Carbineer Archive

Thread: -Rooted-

NosraNitsua
Sat May 07, 2005 9:29 pm
#1

Do we not have any rooted shots?
lifeisdeath
Sat May 07, 2005 9:55 pm
#2



NosraNitsua wrote:
Do we not have any rooted shots?




no



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Jedi; you want respect, but you haven't done a thing to earn it.
Mild-Breeze-Trooper
Sun May 08, 2005 6:19 am
#3


Which is funny, since roots and snares is what I thought carbineers would be about when we were more finely defined.
It feels like I don't really know what we are supposed to be any more.
Before the CU we were area specialists. Now we are "Crowd control" with one working area attack.

I had envisioned Carbineers like the class who laid down suppressing fire hindering the oppositions advance while riflemen took down one target after another and pistoleers handled short range defense.
But really, I just haven't got any feeling for the class since the CU.

I know there are still balance issues to be resolved, and I stick with the general purpose and direction of the CU. But it's painfully obvious that the developers didn't really know what to do with carbineers and that it's another of all the professions that should never have been implemented in the original game due to lack of purpose.

I'm still 100% carbineer though. It's just that hindsight is always so painfull.



Is there, BTW, a way to make this crapass post editor to either work in Firefox (can't submit) or not bloody show up as default. So that I can browse the forums with the webbrowser of my choice instead of using IE?




Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
Kyodor
Sun May 08, 2005 6:35 am
#4

Carbineer's AoE ability seems to have been lost through the CU.

Suppression fire needs to be fixed;
I want ChargeShot2 Ability back - a Area KD was great;
I want a AoE State Shot (like a AoE version of Confusion Shot);



Logic
Grammar
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Got Coherence?

Coreena
Sun May 08, 2005 8:58 am
#5



Mild-Breeze-Trooper wrote:

Is there, BTW, a way to make this crapass post editor to either work in Firefox (can't submit) or not bloody show up as default. So that I can browse the forums with the webbrowser of my choice instead of using IE?




Same problem here.
Go to your Profile, Preferences I think, there you find the "Enable WYSIWYG editor" opption. disable it, and you get your old Firefox editor again, that works.





Coreena Telios
Master Dancer
Starsider Galaxy
Ayami-Ayami
Sun May 08, 2005 8:59 pm
#6

^^^thanks!
i have been unable to post in firefox for quite a while, hehe, thanks for the info!

now back on topic, i was also suprised that carbineer ended up -root-less, hopfully once suppressionfire in fixed it will do that



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Ayami - MCH since september '03 and until NGE.
The removal of CH and the NGE in general is the dumbest thing a company has ever done. period.
CH deserves to stay, and SOE deserves to be *#&$^#*@ until they are #*&$& and then *#&$ some more!
LONG LIVE THE CREATURE HANDLERS!!!

- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
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TAfirehawk
Sun May 08, 2005 9:57 pm
#7






Ayami-Ayami wrote:
^^^thanks!
i have been unable to post in firefox for quite a while, hehe, thanks for the info!

now back on topic, i was also suprised that carbineer ended up -root-less, hopfully once suppressionfire in fixed it will do that




Actually lets just hope Suppression Fire is ADVANCED above Imp Crippling Shot and in a Cone.....won't ROOT but a 30-45 sec SNARE is just as good



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Fordep
Sun May 08, 2005 10:27 pm
#8

I'm fond of snares, I havn't done any roots but I feal that snares are better for a carbineer.


Lets say you manage to aggro more creatures than you intend. Instead of one you now have 2 or 3 coming after you. If you just root them all you may be able to run far enough before they come unrooted, but what good does that do you?


Now, if you Snare all of them you can slowly lead them away from the nest and use your AOE shots to take them down. The AOE shot (for me) tends to do 800 damage(or so) to each target while Legshot (my normal autoattack) does 1000 damage per shot. If I'm pulling 2 or 3 creatures I'm now doing 1600-2400 damage/shot.


I do this on Dath solo as a CL 70 vs CL65-69 reptilian fliers that naturaly spawn (can get a LOT of them in one area, I've pulled over 200k scouting/weapons xp out of one area pretty easy)


For safety I still try to only drag one at a time, but if you're taking one of these giant natural spawns (of like 10-40 creatures) that have been popping up on Dath you know that a good deal of the time you attact more attention than you want.


So over all... root is a good shot term way to stop a traget but a snare lets you stay away from them (taking no damage) while continueing to shoot them as well as dragging them away from the rest of their friends.
Coreena
Mon May 09, 2005 5:52 am
#9

Root and Snare are different things for different purposes.

I was Pistoleer for a few days and then respecced the Carbineer.

Root is good in a group as a means to Crowd Control, if more than one enemy is coming, to keep some of them out of the fight for 20 seconds.
Its only partially useful for soloing since the cooldown timer on the root shots is higher than the root.

Snare can be used in a group as well to keep a critter longer away so the ranged people can shoot and perhaps kill it before it even comes in range, but its also useful solo, since you can snare again right after it lost the effect.





Coreena Telios
Master Dancer
Starsider Galaxy
UniformMarshal
Mon May 09, 2005 6:34 am
#10

Actually now that root breaks on any direct damage or dot, carbineer works better with Combat Medic and other ranged professions. I usually KD the mob then snare it, watch it get it's a$$ handed to it as it slowly walks toward my group (3 of us total), untill it dies with 2 shots at our feet.



~Gennie Lightdust~
~Toxic Twi of Ryloth~
~Imperial Enforcer Location Classified~
Jyeoi
Mon May 09, 2005 8:31 am
#11






UniformMarshal wrote:
Actually now that root breaks on any direct damage or dot, carbineer works better with Combat Medic and other ranged professions. I usually KD the mob then snare it, watch it get it's a$$ handed to it as it slowly walks toward my group (3 of us total), untill it dies with 2 shots at our feet.






Stopping Shot for Pistols does not break on combat.



"Fear will keep them in line. In discipline there is strength."

Capt. Jyeoi Yulo,
Stormtrooper Squad Leader, White Legion Commander
-IRG- Co-Leader

Capt. Anein Niena, Twilight 4, -IRG- Twilight Squadron

Mild-Breeze-Trooper
Mon May 09, 2005 8:35 am
#12



Coreena wrote:


Mild-Breeze-Trooper wrote:

Is there, BTW, a way to make this crapass post editor to either work in Firefox (can't submit) or not bloody show up as default. So that I can browse the forums with the webbrowser of my choice instead of using IE?




Same problem here.
Go to your Profile, Preferences I think, there you find the "Enable WYSIWYG editor" opption. disable it, and you get your old Firefox editor again, that works.



Ooooow! You are my hero! Or quite possibly heroine judgeing from your avatar.
Thank you. Firefox goodness fills my life again.



Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
Kakherot
Mon May 09, 2005 8:37 am
#13






UniformMarshal wrote:
Actually now that root breaks on any direct damage or dot, carbineer works better with Combat Medic and other ranged professions. I usually KD the mob then snare it, watch it get it's a$$ handed to it as it slowly walks toward my group (3 of us total), untill it dies with 2 shots at our feet.






I think you mean paralyze, which was a stasis (i.e. they couldn't do ANYTHING while in stasis, you can still heal and attack while rooted). Roots still don't break upon damage. Paralyze was meant to be an escape ability for medics.



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