Carbineer Archive
Thread: Problems/solutions...Discussion thread for our high end PvE deficiencies
As has been said in the pros section of the FAQ, carbineer is a great class, as much as people complain about it, we are far from the worst combat profession in the game. We have a wide variety of specials, can deal out numerous states, and can use more interesting strategies than just spamming one move.
People complain about how we are lacking in PvP, we may not be the best PvP class, but we are far frim the worst. Going into PvP well prepared Armor, Buffs, a good carbine, food and spice, and some tactics and lessons learned from previous PvP experience, we can hold our own against any other combat class in single or group PvP.
People complain about the HAM costs, Yes this is a HUGE problem and should be our number 1 issue, but... There are so many ways to deal with the HAM costs with food and buffs. I find that I am buffed 99% I go off of one of the starter planets anyways so the HAM costs barely affect me.
In easy to mid level PvE we are one of the best professions out there. I love soloing places like the marauder caves on ender, where I can FAA crowds of marauders, chargeshot 2 them, and finish them off with some burstshot 2s. Rancors, lower level nightsisters and these sorts of things are a blast to solo with armor and buffs. The problems come when we get to the high level content...
Problem: Damage types
Having only energy, heat, and acid is a big problem for us when it comes to high end content. A lot of times when I am out hunting with guild mates on Dath we will run across a nightsister with 100% resists to all of these, I just have to sit there and watch will the TKAs pummel her to death, unable to do a point of damage myself (sometimes, just for a laugh I will drop my carbine and go in and start punching her for 10 or 12 damage
at least it's more than my carbine can do).
Problem: lack of guns
In PvE our only real choices are AP0 heat, AP1 acid, AP2 energy. Some new AP1 or 2 guns with new damage types or even the ones we already have would be fantastic.
Problem: States don't stick on high level mobs
I don't want to be the major damage dealer in the group, and I don't think that we should be, but we lose our usefulness and our uniqueness when we lose our ability to land our states. We should at least be as good at landing KDs as a TKA, which in mt experience seems to be much better than us. Suppressionfire 2, a 4rth box special, should be an almost sure thing posturedown on anything less than the hardest mobs in the game, and even then it should have a decent chance of landing. We completely loose the ability to lang our blind, dizzy, and stun on high level mobs, shots like wildshot who's only purpose is to stun a target should always have a good chance of landing a stun, even on high level mobs.
Please add to the list of problems and solutions. I think that our high end PvE deficiencies should be one of our top priorities for fixing.
I love the carbineer profession, but I am sick of feeling completely worthless in the high end content, where I become strictly a damage dealer and I pale at that in comparison to the riflemen, swordsman, TKAs, and commandos.
Can I get in on beating this dead horse.....can I, can I, can I, please, please, please.....
novamarine wrote:
Screw the horse...
Beat the one-star bandit!
There you go. Now beat the horse
novamarine wrote:
Screw the horse...
Beat the one-star bandit!
Hey Nova, can you get people on some copy infringement by them stealing your posts like this......
How many times do we have to repeat this same discussion that is ALREADY THE TOP 5!!!!!!