Carbineer Archive
Thread: Carbines suck? Not for long......
CyberData4 wrote:
Do carbineers really suck?
No, heh, we don't. Carbineer is rather balanced and in the middle, where it should be. As mentionned in the FAQ, our strengths include a large variety of state specials which are important in both PvP and PvE. Mainly area attacks, these are particularly great for large group PvP.
Since you're a Doctor, the HAM costs won't bother you, so that alone removes one of our biggest weaknesses. Our few damage types does imply that some things will downright be hard to kill, and the fact that high-level MOBs and good PvPers are immune to our specials does make us seem bad, or downright 'sucky'. We are weak in high-end content, and our speeds without SEAs are somewhat ridiculous (+60 at master.)
That said, Carbineer is just plain fun.
One of the best support templates that you can get is however Carbineer/Doctor. One, you're a Doc. Simple as that.
Two, you can use FullAutoArea to apply a variety of states to others in PvP, and if you can manage to stay away from the front lines, you'll be having a lot of fun.
Carbineer isn't 'easy', though. I've done all combat professions, and I feel Carbineer to be the one which requires the most 'alertness' and tactics, simply because we don't dish out raw damage. We set up people for a kill. Stun them, blind them, Dizzy them, KD them. We can hit them hard if they are KDd - but if they aren't, we die. And fast. Our lack of defenses means we almost always get hit. Even with buffs and armor, if a melee'r gets within range of you, your best chance is to run away.
Carbineer/Doctor was one of the most loved PvP templates sometime back, but the way PvP has evolved including armor and foods, it's a good "support support" combo.. but it's not an active support mix. If that makes any sense, heh.
"IMO carbineer is where balance SHOULD be."
That, I agree with.
"You can be on top of your game with awesome guns, armor, and skill bonuses...know all your specials and use them correctly...and an afk rifleman can kill you with hs3 spam from a jawa."
That, I disagree with. With 39% stun armor and a 34-40% stun PSG, the jawa ion rifle is no threat whatsoever. And if they switch to a T21, I throw on my 80% energy helmet and chest plate. The only downside is that I don't have any AAs for that helmet yet, so I drop to +82 speed and I loose +4 worth of accuracy while moving. With so many rifleman FOTM on my server, I have been forced to adapt, counteracting many of their strengths. I may not allways be able to take them out, but I can at least hold my own, and take a draw if neccessary. The only way a rifleman poses a real threat to me anymore is if they are also a CM.
<--- master carbine and master Doctor...
i'm very effective ![]()
is a decent support template. True you lack the poison/disease/state cures of doctor which are important, but as a carbineer you'll be vulnerable to attack and if you have to stay among the fighting group to heal because of docs range then you have a good chance of being ripped apart in seconds. Whereas with CM you can stay well back and heal your whole group with one use of a stim while also keeping an eye on everything that's happening around you. Plus you can throw the odd poison/disease in at the opposition to help your teams efforts.
For pvp Doc is probably more necessary due to the huge numbers of cm's around now, but if you're talking about things such as the corvette, deathwatch bunker, etc. then in my opinion cm > doc. Although really, imo, all groups for pvp and high end pve should have a cm and a doc to keep them in top shape.
I'm only part carbineer with Master Combat Medic atm, but once i master carbineer i'm pretty certain that i'm sticking with this template until the combat balance to see what happens. Hopefully i'll still want to be a carbineer after it as well.