The
Carbineer profession is one of the most misunderstood combat class
in SWG. I see the Carbineer as an individual with unparalleled
expertise in the use of high-speed semi- and fully automatic
weapons. The Carbineer, while potentially weak alone in the field,
can actively thrive in a group. The Carbineer has abilities and
attacks that can assist others in the midst of combat. They can make
an enemy dizzy and confused, allowing other attackers to step in and
finish it off. The Carbineer is essentially a crowd controller, one
who can manipulate their enemies movements and attacks pretty much
at will.
However, it should be clear that Carbineer could also be
considered the middleman when it comes to damage output and
performance. Somewhere between the high speed Pistoleer and the
methodically precise Rifleman lies the consistently damaging
Carbineer.
The Carbineer can also be considered as the frontline
soldier, getting it and dealing with the resistance, clearing the
way for the stronger and more precise fighters to seal the deal so
to speak. They can hold an enemy just long enough for the other
fighters to finish the task, taking and dealing damage consistently.
In SWG, this holds true. Well, maybe.
Now that I�ve completely bored you with words, I�m now going into
how I leveled the infamous Carbineer profession and maybe share some
tips to help the brave few who dare to travel this road to nowhere.
As I started the tedious work of fighting and gaining XP, I was not
sure what I was getting myself into. I had heard from other players
on the many SWG forums that Carbineer was a dead-end. Its current,
and decidedly buggy, format is quite disturbing and only a complete
idiot would want to travel through its harsh complexities.
As of 2/19/03, the Carbineer profession plays host to a collection
of inefficiencies, both in gameplay and in basic functionality. The
HAM costs for using most of the specials is one of the number one
issues. These rather large and insidious costs penalize the player
by sapping him or her of HAM points within the span of a few attacks
(between about 5 to 9 attacks depending on HAM setup can completely
drain a players Action bar). Other, less obvious problems with
Carbineer include lack of varying weapon models, lack of effective
specials, and a very fuzzy relationship with other professions in
combat.
Here are the current Carbineer weapons available:
CDEF Carbine: This weapon, although needed to earn XP for the
beginner levels of Carbine in the Marksman Skill Tree, can serve
little use in the higher branches. Its weak offensive power limits
it to little more than a Peashooter or a straw and spitball. Serious
fighters should look for a better weapon once certified.
DH17 Carbine: While it looks like a CDEF Carbine in appearance, this
gun offers better offensive capabilities than its weaker
predecessor. Overall, its statistics are improved in most of its
categories, and it can get you through the last bit of training
before getting knee-deep in the elite Carbineer skill tree.
Laser Carbine: This weapon is a graphical and statistical
improvement to the lower models. With a sleek yet functional design,
it stands as a Carbine, and can dish out a fairly consistent amount
of damage.
Elite Carbine: This weapon is only available to a Carbineer, and
while its name includes the word �Elite�, it can sometimes fail to
live up to its title. It deals a similar amount of damage as a Laser
Carbine and looks good, but I never used mine much when leveling.
E11 Carbine: Similar to the Laser and Elite carbines, this weapon is
the basic Stormtrooper issue damage dealer. Its damage output and
stats are slightly below that of the other carbines (excluding the
CDEF).
EE3 Carbine: Unlike the previous weapons which only do Energy-based
damage, the EE3 can do Heat-based damage. Although similar to Energy
in its damage, its Heat capabilities shine when fighting opponents
with high resistance to Energy. It can hit its mark, where other
Carbines cannot get close enough to.
DXR6 Carbine: Similar to the EE3, this weapon has Acid-based damage
capabilities. These weapons have a good rate of fire and can dish
out a hefty portion of damage when needed. I used a DXR6 while I
leveled through Carbineer, switching out between my other carbines
in my arsenal depending on the situation or my opponent.
Nym�s Slugthrower: Don�t let the name confuse you, this weapon is a
special carbine handed out as a gift from the pirate Nym of Lok. Its
slightly improved stats, and a very stylish design that harkens back
to the guns of World War II. It does Acid-based damage and has a
high rate of fire.
Now, with that out of the way, I wish to share with you how I
leveled through Carbineer. I�m forgoing explaining the many names
and details of the Carbine attacks so that you can discover and
tweak them on your own, but I will mention which attacks and
specials were effective for me.
One planet I got to know intimately was Dantooine. This planet full
of vicious alien beasts served as hunting ground and XP smorgasbord
for my leveling needs. Starting my countless group missions from the
Mining Outpost near the center of the map, I learned a lot about
what to kill, what not to mess with, and what me and my group
members could handle together.
The following is a list of Dantooine creatures that gave me good XP
and are good to fight while grouped:
Thunes: These elephant-like beasts were resistant to my acid
weaponry, and I could get around 20k Carbine XP per grouped mission.
Pikets: These strange, long necked creatures, although varied in
their resistances (some weak to Energy, while others to Acid),
offered a consistent amount of XP.
Slinking Voritor Hunters: These vile lizards offered a challenge in
a group, but its reward of increased XP is worth it. At one point, I
was getting 35k XP from a single Voritor Hunter mission in group.
Most of the attacks I used were not chosen out of tactical
advantage, but, rather, out of a need to dish out damage. While
grouped, I did not expect to handle any of these creatures myself,
but I did do a fair share of damage, allowing the beefier members in
the group to clean up the mess.
These attacks include:
AutoFireSingle 1 and 2: These attacks used a rapid burst of shots to
randomly damage one or more HAM bars. I used it constantly at lower
levels and it rarely let me down.
CrippleShot: This strong attack was my favorite while finishing of
the final 6 or 7 skill boxes in Carbineer. I could easily do
1300-1500 points of damage with one CrippleShot.
ChargeShot 1 and 2: These special attacks allowed me to temporarily
drop a beast to its knees, allowing myself or others to get in a
free shot or two without the threat of counterattack. I used it in
tandem with the other mentioned attacks.
Yes, there are other attacks, and I�m sure there are other
strategies that could be used, but I�ll leave that work to you.
All I simply did to level Carbineer to Master was to hunt in groups
out of the Mining Outpost on Dantooine. I kept at it, grouping and
killing, grouping and killing, again and again repeating patterns of
Crippleshot, ChargeShot, and AutoFireSingle. It will at times seem
very daunting and you may wish to give up and try another
profession, but if you stick it out, you will master it.
Hopefully, this profession will someday be revamped, because I feel
there is more to this run-of-the-mill profession. I hope my little
guide helps you on your path.
Written by Sethrak Felbovv, Corbantis, Master Carbineer |