Carbineer Archive

Thread: Even with its problems, is Carbineer the better choice for BH?

jihn
Wed May 18, 2005 9:55 am
#1

I was a MBH+M.Carbineer before the CU, and I enjoyed it, sure it was gimped in parts, but if used right, it was DEADLY for both PVE and PVP.


Now a lots changed with the CU, no doubt about that.


My alt is a Transdoshan, and I'm a roleplayer(When I can) myself, and Transdoshans are definatly fearsome opponents in both ranged and melee. I feel Doshs are natural Carbine or Heavy Weps(Commandos in SWG) users.


I'm also playing his role as a Dosh by turning into into a BH(Maybe occasional Jedi hunting, but mainly a good all round PVP+PVE character is what I'm going for.) so the only question left, is what to give him as his focus profession: Rifleman, Pistoleer or Carbineer. I hear tons of bad stuff AND good stuff about both, and since I've not really got into the CU, I honestly don't know what to belive.


Basically the question is this: Is MBH/M.Carbineer a good option for PVE+PVP(Not just Jedi, all professions.) ??


And what should I give him as support options? Healing skills come to mind for the times when he's alone, so how much is needed? Medic/Doc/CM? This new system is mighty tough for me, I really liked the old system+professions.


NOTE: I'm not a respec, I'm starting from scratch with his professions.


2ND NOTE: Yes I'm sure there are other threads debating the same damn thing, but everytimeI try a search its "Too busy". Go figure




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Don_T_Shoot
Wed May 18, 2005 1:38 pm
#2

Charge shot is more consistant than Underhand shot with the KD's in my experience. Legshot *seems* to be more consistant than Critical shot for damage. I've been swapping around between Commando/MBH and Commando/Carbineer all week and have been considering Carbs/MBh without any commando, but I suspect that I'd just end up with a lot of similar specials with no Root Attack. Possibly a Master BH with a combo of carbs and pistols might be the way to go? Especially if you are interested in some Jedi hunting.

Message Edited by Don_T_Shoot on 05-18-2005 04:55 PM








All 3 accounts cancelled
SWG RIP
Killed by NGE, any questions?


1000thghost
Wed May 18, 2005 1:51 pm
#3

I'm glad to be back with Carbs. I went with carbs a long time ago, before going with pistols leading up to the CU. I need the extra accur./speed I get from MC because I have to stay out of distance from saber throw. It makes no sense that there's no root attack for this prof. but going with pistoleer0,4,0,4 will get you abetter stopping shot. Now you have a root and a snare AND disarming shot which also causes an attack delay.


MBH/MC/NP 0,4,0,4/ACE RSF
Firespray-Nevermore, YT-Crow Jane
playing since launch
never thrown a single punch




Xymox Morningstar
~ Master Bounty Hunter - Carbineer 0,4,0,3 ~
~ Genoharadan Brotherhood~
"If you make out with your sister, You might be a Jedi."

TAfirehawk
Wed May 18, 2005 3:02 pm
#4

Advanced Critical Shot and Improved Leg Shot have the identical damage modifier, check out my STICKY thread for the test data.



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Killa-Kell-Krushin
Thu May 19, 2005 12:50 am
#5

Yeah I hate that "too busy" message, but back to the topic at hand. I believe it would be Carbs. You get great specials:charge shot for KD(better than underhand from what I hear) and crippling shot for the snare(although i picked up some pistols for stopping shot as well). Plus the fact that u have a high damage dealer in leg shot and can go all the way to advanced leg shot with MCarb I believe(correct if I'm wrong pls). That is my opinion anyways!



Killa-Kell Krushin
MBH, MCarb

"I got GladBags with enemies,
Cut up so they remember me,
Soakin in Henesy so they relatives know its me..."
novakaine
Thu May 19, 2005 2:29 am
#6

MBH/MC/MM/Pistols0003


Awesome selection of states and damage specials, great speed, accuracy, and defense plus stopping shot from pistols for a great root.


No healing butquality stim Ds are nearly as good. This is a fun template





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jihn
Thu May 19, 2005 4:03 am
#7

Good responses guys, much appreciated.


I'm all but settled on M.Carbineer/MBH, but my only big decision now is simple: Master Marksman+Pistoleer xx3, or Pistoleer x4x4?


The accuracy bonus from Master Marksman is very nice, and the speed always helps......BUT, the Pistols defence boost and extra specials make it a deadly PVP combination.


This is the hard part lol.




sAint jihn

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DayWalkerRori
Thu May 19, 2005 4:45 am
#8

MBH/Mcarbs/DocNov is hot
Don_T_Shoot
Thu May 19, 2005 6:41 am
#9

With much regret, had to leave commando behind (was MBH/Commando).

I was trying to help a friend with a ROTW quest, where he had to kill 15 Usori's. With no root, snare and no reliable KD I could only look cool with my commando weapons before we'd get spanked and set running or incapped.

After dying for the second time, I respec'd on the spot to MBH/Carbs 4440/Pistols 0004 and with just me and the other ranged guy, we wiped the floor with those glowing spider freaks. I already miss setting my enemies on fire or the great effects of the LBC, but the carbineer Charge shot and pistoleer Stopping Shot are just too good to be without.


Gunz, lots of Gunz












All 3 accounts cancelled
SWG RIP
Killed by NGE, any questions?


Sylow
Thu May 19, 2005 6:46 am
#10






Don_T_Shoot wrote:
With much regret, had to leave commando behind (was MBH/Commando).

I was trying to help a friend with a ROTW quest, where he had to kill 15 Usori's. With no root, snare and no reliable KD I could only look cool with my commando weapons before we'd get spanked and set running or incapped.

After dying for the second time, I respec'd on the spot to MBH/Carbs 4440/Pistols 0004 and with just me and the other ranged guy, we wiped the floor with those glowing spider freaks. I already miss setting my enemies on fire or the great effects of the LBC, but the carbineer Charge shot and pistoleer Stopping Shot are just too good to be without.



Actually you 'only' ran into the current commando bugs. Would things work properly, the area weapons should (if i understood that right) allow you to transform a single-knockdown and single-snare into an area-knockdown and area-snare for example...


With the problem that it doesn't do that at the moment...






Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
DJODoc
Thu May 19, 2005 7:15 am
#11

jihn as I mentioned in another thread. If you are going to go the MBH/MCarbs w/ Pistoleer route, I suggest 0314 or 0413. The improved quick draw is worth it in my opinion if you need to kill something fast. I reduces the cycle time on your specials allowing you to get more leg and crit shots off for a period of time.



Javax
Central Imperial Order
New Cardia, Dantooine
Eclipse Server
http://www.darkjedi.org/club/CIO
jihn
Thu May 19, 2005 7:28 am
#12






DJODoc wrote:

jihn as I mentioned in another thread. If you are going to go the MBH/MCarbs w/ Pistoleer route, I suggest 0314 or 0413. The improved quick draw is worth it in my opinion if you need to kill something fast. I reduces the cycle time on your specials allowing you to get more leg and crit shots off for a period of time.





I saw it my friend, and I'm glad you told me, I will be sure to pick it up. Your POSITIVE it reduces cooldown on all specials?


I think your right, the 10+ Melee+Ranged Defence is more important than 10 accuracy, as accuracy food/drink is readily availible. This gives me MCarbineer/MBH/Pistoleer x314. I get the specials we need, some more defence, some accuracy(Not as much as MM but some) and the reduced cooldown(So you say)


Pretty sweet combo, should be very effective in PVP and PVE. Food/drink can make up for accuracy if needed, and some quality stim D's could save the life, but in all reality, its best to be in a group for anything too dangerous, so a healer would surely be there for support.




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DJODoc
Thu May 19, 2005 7:37 am
#13






jihn wrote:


Your POSITIVE it reduces cooldown on all specials?








The Quickdraw reduces cooldown definately on Advanced Crit and Leg shot, but I am pretty sure it works on all combat specials. I usually use it when jedi hunting. charge shot, leg shot, quick draw, then I can get off critical, leg, critical very fast due to the reduced cool down. If they are still alive then I use stopping.



Javax
Central Imperial Order
New Cardia, Dantooine
Eclipse Server
http://www.darkjedi.org/club/CIO
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