Carbineer Archive
Thread: Looking for some advice on some Carbineer skills
Here's the situation; My Lowca Girl is Master Ch and close to Master BioEngi, rest of points is tied up in master Scout and Medic. I am playing her really non combat orientated at the moment (crafting, taming), however, lack of meat supplies making me rethink that.
I was planning on surrendering all skills that I don't need, and getting her some combat skills instead, to help kill stuff for meat farming purposes faster.
I would have 17 points left after Novice Carbineer. So my question is what to spent them in in the Carbineer tree.
I don't PvP, and I don't need to kill big game (thats what my Wanderhome char is for), but I'd like to spent those points to get the best out of damage, some good specials, and acceptable speed and to hit rate out of the carbineer tree (of whats possible with that few points of course).
So, you guys have any suggestions for me ? Any tips would be appreciated.
By the way, I am not really interested in Pistol, I find them to boring looking, though I am crossposting in the Rifleman board too, 'cause I am not 100% sure if its gonna be rifle or carbineer.
The two best actions in carbineer (in my O) are really chargeshot1 (single-target KD) and fullautoarea2 (cone fire to 64m--great for killing groups as long as something else is tanking). After that, the ones I use most are Crippling Shot (single target high dmg random HAM)and legshot3 (decent damage, relatively cheap action shot). And of course actionshot2 and actionshot1 (bleeds, stack). fullautosingle2 (single-target random HAM)is also fairly handy if you're buffed and want to burn a base, it uses much less time and mind cost than cripplingshot.
As far as useful bonuses go, you can live without the accuracy as long as you don't mind standing still most of the time (usually fine in PvE), but the speed is pretty handy if you can survive your HAM costs.
I've been a master carb too long to remember what is in which tree, but I'll try anyway.
I believe Crippling shot is the level 3 skill of the same chain that has legshot3, so your best single-target damage dealers are together for a cost of12 skill points.
I also think chargeshot1 is level 2 of the combat xp chain, just above the fullautoarea1 in the first box--you can get both of those for 9 skill points.
If you could come up with 4 more points, you could get all of these and have most of the good skills carb has to offer, though your speeds and other bonuses will be pretty weak. If you can't come up with the points, you can ditch the chargeshot1, but you're losing out on the knockdown there. You might be able to do something to get fullautosingle2 (I don't remember where it is at all--novice carb?), so you'llonly have to take the first box of marksmanship to get the legshot and give the ole cripplingshot the finger. If you're not interested in area damage, you can ditch the whole support chain and spend the points elsewhere (buy a point of speed or something).
Way back when I was trying to hold onto Squad Leader along with Carb and Combat Medic, my goal for Carb was 0304 (the idea of an area knockdown was pretty tempting, until I got it and it doesn't work).
Good luck--you're among the few--the proud--the 1.47% of SWG players who have novice carbineer.
Assuming even distributions, the Astromech stats tell me I'm among the 0.0031% of players that has exactly medic, marksman, combat medic and carbineer. If 300,000 people play, that means there are about9.3 people who could potentially be Master CM/Master Carb.
Then again, I'm sure the distribution isn't exactly even. I mean, how many Architect/Combat Medics can there be?
Biehn--Lowca