Carbineer Archive
Thread: Any Carbineers WITHOUT Ranged support tree from Marksman profession?
Dont drop it, range defence rules, the problem is that you need aloot , but even 10 range defence can make a difference.
I got 28 range defence now and i notice huge difference, will soon get 43.
Its the only defence who works properly in this game,,,,
Viecat Master Carabiner/ and skill TK
I'm a master carbineer/novice CH/novice medic. I dropped the marksman line long ago, and haven't noticed a difference from the defense points lost. The thing that I miss is the warning shot, as that can keep you alive when you get too many animals on you at once, especially since our knockdowns have a reset timer. If I could posistion attack a spare mob and keep it seperated and away from the group that used to be fine without warning shot, but now warning shot seems to be more important as a means for crowd control.
I might pick it up again, I might not.
-Gravaar
Eclipse server. Master Carbineer, 3 3 2 4 CH, Novice medic
My final template will be Master Carbineer, Combat Medic 2,2,4,4 Novice Scout. This means that I must have all 4 in ranged support....So it's not a choice for me...although I believe that the ranged support requirement for Combat Medic is useless. CM's should have a weapon requirement, not the ranged support requirement. However, CM for me is a support skill to my Carbineer skills.
ranged's primary benefit is the 'aim' skill increases. the specials are useful, but once you have suppress 2 and the various kd's, you don't need this line unless you use AIM alot... because at Master Carbine, you get an added aiming bonus to carbine aiming.
So unless you've found a tactical method in being able to stack a few aim's and gain more than 'a better chance to hit' with 14 skill points, drop the whole line. You might keep the 1st box just to keep aim, but i don't use it anymore.. i needed supression fire 2 (people resist this ALOT LESS than KD when you pvp and they can't run away).
and yes, people run from me ) the only thing about the carbine you should remember is that its supposed to be like a semi auto sub machine gun...so play it like one. take into account crappy long range accuracy, high rate of fire, great ae's, decent single shot damage, and a wide range of suppression techniques and damage types. When you are at mastery,feel free to run around like a beheaded chicken cuz you've got some uber shoot while moving bonuses.
It is the most well rounded gun class, which means, its also not going to be the best at anything (except for ranged ae damage, carbineer's rule).
CH + Carbineer = the crowd control class of SWG ![]()
ooo <SL>
Master CH/Master Carbineer
Does anyone know which level of creatures warning shot is effective against) I was hunting Sharnaffs (and Sharnaff bulls) and warning shot didn't help (CL 29 and 35). Does the fact that my pets are attacking make the creature return to attack?