was while kiting).

If they would be rooted (which I couldnt do since im MSL Carb 4044) I had no probelms with the distance and the aggro but i was grouped with a Jedi and a Pistolleer anyway, so I dont know about any aggro or melee damage despite over 20m distance.



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Combat Upgrade - An Analysis of a Design Variance - Five Deadly Styles of SWG - What are the core starwarsy elements? Tal-N Chratk thoughts
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TAfirehawk
Tue May 03, 2005 7:34 am
#5

Handling ONE target at a time has absolutely nothing to do with CROWD CONTROL.....that is single target control with CripplingShot.


It seems you folks here have the same mindset as the Devs....only MULTI-TARGET ABILITIES can be any part of CROWD CONTROL.....and my screaming doesn't seem to get this message across.



The Primary and Secondary Roles in the CU Docs talk exclusively about crowd control, but the only thing we have is a basic damage special in Full Auto Area.....it is totally disgusting the lack of Abilities we have that relate to our ROLE in combat.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

_scout_
Tue May 03, 2005 8:08 am
#6


TAfirehawk wrote:

Handling ONE target at a time has absolutely nothing to do with CROWD CONTROL.....that is single target control with CripplingShot.

It seems you folks here have the same mindset as the Devs....only MULTI-TARGET ABILITIES can be any part of CROWD CONTROL.....and my screaming doesn't seem to get this message across.

The Primary and Secondary Roles in the CU Docs talk exclusively about crowd control, but the only thing we have is a basic damage special in Full Auto Area.....it is totally disgusting the lack of Abilities we have that relate to our ROLE in combat.






Eh , maybe it wasnt clear in my post, but Im with TA.

Only multi target abilities can be any part of crowd control.

And/but currently even with multiple targets attacks we couldnt do crowd control vs. equal lvl mobs because multiple of them would aggro us and we would be killed pretty fast and if going vs. lower lvl mobs we wouldnt get any XP.

Thats what I wanted to say in my previous post regarding the current 10% loss of xp gain per level of the target below of our own level.

I can understand that you want to keep away the high lvl players from the low level mobs but as crowd control 4 from 5 we should be able to fight vs. multiple targets though lower as our level but still gaining good XP.

I wish ;-) for a 1 or 2 % xp reduction per level of the creature below us.
Oh and while we are at it, I wish they would remove the level system at all.


(dream of how the CU would have been without LvLs and everything would be like in the concept papers.....)


.



- 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

TAfirehawk
Tue May 03, 2005 8:24 am
#7

Well my post is to more than just the people that replied in this thread



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

KyridIce
Tue May 03, 2005 11:41 am
#8

Simply put, we need an AoE / Cone knockdown. Its been identified countless times and I'm glad you keeppushing for it.


Also anotherAoE / Cone debuff shot wouldn't hurt. Notaroot, that wouldbe unbalanced...but maybe an AoE move that reduced the target's action regen rate or attack speed.


Anyway, my main post was about howI play mycarbineer. Sure if we had a different skill set we'd play a different role, but it kind of seems like all professions' roles are poorly defined at the moment.





/g\\g//g\\g//g\\g//g\\g//g\
::Atori Ice::
Naritus
\g//g\\g//g\\g//g\\g//g\\g/
Shikkari
Tue May 03, 2005 1:57 pm
#9


KyridIce wrote:
I have been doing a lot of xp grinding recently and have some tips on how to effectively play the crowd control role as part of a group:
1. Assuming your group consists of a mix of mid and high level characters, your best bet is always to lure one mob away from the lair at a time.
2. Use cripple shot on a creature that has seperated itself from the rest of the pack. It will start running towards you, but its movement speed will be greatly reduced.
3. Get in a few Leg Shots (or other high damage attacks) as the creature charges forward. Have your ranged group members focus fire too.
4. When the creature gets in range of your melee folks, drop it with charge shot (or any KD or root attack from a different profession).
5. Hit the creature with some more Leg Shots while it is down.
6. The creature will eventually get back up, and continue chasing towards you (or whoever seems to be doing the most DPS). You can generally kill it before it does any significant damage to any of your group members.
7. Lure the next creature. This can be repeated nonstop like clockwork if you get a nice action cost gun and a good supply of brandies.
You can handle a few creatures at a time if everyone in the group is within just a few levels of each other. However, I would still recomend luring one at a time as it'll mean easier kills and less downtime for healing/regenerating. As such, it is my opinion that area attacks should never be used, except maybe in PvP.



So 1 is a crowd? hmmmm this post needs some editing




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Sulsakan
Tue May 03, 2005 4:46 pm
#10


If suppression fire would work, that would be a nice crowd control. As it is, I have tried numerous ways of applying this special, but it never seems to work. Has anyone else here had any luck with this?
TAfirehawk
Tue May 03, 2005 5:41 pm
#11






Sulsakan wrote:


If suppression fire would work, that would be a nice crowd control. As it is, I have tried numerous ways of applying this special, but it never seems to work. Has anyone else here had any luck with this?





Refer to my thread, "Suppression Fire is broken"



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

CrazyMCWolf
Wed May 04, 2005 6:44 am
#12


yes, TAfirehawk is right.


I was a MBH and Novice Carbineer pre-CU.


I have respec to MBH and MCarbineer post-CU and thought that I would gain some Crowd Control ability.


Silly me was trying to soloon Datoonieat Pickets.... lalala


It has been two days since back to the game, I still can't figure out what specials in Carbineer tree will give me the impression that I've got from the CU document.

Message Edited by CrazyMCWolf on 05-04-2005 06:47 AM



Etet Ridryw
Master Bounty Hunter / Master Carbineer
TAfirehawk
Wed May 04, 2005 2:15 pm
#13






Nekra wrote:



Please keep screaming I want the crowd put back in our control.. I heard on test center that certain carbs do AOE like commando weapons is this true?

if so which ones and awesome






Totally false what you heard.



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

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