Tag: Target
My SWG Pets and their Use
by credits4swg on Jun.09, 2011, under Swg Credits, SWG Farming Guide
Mark the SWG Guru here, this time around I’m going to talk about the pets I use in SWG and what I use them for. First off let me just say the SWG has made it easier for you to level your pet to level 90, its nice and you wont need to use the XP bonus stims anymore.
The pet i use the most is my Nexu hes a 60 point pet and because i have full Beast Master skills he does some wicked DPS. That goes for all of my pets except for my Kliknik. My Nexu has a Damage of 1030-1583 with a base DPS of 871. He has all 4 abilities, as do all of my pets, Bite 4, Claw 5, Provoke 5, and Slash 5. the provoke comes in handy for running instances. here is a pic of my Nexu.
Nexu – Most Used
This one is my Rancor. Hes my goto pet for PvP. He’s also a 60point pet but i need to get a better Shaken ability for him. Here are his stats. Damage 1005-1545 with a base DPS of 850. he has Charge 5, Dampen Pain 4, Shaken 1, and Stomp 5. It’s the Stomp and Charge that make him so helpful in PvP. Stomp is an AoE attack and Charge will root the target, good for catching a Jedi on the run. here’s a pic of my Rancor.
Rancor – PVP Pet
This next pet is a 60 pointer too but I don’t use her that often, mostly for show. The coveted Kimogila. She doesn’t have all 4 of her abilities yet because I have yet to learn them myself. Her Damage is 1038-1596 and base DPS of 878 but her abilities are only Bite 4, Disease 2, and Provoke 5. If I had all level 5 abilities for her I think she’d be my goto pet for PvP. here is a pic of my Kimogila. imagine if I had all lvl 5 abilities, I’d love it.
Kimogila
Here is a pet that I have just because he reminds me of a little green Jedi that we all know, Yoda. Hes a finicky little guy and isin’t always happy. Hes a 55 point Woolamander and hes green too, and I named him something close to Yoda. He serves his purpose well and I can use him for just about anything but hes usually used when I’m fighting ranged opponents. His stats are as follows, Damage 912-1402 base DPS 771. His abilities are Bite 4, Disease 2, Defensive 4, and Provoke 5. As you can see the Provoke is in there again. It really helps keep aggro off of you.
Woolamander – Tank
This one is my first level 90 pet, hes only a 37 point pet but he packs a whallop. Hes a Kliknik. I can use this pet for PvP or PvE it doesn’t matter he gets the job done. For only being a 37 pointer hes really tough his Damage is 953-1467 and base DPS is 806 and he has Slash 5, Claw 5, Dampen Pain 4, and Damage Poison 4. All of the stats I have here for my pets in SWG were taken while they were Ecstatic. It really helps to keep them happy.
Kliknik
I hope this gives some of you a reason to level up a pet in SWG or try the BM profession. I don’t make the pets I just use them to KILL!!!!
Guide to Lightsaber Crystals and Pearls
by credits4swg on Apr.29, 2011, under SWG GUIDE
The Lightsaber is “an elegant weapon, for a more civilized age”. However, it is hard to get such a lightsaber to work properly, as the beam of light needs to be properly focused to create a stable blade of light that will allow the Jedi to defend oneself and others. Force Crystals are used to focus the blade of the lightsaber. The Jedi has to meditate and infuse them in the Force to tune them to themselves. Only if the crystal is properly tuned to the Jedi and noone else, it will be able to produce the lightsaber blade.
Not only do these crystals give the lightsaber’s blade it’s distinct shape and color, but some of them also said to modify the damage inflicted by the lightsaber through the Force that flows through the elements contained within.
This Guide has been created to provide information about Lightsaber Color Crystals, Power Crystals and Krayt Dragon Pearls.
Color Crystals
Elemental Damage
The Lightsaber’s Elemental Damage Value is determined by the Color Crystal. The elemental damage value is a certain percentage of the total maximum damage value of the Lightsaber and Power Crystals / Krayt Dragon Pearls .
The elemental damage percentage of all color crystals, special or regular, is always the same for each type. It’s pre-determined and nothing can be improved by tuning. Tuning a Color Crystal is simply a predecessor of the Biolink game mechanic.
The following are the Color Crystals that can be found in the Galaxy:
Regular Color Crystals
Color Crystal
Elemental Damage Value: 2% of the Lightsaber’s Maximum Damage Value
Elemental Damage Type: Cold
Critical Procedural Effect: Increases the amount of damage taken by the target for a duration of six seconds *
Blade Color: Blue
Means to obtain: Loot from all kinds of NPCs all over the Galaxy.
Color Crystal
Elemental Damage Value: 2% of the Lightsaber’s Maximum Damage Value
Elemental Damage Type: Cold
Critical Procedural Effect: Increases the amount of damage taken by the target for a duration of six seconds *
Blade Color: Dark Blue
Means to obtain: Loot from all kinds of NPCs all over the Galaxy.
Color Crystal
Elemental Damage Value: 2% of the Lightsaber’s Maximum Damage Value
Elemental Damage Type: Heat
Critical Procedural Effect: 3 second Fire damage over time effect
Blade Color: Red
Means to obtain: Loot from all kinds of NPCs all over the Galaxy.
Color Crystal
Elemental Damage Value: 2% of the Lightsaber’s Maximum Damage Value
Elemental Damage Type: Heat
Critical Procedural Effect: 3 second Fire damage over time effect
Blade Color: Dark Red
Means to obtain: Loot from all kinds of NPCs all over the Galaxy.
Color Crystal
Elemental Damage Value: 2% of the Lightsaber’s Maximum Damage Value
Elemental Damage Type: Heat
Critical Procedural Effect: 3 second Fire damage over time effect
Blade Color: Orange
Means to obtain: Loot from all kinds of NPCs all over the Galaxy.
Color Crystal
Elemental Damage Value: 2% of the Lightsaber’s Maximum Damage Value
Elemental Damage Type: Heat
Critical Procedural Effect: 3 second Fire damage over time effect
Blade Color: Brown
Means to obtain: Loot from all kinds of NPCs all over the Galaxy.
Color Crystal
Elemental Damage Value: 2% of the Lightsaber’s Maximum Damage Value
Elemental Damage Type: Cold
Critical Procedural Effect: Increases the amount of damage taken by the target for a duration of six seconds *
Blade Color: Yellow
Means to obtain: Loot from all kinds of NPCs all over the Galaxy.
Color Crystal
Elemental Damage Value: 2% of the Lightsaber’s Maximum Damage Value
Elemental Damage Type: Acid
Critical Procedural Effect: Increases Critical Hit Chance
Blade Color: Dark Yellow
Means to obtain: Loot from all kinds of NPCs all over the Galaxy.
Color Crystal
Elemental Damage Value: 2% of the Lightsaber’s Maximum Damage Value
Elemental Damage Type: Acid
Critical Procedural Effect: Increases Critical Hit Chance
Blade Color: Light Green
Means to obtain: Loot from all kinds of NPCs all over the Galaxy.
Color Crystal
Elemental Damage Value: 2% of the Lightsaber’s Maximum Damage Value
Elemental Damage Type: Acid
Critical Procedural Effect: Increases Critical Hit Chance
Blade Color: Dark Green
Means to obtain: Loot from all kinds of NPCs all over the Galaxy.
Color Crystal
Elemental Damage Value: 2% of the Lightsaber’s Maximum Damage Value
Elemental Damage Type: Electricity
Critical Procedural Effect: Increases glancing blow chance
Blade Color: Light Purple
Means to obtain: Loot from all kinds of NPCs all over the Galaxy.
Color Crystal
Elemental Damage Value: 2% of the Lightsaber’s Maximum Damage Value
Elemental Damage Type: Electricity
Critical Procedural Effect: Increases glancing blow chance
Blade Color: Purple
Means to obtain: Loot from all kinds of NPCs all over the Galaxy.
Special Color Crystals
Bane’s Heart
Elemental Damage Value: 4% of the Lightsaber’s Maximum Damage Value
Elemental Damage Type: Electricity
Critical Procedural Effect: Increases glancing blow chance
Blade Color: Pinkish-Red
Means to obtain: Loot from NK-Necrosis on Kashyyyk
Named after: Darth Bane
Bondara’s Folly
Elemental Damage Value: 4% of the Lightsaber’s Maximum Damage Value
Elemental Damage Type: Acid
Critical Procedural Effect: Increases Critical Hit Chance
Blade Color: Brownish Green
Means to obtain: Rare Crystal Shards Collection
Named after: Anoon Bondara
Lava Crystal
Elemental Damage Value: 4% of the Lightsaber’s Maximum Damage Value
Elemental Damage Type: Heat
Critical Procedural Effect: 3 second Fire damage over time effect
Blade Color: Lava
Means to obtain: Made with the Chu-Gon Dar Cube (obtained from the Symbols of Chu-Gon Dar Quest on Mustafar).
Chu-Gon Dar Cube Combination: A Warmly Glowing Artifact, A Warmly Glowing Engine Component and a Warmly Glowing Skull
Named after: Mustafarian Lava
Sunrider’s Destiny
Elemental Damage Value: 4% of the Lightsaber’s Maximum Damage Value
Elemental Damage Type: Heat
Critical Procedural Effect: 3 second Fire damage over time effect
Blade Color: Teal
Means to obtain: Reward for completing a now defunct quest in the Village of Aurilia
The Quest no longer exists and the reward for completing it can no longer be obtained
There is a slight chance that you can obtain an untuned version of this crystal from another player.
Named after: Nomi Sunrider
B’nar’s Sacrifice
Elemental Damage Value: 5% of the Lightsaber’s Maximum Damage Value
Elemental Damage Type: Acid
Critical Procedural Effect: Increases Critical Hit Chance
Blade Color : Brownish
Special Flag: No Trade
Means to obtain: Reward for completing the Jedi Pilgrimmage quest
Quest will be granted to Elder Jedi Only
Named after: Ood B’nar
Kenobi’s Legacy
Elemental Damage Value: 5% of the Lightsaber’s Maximum Damage Value
Elemental Damage Type: Cold
Critical Procedural Effect: Increases the amount of damage taken by the target for a duration of six seconds *
Blade Color: Blue
Special Flag: No Trade
Means to obtain: Reward for completing the Jedi Pilgrimmage quest
Quest will be granted to Elder Jedi Only
Named after: Obi-Wan Kenobi
Windu’s Guile
E lemental Damage Value: 6% of the Lightsaber’s Maximum Damage Value
Elemental Damage Type: Cold
Critical Procedural Effect: Increases the amount of damage taken by the target for a duration of six seconds *
Blade Color: Violet
Special Flag: No Trade
Means to obtain: On Sale at the factional Recruiter only for Rebel and Imperial Generals. The Credit cost is determined by the current planetary possession on the planet the recruiter is located on.
Named after: Mace Windu
* The potency of the debuff is modified by the value of the elemental cold damage of the application weapon and the weapon speed of each individual attacker. The debuff modifies base weapon damage.
Power Crystals
Depending on the Generation of your Lightsaber, you may add anywhere from 0 (Training Lightsaber) to 5 (5th Generation Lightsaber) Power Crystals to focus the Lightsaber blade’s beam even tighter and increase the damage the strength of the blade to be able to dish out more damage.
It’s a common misconception that the damage values of Power Crystals are determined upon tuning. This isn’t true. The damage values of Power Crystals are determined and fixed once they have been generated by the system (when loot is generated, for example) and just don’t show the damage values until tuned. Tuning them uncovers the values and is otherwise just the predecessor of the Biolink system in the game.
The following optional components can be used to improve your Lightsaber’s damage Output, if tuned correctly to the Force:
Power Crystal
Quality: Poor
Possible damage increase: ~1-2
Obtainable from:
Jedi Profession Wheel
NPC Loot
Quality: Fair
Possible damage increase: ~5-6
Obtainable from:
NPC Loot
Quality: Good
Possible damage increase : ~6-7
Obtainable from:
NPC Loot
Quality: Quality
Possible damage increase: ~9-10
Obtainable from:
NPC Loot
Quality: Select
Possible damage increase: ~12-13
Obtainable from:
NPC Loot
Quality: Premium
Minimum possible damage: 15-16
Maximum possible damage: 18-19
Obtainable from:
NPC Loot
Krayt Dragon Pearls
Depending on the Generation of your Lightsaber, you may add anywhere from 0 (Training Lightsaber) to 5 (5th Generation Lightsaber) Krayt Dragon Pearls to focus the Lightsaber blade’s beam even tighter and increase the damage the strength of the blade to be able to dish out more damage.
It’s a common misconception that the damage values of Krayt Dragon Pearls are determined upon tuning. This isn’t true. The damage values of Krayt Dragon Pearls are determined and fixed once they have been generated by the system (when loot is generated, for example) and just don’t show the damage values until tuned. Tuning them uncovers the values and is otherwise just the predecessor of the Biolink system in the game.
The following optional components can be used to improve your Lightsaber’s damage Output, if tuned correctly to the Force:
Krayt Dragon Pearl
Quality: Poor
Possible damage: ~2-5
Obtainable from:
Loot from Krayt Dragons
Treasure map loot
Quality: Fair
Possible damage: ~4-5
Obtainable from:
Loot from Krayt Dragons
Treasure map loot
Quality: Good
Possible damage: ~7-8
Obtainable from:
Loot from Krayt Dragons
Treasure map loot
Quality: Quality
Possible damage: ~10-11
Obtainable from:
Loot from Krayt Dragons
Treasure map loot
Quality: Select
Possible damage: ~14-15
Obtainable from:
Loot from Krayt Dragons
Treasure map loot
Quality: Premium
Minimum possible damage: 15-16
Maximum possible damage: 18-19
Obtainable from:
Semi-rare Loot from Krayt Dragons
Semi-rare Treasure map loot
Quality: Flawless
Minimum possible damage: 19-20
Maximum possible damage: 19-20
Obtainable from:
Very rare loot from Ancient Krayt Dragons
Very rare loot from Ancient Krayt Dragons
Very rare Treasure Map loot
Ancient Krayt Dragon Pearl
Quality: Flawless
Minimum possible damage: 20-22
Maximum possible damage: 20-22
Obtainable from:
Extremely rare loot from Ancient Krayt Dragons
Extremely rare loot from Ancient Krayt Dragons
Extremely rare Treasure Map loot
Ryatt Trail Afk Leveling
by cow on Jan.06, 2011, under SWG GUIDE
First travel to Kashyyyk and go to the webweaver path on ryatt trail, you may need a friend to help you down there or either an ent buff with kinetic armor / movement speed. Once you are on the webweaver path, go to waypoint -326 -49, then make sure your skills can be fired from toolbar in options. (set auto loot from misc options menu)
1) Put your area attack on the first slot of your toolbar, then make this macro
Call it area
/ui action toolbarSlot00;
/pause 1;
/m area;
2) Put a droid on the 2nd slot of your toolbar and make this macro (make sure the droid is cl 30 since your such a low level right now)
Call it droid
/say attack;
/pause .8;
/say follow;
/pause .8;
/m droid
3) Make a 3rd macro to call and store the droid, this is to prevent the battery from dieing so fast and to recall the droid since its going to die a LOT, the blink is to prevent AFK crashes due to inactivity
Call it call
/ui action toolbarSlot01;
/pause 30;
/blink;
/m call;
4) Make a macro that will cycle the targets for your droid to attack make sure your FIELD OF VIEW is maxed so you will be able to see all of the wookies:
Call the macro cycle
/ui action cycleTargetOutward;
/pause 2;
/m cycle;
Tips:
- Before turning on your macros, try to shoot one of the wookies, if it says “Can’t see target” then you are in the tree properly.
- If you are looking to only make money, delete all collection items and save only junk, clothing, armor, and weapons to sell to a junk dealer, I make about 3mil a night with this macro.
- Make sure you are looking straight at the wookies and not anywhere else when you start your macros up.
- If a wookiee is bugged that you DON”T have agro on, your going to have to change instances.
- Get a long exp buff before heading out
- Talk to the Guide up top and get his quest so you can warp back down to the web weaver path after you have been there once.
- Buy a crate of droid batterys before you start
You Must be Any of these proffesions:
Medic(CL 38):
in your expertise you will need to get the following: 2nd page – affliction intensity and affliction duration, they are in the bottom right hand corner, 3rd box up – after you have those 2 boxes, you will need to get evasion in the first page (you wont have enough points to get it right off, you’ll have to level up a few times first.) Your AOE attack is Nerve Gas
6) Once you have enough points to get evasion, put it on slot 3 of your toolbar and make this macro:
Call it eva
/ui action toolbarSlot02;
/pause 1500;
/m eva;
The purpose of evasion here is to loose agro of wookies that are bugged and unattackable, hence why the pause is so long, so you will not loose agro very often on NPCs that currently have your dots.
Bounty Hunter(CL38):
Your AOE attack is Tangle Bomb, once you are lvl 50, you may use 2 AOE attacks, so put Razor Net(your new AOE) into slot 2, and your droid into slot 3, and alter your macros to this:
Call it area
/ui action toolbarSlot00;
/pause 1;
/ui action toolbarSlot01;
/pause 1;
/m area;
Call it call
/ui action toolbarSlot02;
/pause 30;
/blink;
/m call;
Commando(CL10):
Your AOE attack is Remote Detonator, Once you get to lvl 46 you will get the E-mag Mine, your second AOE. As the same with Bounty hunter having 2, change your macros to the same as the Bounty hunter macro’s. Commando is best suited for the Grind as the Remote Detonator AOE has the same damage from lvl 10-90.
Smuggler(CL26):
Your AOE attack is Dirty Tricks, This is slow, so once you get to lvl 38, you might want to switch to any of the other two that you can grind from CL38 (medic/Bounty Hunter).
Current Pilot Update
by credits4swg on Mar.25, 2010, under swg characters, SWG Credit Farming Guide, Swg Credits, SWG GUIDE
Hjal dropped a brief post about what’s going on in the Pilot world, find the full thread here.
Just a quick update as I’ve been silent the last couple of day… disclaimer, since I’m still working on the things mentioned things can and probably will changeJ:
- Nym’s should now be repeatable. It took a little longer since the code didn’t really support what I wanted it to do so I had to rewrite the way the quest works (none of this should be visible when playing the game). This will mean that if you have any of the old scrolls lying around, they probably wont work after the update, but with the low respawn time this shouldn’t be too much of an issue.
- Lord Cyssc should now be repeatable. If you’ve completed the quest and gotten the badge you can now talk to Gursan Bryes again and he will give you a slightly different version of the quest. (Same ships, same functionality, the target is now just a ‘Blackscale Leader’. The quest will give out one of four different ships guns: the Vengeance Ion Cannon, Ionic Pulse Cannon, Trando Repeater or the Heavy Ionic Pulse Cannon.
- The new duty missions should now be avilable at space stations. Currently they are split up based on the tier of the duty mission:
Tatooine, Corellia and Naboo will offer tier 1 and 2 missions.
Lok and Yavin4 will offer tier 3 missions.
Dantooine, Endor and Dathomir will offer their 4 and 5.
Currently the factional tier 5 missions will take you to Kessel. I placed the factional missions there since I’m not sure what the effect would be in terms of planet scores and the upcoming GCW updated part 2.
The vendor that will accept the tokens granted by the duty missions is working though I need to get him placed somewhere. And the poor guy needs a name, he’s currently ‘An unknown creature’… any suggestions?
- I currently got a proto type system for getting to and from Kessel and Deep Space running on my machine. This should help even things out for the different factions when it comes to getting back into the fight. I’ll get into more details once I’ve made sure that my prototype won’t blow up in my face
- I’m currently looking into engine speeds. I got the schematic for a new elite engine and I’m researching the pre and post nerf speeds on Tier 6 and 10 engines. Though so far I can say that I won’t return them directly to their un-nerfed speeds (I’m not sure a level 10 engine with a raw 142 TS would be a good idea ).
I’m going to head off again, but hopefully this will at least give everyone an idea of what going on.
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Weapon Statistics Explained
by credits on Jan.04, 2010, under SWG GUIDE
One of the first things people will look at is damage. Many will just look at maximum damage. The connisuer of good weaponry will consider both. A 21-62 pistol will do less damage in the same firefight that a 30-62 pistol will do. You will not hit for maximum damage every time, no matter what. Realize when you power up a weapon the effects that powering this stat up will have. If you power up max damage, you are reducing your consistency in damage dealing. You will deal more damage, but sometimes not as much as possible. Powering up minimum damage will allow you to be more consistent. The choice of which you want is up to you.
Attack Speed – Again, this is one primary consideration for people when buying weapons. All else identical, a 3.3 weapon will do 25% more damage than a 4.4 weapon in the same given period of time. The number is the number of seconds between firing. We all know the feeling of sitting there getting beaten on by a creature and wanting to scream “SHOOT DAMMIT, SHOOT!”. This is an excellent stat to power up. A +30% power up on that 3.3 attack speed gives you a whopping 2.3.
Wound Chance – This is the chance to make the **edit** bleed. It is a percentage. A 4.4 is worse than a 7% chance. Inflicting wounds is a good thing, and you can power this statistic up. Many times it will be a secondary power up on a two statistic power up.
Range Modifiers (–/41/-80) – The first number is your zero range modifier usually a penalty). Low on pistols, moderate on carbines, and high on rifles. The second number is your Ideal Range modifier (see Ideal Range below). The third number is your max range modifier. These determine, before stance bonuses, your chance to hit at a specified range. As you move toward the target, when you first get into range, you will be affected by the max range modifier. As you get closer this will climb to the middle number, and as you move closer still, will fall off to the first number. Powering these statistics up can be tricky, and many will ignore the power ups for these in favor of damage. But you can do great things with accuracy bonuses. If you use a pistol, a zero range or ideal range power up is great, especially if you want to hit consistently while running. If you’re using a carbine, consider a ideal range power up. If you are using a rifle, a Max Range bonus can be wonderful, or better yet a Max Range, as you can hit better from a farther distance. Any scout can tell you the further you are from a creature, the longer you have to shoot at it before it figures out WHERE you’re shooting from.
Ideal Range – The Ideal Range of a weapon is just that…where it works best from. Farther the better. Why? The closer you are, the fewer shots you get on a charging creature or brawler who thinks guns aren’t fair toys. A carbineer might want to power this up. A pistoleer would KILL to be able to be effective at more than 15m A rifleman’s best friend is range. All in all, a good statistic to power up, especially if it comes with a damage/wound/range modifier power up on the same power up.
Max Range – Pretty self explanatory. Can’t hit from farther away than this.
Health Cost – NO weapon will require HAM points to fire in a normal manner. This statistic is the health cost of using a special move with this weapon. This number is multiplied by a cost multiplier of the special move in question. IE If a special move health multiplier is 3 and your Health Cost is 15, it will cost you 45 health to do this action. Lower is better. Always good to power up this stat, and the other cost stats, especially if you have a low pool in that area or have a weapon that sucks away at a pool. You can die just as easily by draining yourself through special moves (not directly kill yourself, but make it easier for someone to kill you) as you can getting gnawed on by a angry Falumpaset.
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Guide to Carbine Weapons
by credits on Jan.04, 2010, under Swg Credits, SWG GUIDE
What is a carbine?
The carbines are one of the most misunderstood range of firearms in SWG. Rifles are the kings of long-range, high-damage shots. Pistols are all about rapid fire and close quarters. Carbines fit somewhere in the middle. They lack the style and finesse of the pistols, or the really flashy one-shot kill abilities of the rifles, but they are one of the most solid and reliable damage-givers out there. They are a soldiers weapon. Carbines just sit there quietly racking up reasonably high-damage shots at a reasonable pace time after time after time. If you compared the 3 weapons lines and their damage output over the course of a minute, the carbines would very likely outshine its more flashy cousins.
While pistols tend to focus on the health pool, and rifles the mind pool, carbines score heavily on the action pool. At lower levels there are 3 main attack styles…..
Leg shot: Minimal health damage, but punishes the action pool very badly and stuns the target. The attack of choice for the solo carbineer.
Full Auto Single: A barrage of shots on a single target, good health damage and temporary blinding effect. Mainly used in support within groups.
Action Shot: A low damage shot, with a high bleed effect on the action pool. A good opening shot.
As I am still a relatively low level carbineer I can’t comment on the effectiveness of the carbineer skills.
There are 8 carbine models to choose from. So let’s take a look at the options.
CDEF Carbine
Skills required: None
Damage Type: Energy
Damage variance: Average
Average Damage: Very Low
Short Range: average
Medium Range: good @ 40m
Long Range: poor
HAM costs: low
Armour Rating: 0
To be frank, you might as well hold this one by the barrel and start hitting things with the handle. Would be about as effective.
Can be a reasonable choice for a non-combat class with no marksman skills. Anyone else, upgrade ASAP.
DH17 Carbine
Skills required: Novice Marksman
Damage Type: Energy
Damage variance: average
Average Damage: low / average
Short Range: average
Medium Range: good
Long Range: poor
HAM costs: very high
Armour Rating: 0
If you are venturing down any path that requires the carbine tree, get one of these as soon as possible when you start. Their minimal skill requirements make them a great starting weapon. Their damage, while not fantastic, is reasonable and with a relatively low variance and a 3-4 sec rate of fire will take care of most things at a low level. Their major drawback is their huge HAM costs for weapon styles. You can find yourself out of health AND action within 5 or 6 shots, and can leave you very vulnerable to a quick incap. The other major drawback is it looks like a CDEF, yuck!
DH17 Snubnose Carbine
Skills required: Intermediate Carbine
Damage Type: Energy
Damage variance: average
Average Damage: low / average
Short Range: good
Medium Range: average
Long Range: poor
HAM costs: high
Armour Rating: 0
This is a very similar weapon to the regular DH17, but more geared for closer combat. Slightly more powerful, slighty faster than it’s cousin, it’s less effective at any sort of range, meaning you spend more time at close quarters with your foe and taking more damage as a result. While the HAM costs are slightly lower than the regular DH17, they are still high and can lead to an easy kill for your opponent.
E11 Carbine
Skills required: Advanced Carbine
Damage Type: Energy
Damage variance: average
Average Damage: average
Short Range: poor
Medium Range: average @ 30m
Long Range: very poor
HAM costs: average
Armour Rating: 1
This is Mr. Average. While a better overall rate of fire and damage than the DH17 family, it suffers badly in terms of accuracy. Almost everything (apart from accuracy) about this weapon is average. It even looks and sounds like an average gun. If this weapon is worthwhile getting at advanced carbine, when you can get a laser at expert carbine if questionable as a DH17 would still suffice. At this level few mobs have any real armour, so while the light armour piercing is nice it is questionable how useful it is.
Laser Carbine
Skills required: Expert Carbine
Damage Type: Energy
Damage variance: High
Average Damage: Good
Short Range: poor
Medium Range: good @ 50m
Long Range: poor
HAM costs: average
Armour Rating: 2
The first of the really effective carbines. In its behaviour this is more akin to the rifle family. It is more effective at range than most carbines, but suffers close up. It has a good average damage and around a 4 second delay between shots, but a very very wide variance. You can easily hit for 700 damage one shot, then 45 the next leaving you up the creek. This will rack up good damage in a given time frame, but is erratic on each shot. Where the laser carbine really scores is its armour piercing capability. Only the T21 rifle has a higher armour piercing capability than the Laser Carbine.
This is a great choice to open up with at long range when you need to and for tackling heavily armoured foes. Also, it looks good too.
EE3 Carbine
Skills required: Carbine Specialist
Damage Type: Heat
Damage variance: Low
Average Damage: Good
Short Range: average
Medium Range: good @25m
Long Range: poor
HAM costs: average
Armour Rating: 0
What can I say about this baby. It’s a shotgun, pure and simple. With a high damage, low variance, a high rate of fire (3.5 secs), and a 6ft blast area it is one of the most solid and consistant damage dealers out there. It has some problems with low accuracy at range in comparison to the other carbines, but at medium range and up close, this thing just cuts through the mobs like a knife through butter. One warning however, as it is an area-effect weapon, be very careful when pulling in tighly packed mobs, you may get more than you bargained for.
The two major drawbacks of this is no real armour piercing ability, which can reduce its effectiveness in PVP or on high level mobs, and it’s inaccuracy at long range. This is a real workhorse and a very solid weapon.
DXR6 Carbine
Skills required: Carbine Specialist
Damage Type: Acid
Damage variance: Low
Average Damage: High
Short Range: average / good
Medium Range: good @22m
Long Range: very poor
HAM costs: average
Armour Rating: 1
This is the EE3′s bigger and meaner brother. A short range, 2 handled shotgun. High damage, low variance and high speed make this the close combat weapon of choice for the carbineer. With the addition of light armour piercing and a relatively rare damage type, this also makes it a great PvP weapon, as most people will be looking for armour with high energy, heat and kinetic defences.
The only major drawback with this weapon is its accuracy at long distance, which is frankly piss poor. Nevertheless, this is an essential part of any carbineer’s gear.
Ant it looks and sounds great too.
Elite Carbine
Skills required: Novice Carbineer
Damage Type: Energy
Damage variance: Low
Average Damage: High
Short Range: poor
Medium Range: very good @40m
Long Range: poor
HAM costs: average
Armour Rating: 1
The grand-daddy of the carbines, only available to the dedicated Carbineer. Yet for such a pedigree it’s slightly disappointing.
Like the DXR6 it has a good rate of fire, high damage, low varience and reasonable HAM costs. Also it has light armour piercing. While it may score well with it’s accuracy at mid-range, close up its accuracy is pretty terrible. Also it is of a damage type everyone seeks to have good defences against. It is still a good weapon, and a very solid damage dealer, but I frankly expected more as the top carbine.
Overall recommendations:
PvE: EE3 and Laser Carbine.
Good solid weapons, with different damage types and armour piercing. Enough to handle the variety of mobs out there. Also cheap enough to replace as PvE weapons wear out quickly.
PVP: DXR6 and Elite Carbine
High damage, fast weapons, with enough armour piercing to punch through player wearable armour. Still keep a laser carb handy in case an AT-ST shows up. I would only use these for PvP as they are expensive to replace, not your weekday weapons.
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All you need are four things to solo a Corvette and Star Destroyer.
1) A Mark V Engine with a top Speed of 118.5
2) Droid Program: Engine Overload III or IV*
3) Droid Program: Weapon Capacitor Overcharger III or IV*
4) Droid Program: Capacitor to Shield Shunt IV.
* I use Engine Overload III and Weapon Capacitor Overcharger III because level IV programs causes item decay on your starship parts.
Once you launch into space, load Engine Overload and Weapon Capacitor Overload. If your fighter is fast enough, you should have a speed of over 1400. You dont need a booster, but one is helpful if you get into a tight spot.
Now enter Kessel or Deep Space. As you approach your target accelerate too full speed. You should be moving fast enough that most of their weapons can not hit you. While moving at top speed, target the weapons, shields, etc, and strafe them. Usually two or three passes is enough to destroy a component. Sometimes you will be hit by one or two blasts from the enemy ship. When this happens, use your capacitor to shield shunt before you make your next attack run. With Capacitor Overcharge, more energy is available to replenish your shields.
You do not need to destroy the weapons on these ships, though it does make things easier. All you need to destroy is the Primary and Secondary Shield Generators, the Engine, the Reactor, and the Bridge.
Once you destroy the bridge, the ship will blow up reguardless of shield, armor, system status.
You can also Solo Tier 5 Gunboats in Kessel and Deepspace. Tier 5 Gunboats have a maximum weapons range of about 540 meters. If you fly your ship directly behind the gunboat, match speed and maintain a distance of 540-550 meters, your weapons will be able to damage the gunboat while he wont be able to damage you.
Pay close attention to the movement of the gunboat, as they tend to change course often. This can rapidly close the distance between you and the gunboat bringing you into their weapons range. This is where Capacitor to Shield Shunt really comes in handy.
You can minimize the risk somewhat by targetting the rear fireing weapons first, then target the engines. However, unlike the Corvette or StarDestroyer, you need to bring the gunboats rear shields and armor down before you can start to damage the sub-systems.
If you are declared overt in Space (By talking to a Faction Space Station), you will be rewarded 240 Faction Points per Gunboat.
Thanks a lot hope i get premium!!! yay please no nay!!
Hope this helps you swgnerd thanks!!
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theswgnerd50
Script Kiddy
Regular Member
Joined: 12 Jun 2009
Posts: 2
6 TUBucks
Posted: Fri Jun 12, 2009 6:23 pm Post subject:
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ok this is a reallllly great guide thanks soccer for posting i say yay thanks so much made it a lot whole easier
Thanks
-theswgnerd50
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soccerboy14
In Training
Regular Member
Joined: 16 Apr 2008
Posts: 13
39 TUBucks
Posted: Fri Jun 12, 2009 10:13 pm Post subject:
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thanks so any admin is that 1 more i need to get premium really hoping for it
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genosis
In Training
Regular Member
Joined: 25 May 2008
Posts: 44
523 TUBucks
Posted: Tue Jun 16, 2009 6:17 pm Post subject:
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Star Destroyer is easy with any ship… Come in from the side, start shoting shield generators when at 500, fly through explosion and take the second one out, circle around and take out the engine from the rear..
Do a half loop and take out the Generator, boost to the center and turn towards the bridge, keep boosting untill you are at 1m from bridge..
Do it right and the cannons cant hit you..
Take out the bridge at your leasure..
Rinse and Repeat..
Corvette’s are easy too, all you really need is to be able to handle the fighter escort..
And make sure you have Mark III Concussion missiles, preferably with dmg range 4500-9000.
Come in slow from the side, target the primary shield generator with a missile, it targets from a range of around 6-700..
Fire, and turn away..
Deal with any fighters comming your way..
Again come from the side, target secondary shield if primary whent down on 1 missile as it should.
Fire and turn away..
Gunboats will ignore you if you dont come any closer..
Take out the engine next, and wait a min or so.
Gunboats will fly around for a bit, then continue on their way.
Vette is dead in the water, and now you should be able to do a strafe run against the reactor, and finaly the bridge..
If your not confident in your piloting skills, you can take these out as well with missiles from a safe distance..
Mission complete..
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