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Box archive This article relates to an element of Star Wars Galaxies prior to the New Game Enhancements. It is no longer accurate and remains for historical purposes only.
Skill tree
Master Carbineer
Assault Tactics IV Marksmanship IV Counterinsurgency IV Special Abilities IV
Assault Tactics III Marksmanship III Counterinsurgency III Special Abilities III
Assault Tactics II Marksmanship II Counterinsurgency II Special Abilities II
Assault Tactics I Marksmanship I Counterinsurgency I Special Abilities I
Novice Carbineer

Profession Overview[]

The Carbineer is a master of ranged combat using carbines, compact automatic assault weapons. Carbine specialists excel at applying status effects to targets, decreasing the ability of enemies to fight back. Additionally, Carbineer is the premier profession for area-of-effect damage, with several abilities for applying large amounts of damage to a spread of enemies. Unfortunately, Carbineer lacks the offensive muster of Rifleman, and is severely hampered in high-end PVE by the limited damage types carbines exhibit.

This profession requires 92 skill points to master, 34 points of which go towards prerequisites.

XP requirements to Master, excluding prerequisites:

  • 4,215,620 Carbine Weapons XP (granted for killing MOBs with a carbine)
  • 415,000 Combat XP (granted for killing MOBs with any weapon)

Profession Role Summary[]

  • Primary Role: Medium Range Crowd Control (Position Control)
  • Secondary Role: Medium Range AE Damage Specialist
  • Offense: Strong (4)
  • Defense: Minimal (1)
  • Crowd Control: Strong (4)

The Carbineer is a medium range control specialists. He has potent abilities to keep targets at a distance and reduce their combat effectiveness. The Carbineer also has powerful area cone attacks allowing them to effectively fight groups of targets. Once an opponent is able to close with the Carbineer however they're quite vulnerable. Carbineer crowd control skills are specialized in controlling an opponent's position. Slowing an opponent's movement speed and pushing them back away from the Carbineer are potent abilities for controlling the flow of combat. These abilities combined with fairly strong offensive abilities, particularly when faced with a group of opponents leave the player with a very potent set of skills. Adding additional ranged skills from other professions only increase a Carbineers power and options on the battlefield. An alternative template combination may be to add one of the more defensive professions for a well rounded combat character.

Getting Started[]

Training Novice Carbineer requires 125,000 Carbine Weapons XP, and two branchs from Marksman:

You can find a Carbineer trainer at the following locations:

Guides to the Carbineer[]

Related Skill Mods[]

Abilities[]

Name Command SAC Dam. Mod. Description Granted At
Blind Recovery /blindrecovery 8/0* - Removes a blind debuff from your character. Special Abilities I
Charge Shot (Improved) /chargeshot 16/2 1.5 Ranged knockdown, lasts ~ 5 seconds vs. NPC AI. Knockdowned target takes 20% more damage. Counterinsurgency I, III
Crippling Shot (Improved) /cripplingshot 18/4 0.7 Snare attack that reduces your target's movement speed. Marksmanship I, IV
Dizzy Recovery /dizzyrecovery 8/0* - Removes a dizzy debuff from your character. Special Abilities III
Full Auto Area (Improved) /fullautoarea 18/2 1.5 Cone attack. 90° Angle Assault Tactics II, IV
Leg Shot (Improved) /legshot 15/2 1.9 High-damage attack that always hits your target's legs. Novice Carbineer, Marksmanship III
Rapid Fire (Improved, Advanced) /rapidfire 18/2 1.5 Upgrades the Marksman Rapid Fire ability to do more damage. Carbines IV, Marksmanship II, Master Carbineer
Scatter Shot (Improved) /scattershot 16/2 1.5 Medium-damage attack that can hit two body locations simultaneously. Assault Tactics I, III
Stun Recovery /stunrecovery 8/0* - Removes a stun debuff from your character. Special Abilities IV
Suppression Fire (Improved, Advanced) /suppressionfire 18/4 0.4 Cone attack that snares all targets in front of you for a very brief period of time. Counterinsurgency II, Counterinsurgency IV, Master Carbineer

Note: SAC = special attack cost, listed as a percentage of Action/Mind (see Special Attack Costs for details); SAC fields marked with a * are independent of your weapon's SAC cost and will always cost the amount of Action/Mind listed. Dam. Mod. = damage modifier listed is relative to the damage done with the default Ranged Shot attack, and is only listed for the most advanced version of an ability.

Certifications[]

Community Information[]

Carbineer Correspondent: _scout_
Former Correspondents:

  • SOJ
  • Novamarine
  • TAFirehawk

Carbineer Forum: http://forums.station.sony.com/swg/board?board.id=carabineer

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