Carbineer Archive

Thread: Did You Keep Ranged Support?

Framahr
Wed Oct 29, 2003 6:29 pm
#1

...or did you drop it after achieving Master? Do any of you think it's important or unimportant to have once you've reached Master.
EagleShard
Wed Oct 29, 2003 7:15 pm
#2

Not only is the guardsman title nifty (when an entire raiding party is wearing it) but there are some really useful moves in here...


Warning Shot. Okay there is one move in the branch i still use. When I'm not using pets to tank (ie when I want a challenge) I have to rely on chargeshot1 and warning shot to keep the nasties at arms length (assuming it can outrun me/I don't want to go too far from the lair.




Lady Gemina, Mistress of the Crimson Talons
Proprieter of the Lucky Bantha Cantina, New Hamburg, Tatooine (Dancers, Spice and a whole lot more!)
Framahr
Thu Oct 30, 2003 12:13 pm
#3

thanks EagleShard

Kahles2814
Thu Oct 30, 2003 12:51 pm
#4

i dropped it to pick up ranger track tree, if i need crowd control i usually just posture down , the charge shot it after it gets back up if need to.



Swamplander - Bounty Hunter
Ryyan - Dark Oan
Houmas - Entertainer
Rizzle - Medic
Kahles - Smuggler
Kraxin - Commando
Aram1
Thu Oct 30, 2003 4:26 pm
#5

I dropped the entire ranged support line, imho its redudant to most of our carbineer skills. The only exception would be warning shot, which is kinda limited in usefulness(besides the bug with it, but I consider that an exploit).


Action shot 1 + 2 have the same effect as Supression fire with the added perk of a bleed.


I dont feel the defense mods did much either. I guess if you have the skill points, it might be useful, but in a crunch its not worth it compared to other skills.

swat07
Thu Oct 30, 2003 4:54 pm
#6

i was wondering how you could drop it... but im a CM too so i cant, and still be a CM
R3dj4ck
Thu Oct 30, 2003 5:24 pm
#7

Aram1,


What warningshot bug are you refering too?

WTS
Thu Oct 30, 2003 6:00 pm
#8

after 3 or more consecutive warning shots, the target starts slowing down dramatically.



Arandis
Master Smuggler (Imperial FP for 125 credits each)
Agathon
12 point MDE, 12 point MAS, 14 point Master Artisan

Vendors at -3979 3643 Naboo, outside Theed

Vinaddar
Thu Oct 30, 2003 6:08 pm
#9

I recently sold back the line so I could add--don't laugh--Artisan/Surveying. With the upcoming CH changes, my Doctor and Archetect friends are going to be in much more danger checking harvesters and relocating them, so I added the skill to go do that part for them.


I will miss warningshot--just knowing it was on my toolbar was comforting--even though I used it sparingly.


Vinaddar


Master Carbineer

R3dj4ck
Fri Oct 31, 2003 1:34 am
#10

Kahless,


When solo I usually practice similar tactics. But against bigger prey warning shot works great to ward off the mob and let that 30 second timer tick off so you can posture down again.


Spamming chargeshot works right now (and is quite funny if you run around your target point blank in a circle while repeatedly knocking it on it's rear). But it'll get fixed eventually.

Ranged1
Fri Oct 31, 2003 2:32 pm
#11

I keep it for the combat medic profession =)



--Raanged
Your local Sniper/Squad Leader.
sumanikaeda
Fri Oct 31, 2003 3:35 pm
#12

Never really thought about it, but... we really need an area warning shot in the carbineer tree.
jabjowie
Sat Nov 01, 2003 1:26 am
#13

i think warning shot is great.


i dropped the IV level, but i am keeping warning shot...it has saved me many times.


as for the bug mentioned...i have never noticed...either i don't use it enough or it does not work all the time...but either way, warning shot works well for me...





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master nuthin
"It's just a game fuzz ball"
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