Carbineer Archive
Thread: Question from WS about Enhanced E-11 carbine
Efficiency - lowers HAM cost. Anywhere from 3-6 points across the board.
Range - Generally adds to ideal range, sometimes to point blank. I.E., range goes from +2/+18/-30 to +4/+20/-30.
Durability - Increases the - ack, I forget - durability of the gun. It may go from a 850/850 to a 1000/1000.
These stats are not set in stone, just numbers to give you an example. I have no idea what the stats will be like, because I have no room to play around with it. Just thought I might ask the guys who would be using it what they thought. If you care, I'll post stats when I craft one.
Thanks,
well, granted i dont think like most carbiners but for me what i had my guild WS do is just make the range as best as possible, then effecancy. I dont care about the normal damage from the shot, its an E11, its like firing a BB gun even when its damage experiment is all the way up. Its the DOT thats the important thing, I just use mine to fire a few shots at my target, and either give them a wicked bleed, then switch to whatever other carbine and use crippling shot, or they keep healing the bleed, depleting the mind, and i switch to another carbine and use scatter shot 2 to kill off their mind.
just me thou /shrug
pretty much everyone will go for something different. people with uber buffs all the time don't care about HAM costs. people that are hardcore PvP'ers will sometimes go for the ranged mods so they can hit defence stackers, others like speed and dmg, its all preference. i personally think that for an action targeting class a health bleed dosen't help us all that much making these guns not worth the money... but each to his own.
Xerses
weaponmaster88 wrote:
pretty much everyone will go for something different. people with uber buffs all the time don't care about HAM costs. people that are hardcore PvP'ers will sometimes go for the ranged mods so they can hit defence stackers, others like speed and dmg, its all preference. i personally think that for an action targeting class a health bleed dosen't help us all that much making these guns not worth the money... but each to his own.
Xerses
yes not of much use in PvE i can grant that... unless you are grouped with a bunch of pistoleers/commandos and are gunning for that krayt dragon or gorax... and since DoT's are counted for loot and xp now this could be a big advantage for a leveling carbineer...
as far as PvP goes it makes 2 bleeds you can stack on a target... both the gun bleed and your action bleed could theorectically appiled at the same time... since they hit different pools (health and action) you will do more wounds (and damage)to your PvP opponent... and since Actionshot2 is listed as cone-type AoE (dunno if it works or not never gained that carbineer skill when i used em)... you could theorectically apply it to entire groups...
JohnAdams wrote:
Just as a follow up, this is what I ended up with. Added a point to durability, 2 to efficiency and one to range. I actually meant to put them all in range, but I goofed. Anyway, it's not a pretty picture, but I am only charging 10k for it because it ain't worth more than that. Thanks for the feedback. I'll remember to check the forum for advice on what carbineers need. Thanks
10K weaponsmiths on my server only charge 8K for the e11s and the republics. which seems cheap to me, but it seems like everyone is selling the shematic so /shrug
personaly im gonna keep mine. thou i promised the one from jabbas toa taylior friend of mine.
As a Master Weaponsmith/Novice Carbineer... advice to all... forget about bothering with Ham lowered weapons. For your experimentation points, you're lucky to reduce all 3 ham categories by ONE, per point experimented. For range, you're usually going to get a mod of 2 -4 per point. Durability, will give you aprox 40-50 added, per point spent. When a weapon has more than 20 ham cost, just dump the xtra points into durability...
If you still want a low ham carbine.. use standard components (Ok, you can use an adv scope, if the weapon will take it, as this doesn't add to ham-- crank it up for range mods, to help out the accuracy penalties carbineers deal with).
Rule of thumb:: Improved Damage= less speed, more ham. Improved Speed= Improved Ham, less damage. Improved Ham = Cdef.
Elani Vitae
Scylla
From a combat class perspective, I suggest the only use of these guns is to apply the bleed. They aren't good enough to replace a laser for main use (just not enough damage).
So you want to hit the target with one shot from this weapon then switch to something else. In this case, the only thing that really matters is accuracy, and HAM costs second.
On the other hand, the e11 series (rifle and carbine) have an overlooked potential: the fact that they are ap2 energy weapons that only take *one* blaster power handler. It may be better to make 9 krayt e11s than 3 laser carbines because you'll have much higher odds of getting a better slice. The top end dmg is lower but the ham costs are significantly lower. *shrug*.
Anyway this is a specialty dot weapon, not a main weapon.
777jb777 wrote:
From a combat class perspective, I suggest the only use of these guns is to apply the bleed. They aren't good enough to replace a laser for main use (just not enough damage).
So you want to hit the target with one shot from this weapon then switch to something else. In this case, the only thing that really matters is accuracy, and HAM costs second.
On the other hand, the e11 series (rifle and carbine) have an overlooked potential: the fact that they are ap2 energy weapons that only take *one* blaster power handler. It may be better to make 9 krayt e11s than 3 laser carbines because you'll have much higher odds of getting a better slice. The top end dmg is lower but the ham costs are significantly lower. *shrug*.
Anyway this is a specialty dot weapon, not a main weapon.
the only ap2 carbine is the lasor