Carbineer Archive
Thread: Smuggler + Carbs
rapid fire is a medium damage AoE attack - nothing special
scatter shot is a low powered shot (although now that u mention it; it is possible it does more damage than it reports)
critical shot is a 20 second snare
leg shot is a strong damage dealer
full auto area is a high damage AoE
charge shot is a KD
legshot - high dmg one target (1.9x dmg)
rapidfire -decent dmg one target (1.5x dmg) its good to alter legshot/rapidfire - most carbineers do that
cripling shot - good KD shot with decent dmg (1.5x dmg)
full auto area- decent dmg AOE attack (1.5x dmg)
suppression fire - low dmg AOE snare (0.4x dmg) - it looks likeit stopsoponents movement completly for about 1-2secs ... try attackin whole lair while alterning fullauto/suppression fire - u will be surprised with huge xp rate just run run incircles around the lair
if u have some experience with this it doesnt matter how many creatures are on your tail really
just dont rush into this angry mob lol
Iawo wrote:
Hello, just poking around after playing with a skill calc... I was looking for something to change to if we smugglers ever get smuggler missions. Right now I'm smuggler/BH, but I don't think I'd stay BH if we get the smuggler missions due to the large pointsink in having two hybrid professions with different pre-requisites.
After toying around, I came up with this: M Smuggler / M Carbs / Pistols 0002 / novice commando / novice medic + 2 FS skills (or skip the FS skills and get 0010 medic)
Sounds like a pretty mean crowd controler temp Crowd control, Damage, and range baby! , even if it is weak in the healing department.Sadly, yup....Cone shots, two snares, a root, ability to area crowd control with the launcher pistol... Obviously I wouldn't stick around every single time a BH came for me because of the weak healing, but if I was prepared for the fight this has the potential to be very nasty with a nym's I'd think. Defense seems a little light, but I could always unequip my gun and use the basic center of balance that I'll have anyway. Accuracy is good, would be pretty killer with tapes + pyro. If all else fails, last ditch.
At first I was considering rifles, but carbs looks to fit the whole crowd control theme a little better. Pistols + smuggler is too much crowd control and not enough damage. That's why I made the switch.
So here are my questions... what specials do you consider the best of your profession? I know legshot is good, I've been looking at damage charts for ranged shots and it ranks up there with critical shot from BH without the critical. What exacly does suppression fire do? Cone snare, good to altrinate with crippling. Skill description sounds like a conesnare, but we all know how skill descriptions don't always match the skills. Scatter shot, I'm guessing this is like unarmed combo where it reports extremely low damage but actually does about 3x that? Rapid fire... is this just another damage special? I hope so, then I wouldn't have to use bodyshot or (UGH) Reckless shot.
Thoughts?
My Template (also in sig): Master Smuggler, Master Carbineer, Pistoleer 0004, Medic
You get Decent range, great, consistant, damage, crowd control.... Only the lack of good healing makes this tough. Now, if you could add a line of CM to this.... /drool