Carbineer Archive
Thread: Looking to dabble
I'm a master rifleman/master doctor with just a handful of skill points remaining.
I can take combat medic now, and want to do lots and lots of mind disease wounds. This is my sole desire from taking CM, and I have no skill mods or anything to assist with using upper level diseases.
What (aside from the skills to "use" disease) do I need to take? Is the Mind Disease A any good? Can I use it at novice, without increasing my com med use? I suspect not, but am very curious.
Tagging someone with a mind disease seems like it would make my life as a rifleman much easier... especially when they come back for me shortly afterwards (though revenge TEFs are being removed).
Thanks!
You will need at minimum 2/0/0/4 to be effective with Disease
"A" level Poisons/Disease are pretty weak, "B" level can be ok if made with advanced components and heavily experimented on, "C" level can be pretty awesome.
You will NOT be able to use the area C's without mastering the proffession.
Carver,
I don't think you're gonna find the answer you're looking for here. The power of CMs is end-loaded, correctly so I think to discourage dabbling.
A and B packs are underpowered and will likely get a marginal boost in the future, but nothing massive.
The tick rate on disease is quite slow and with A packs (i have never made one) you will be talking trivial mind wounds to impart. The battle will be over with them dead (presumption of you winning) long before it accumulates to the point it makes any difference, unless you did ad nauseum over RTEF jihad (which you correctly point out is leaving).
Further your throwing distance unless you took the distance line would be impaired to force you well within penalty ranges for your rifle. You're not going to suicide run in, apply a trivial disease and run back out to snipe. Just not gonna happen.
Rifleman/CM in general has until recently been thought to be a hard mix because of the mismatch in distance. That notion has changed as a MCM can make offensive packs outside of Rifle distance with good ingredients. But that isn't dabbling. That's a full commitment of skill points and research into high end materials.
If i were you I'd stick wtih rifleman and keep pushing a PvP Cover that would giev you a % chance to not appear on the radar..that would buy you the time to get in your damage.
Jacore, MCM (ex-rifleman), Tempest
Jared9191 wrote:
also, with my extra points i'm guessing go for accuracy line?
just saw this...if you're only looking for the kd, then definately get the speed slice and skip speed line to get the accuracy...correct, didn't notice you wanted to put in that many skillpoints...much better sounding idea now.
~pentjak
pentjaksilat wrote:
counterattack will only function w/ a carbine or 2-handed sword out, sorry.
as far as kd...chargeshot1 works, chargeshot2 is bugged, but it will be working after publish7...since the devs said so *cough*.
if you're just looking for the kd...i'd say get a quick dh17 short of possibly even a krayt since you won't be using it much, the single tissue won't cost a whole lot but will help get it down nice and fast while still keeping decent dmg...and of course the HAM is light, i'd suggest to have it scoped tho...depending on the state of your server's green diamond, possibly even advanced scope...i know it'll add some HAM, but you won't have much accuracy if you're just dabbling for the kd, and you don't wanna be missing alot if you're relying on the kd to work on thetarget who's kiting you.
~pentjak
Sorry, but Publish 7 notes say nothing about fixing ChargeShot2. And since we will have AoE Dizzy and AoE BurstShot2, do we want to be first in line for the NERF BAT with getting AoE KD?
Since you are TKM, I would recommend Smuggler with their delay and KD.
TAfirehawk wrote:
pentjaksilat wrote:
counterattack will only function w/ a carbine or 2-handed sword out, sorry.
as far as kd...chargeshot1 works, chargeshot2 is bugged, but it will be working after publish7...since the devs said so *cough*.
if you're just looking for the kd...i'd say get a quick dh17 short of possibly even a krayt since you won't be using it much, the single tissue won't cost a whole lot but will help get it down nice and fast while still keeping decent dmg...and of course the HAM is light, i'd suggest to have it scoped tho...depending on the state of your server's green diamond, possibly even advanced scope...i know it'll add some HAM, but you won't have much accuracy if you're just dabbling for the kd, and you don't wanna be missing alot if you're relying on the kd to work on thetarget who's kiting you.
~pentjak
Sorry, but Publish 7 notes say nothing about fixing ChargeShot2. And since we will have AoE Dizzy and AoE BurstShot2, do we want to be first in line for the NERF BAT with getting AoE KD?
Since you are TKM, I would recommend Smuggler with their delay and KD.
~pentjak
novamarine wrote:
2. Many carbine specials are broken.
The Developers agree. The next several publishes will be focusing on combat. In these publishes all the broken carbine specials will be fixed. Hurrah!
You speak of the Combat Revamp and we most likely will see radical changes....
And don't be fooled into thinking a skill we SHOULD have since Day 1 wouldn't get nerfed. Imagine AoE Dizzy and AoE KD, they might hotfix in a nerf in less than 24 hours LOL Its all about balance....
All the specials are fixed, just like ChargeShot2 is now working LOL