Carbineer Archive
Thread: Best carbineer attack special
Two lines? Now, let's see, what you definitely want is charge shot for the knockdown. Combined with the Commando weapons, it's just nice. Thus you have no way of skipping the counterinsurgency tactics line.
The additional modifiers in that line are a bit of defence, if you want it you can go for it, but not urgently necessary. You also gain suppression fire, an ability which according to TAFirehawk is working as intended but up to now didn't manage to convince me to be too useful. Anyways, as you can convert any attack into an area attack with your commando, you'll perform much better with crippling shot on area effect, so i assume you don't need to get deeper into this line. (Currently the improved charge shot doesn't seem to be much of an improvement over the normal charge shot, so it's up to you if you go xx1x or xx3x at this point.)
The line you will want completely is the Marksmanship line. A good deal of general ranged accuracy, combined with the abilities Improved Crippling Shot, Inproved Leg Shot and Improved Rapid fire gives you the prime damage dealers of the carbineer profession and a powerful snare. [Leg Shot actually is tbe strongest damage dealer of Carbineer, despite not being the master special. ] Combining that with commando weapons is very useful, the damage dealing, afaik, is not so great with commando weapons in general, so carbineer specials don't fare too well there, either. (But, i lately noticed, Devs now speak with commandos and just inquire about the issue... perhaps it'll get better.
)
Thus we now are either at 0440 or 0410, both options make sense in my eyes. The first has a bit better defences, the second has the advantage that you still have the skillpoints for 2410. The full auto area if the assault tactics line will only be useful for you if you want to do area damage without using a commando weapon, which i consider unlikely. Still, it offers some carbine speed, which also is helpful. Anyways, you also gain Scatter Shot with this choice. If you have a tiny bit of SAC to spare, using not only Leg Shot and Rapid Fire for the damage dealing but also putting Scatter Shot into it will allow you to deal damage even a bit faster. (Scatter Shot actually has the same damage modifier as Rapid Fire while having a bit less of SAC cost. It still is no complete replacement for Rapid Fire, as Scatter Shot has a bit more of cooldown, so if you only use Scatter Shot and Leg Shot, you will find your attack speed a bit reduced.)
As a sidenote on Scatter Shot, it it the only special we have which can hit random body locations, so against people with cyberlimbs it might result in surprisingly high damage sometimes. Anyways, be aware that the log shows less damage than you actually inflict, the damage is divided into several portions which are applied to different body locations of the target (and thus take different reduction, according to armour at that location) but due to a bug only the first portion of damage is displayed in the combat log.
For once not a reply that says "Get out of here noobzer" or something to that nature.
Uh... nope. I said that it supposedly is working as intended, but i very rarely find it to actually be useful. Personal thing, i guess.
You said the suppression fire doesn't work as inteneded but it helps me a lot, if the snare doesnt stick right away then i spam that until i can use my snare attack again usually against big NPC's or jedi.
furiogiunta wrote:
I am currently master commando / master smuggler / novice medic. Was wondering what 2 lines of carbineer would be effective. I know the accuracy line would be a HUGE help with my heavy weapons, but what other line? Just looking for some various opinions out there. Thanks.
I would grab 0440 Carbineer. This would give you An Area KD, Area Legshot, and an Area Snare. However if you grabbed 2 full trees of Carbineer you'd have to drop Novice Medic because you wouldn't have the skill points. In that case I'd grab 0430 Carbineer with Novice Pistoleer. You'd still get the those Areas but would get an extra +15 accuracy by sacrificing 5 Ranged defense. (Also Suppression but in my opinion it's useless considering you got an Area Crippling Shot)
Area KD = Acid Launcher + Charged Shot
Area Snare = Acid Launcher + Crippling Shot
Area Legshot = Acid Launcher + Leg Shot
Area Mez = Acid Launcher + Concussion or Panic Shot
KD Mez = Rocket Launcher + Concussion or Panic Shot (RL + Panic is almost like a second concussion since they can't move while KDed)
Also I would suggest grabbing either a capped out Czerka, 710+ damage Nyms, or a capped out Elite or E11 Carbine. These things will be your best friends combined with your commando weapons if you get stuck by yourself in a 1v1 or so.
Also I would suggest grabbing either a capped out Czerka, 710+ damage Nyms, or a capped out Elite or E11 Carbine. These things will be your best friends combined with your commando weapons if you get stuck by yourself in a 1v1 or so.
Sylow wrote:
Also I would suggest grabbing either a capped out Czerka, 710+ damage Nyms, or a capped out Elite or E11 Carbine. These things will be your best friends combined with your commando weapons if you get stuck by yourself in a 1v1 or so.
As he won't be MCarb, an E11 Mk. II won't be helpful for him, as he got no BH, the Czerka also doesn't help him... so, selection is basically down to the Elite Carbine and Nym's... i'd advise to get both.
Ah, ya...lol. I always forget about the Skill requirements becausebetween my two characters I can use them all.
Message Edited by DekkoFett on 10-01-2005 03:53 PM