Carbineer Archive
Thread: Bust class to go with carbineer?
Im sure this has been asked before but,whats the best other class to go with carbineer or as some of you call them a "crutch" to hold up carbineer.
Definetly doctor..
Of course... Smuggler/Doctor would be even better heh.
Master Carbineer, going to master CH, and will have as High of medic skills as possible with that. Its been very successful for me so far and has let me do things with the class that are very fun.
I'm trying to convince my combat medic master friend to get some doc skills for the buffs so that my HAM costs won't be so horrible...but he isn't listening so far. Hehe.
-Gravaar
Eclipse server...Master Carbineer/CH 3 3 2 4/Medic 4 3 4 1
i think tk is a good compliment to carbineer for a few reasons
for starters, tk gets very nice ranged/melee defense mods, and decent defs vs specials (stun, etc). currently, these mods work regardless of your equipped weapon. there is no word if this is a bug or if it's working as intended as of yet.
secondly, powerboost is an outstanding skill. it increases all 3 of your ham pools by 1/2 your current mind pool. granted, this will just let you fire off a couple extra specials if you are unbuffed, but many times, an extra few hundred action makes a huge difference.
finally, /chargeshot won't be bugged in our favor forever. eventually they will fix the repeatability of this kd move, in which case it's very nice to have some melee skill in case you can't put some distance between you and your target (or if your target is gifted in interdimensional travel and warps right under your feet)
another class that i feel is essential to anyone interested in combat is medic. at novice medic you can use stim b's who's base healing power i've seen go as high as 440. you can also use woundpack b's which typically mend up to 300 wounds per charge. on starsider, a crate of 50 packs of stim b's usually goes for between 50 and 100k, depending on quality. that's just on ss though. i can't say with any degree of certainty what other servers are like.
another nice thing is how easy it is to get your injury treatment skill up. the best i've seen for +injury treatment on a piece of clothing (using be cloth ''active biosensors'') is +18. that's 18% more healing per heal. that's just 1 piece of clothing. it's possible to wear 4 such enhanced clothings: shirt, jacket, pants/skirt, and headwrap (the one that looks more like a turbin, not like a hankerchief). currently, these mods all stack. so that's +72% healing without a single point in first aid. i have +88 (with first aid skill) and frequently heal over 1k with stim b that has 380 base heal. that's nothing to sneer at, especially when i lose around 100 action every time i fire off a special.
for me, i would rather be able to heal myself and fight toe to toe if need be than be able to buff myself. plus, i don't like scouring the galaxy for specific resources. of course, the other benefit of doc is state effect removal, which is very very nice. as a tk, i can recover from bleeding, poison, and disease, but only a doc can restore you from dizzy, stun, blind, or intimidate. there's plus's and minus's to both sides. but you should choose what makes you happy.
Our KD doesn't always work -- it's been left alone for reasons: high HAM costs, not extensive damage, (Charge Shot 2 is broken anyways) and after first KD, you get a lot of "failed to knock target down" messages.
But Doctor is a good choice, I was playing around with Squad Leader, but it is broken beyond all repair.
TheAbjurer wrote:
I'm currently a master carbineer, BH carbin I-III, and novice medic. The BH carbine line gives you the extra speed and accuracy modifiers you need as well as fireknockdown. With a good laser carbine you can mow down just about anyone in pvp with knockdown and then a few cripple shots. You can stay are long range and keep moving and still hit almost all the time. Buy some good stim Bs to heal yourself as needed. This setup also works great in group pve when pets are tanking.
Same Here - Master Carbineer/BH carbine 3/novice medic
the novice medic helps - buy a crate of advance stim b's - I currently carry 39/426 (any novice can use)
But also doctors will work - with Doc, I would put more stats into mind