Carbineer Archive
Thread: two tiers
Carbineer is difficult to dabble in so that is a loaded question. It really depends on what your other professions are and what you want to fight.
Never been a Rifleman, well yet anyways. I mostly PvE and CH helps me the most there. PvP dabbling is tough from what I hear and know from experience.
Problem is you need both Accuracy and Speed at pretty high levels, so those are your two trees but you want the other two for specials as well. IMO Carbineer is spread out nicely to stop the dabblers, although some lower skill specials are too powerful.
Tough call really without Accuracy and Speed from BH.
I wonder this too-- I have master carbineer now and enjoy it but think longterm I may want to pick up some combat med..one for terrain and the other b/c poisons are wicked... so what would be best to keep? When I did carbines, I went up the combat exp chain first, then the one that granted defense... but the slowness/inaccuracy was painful. I think when i was 2244 I was able to take on quite a bit....but before that, at 0044.....was pretty tricky.
So like the poster...I'd be intersted to hear what anyone says about which two tiers they'd keep ...or what skills they would try to keep. The combat med and carbine would be my only combat, b/c i'm also a master doc which ties up points... main goal is to hunt the environment and support my doc crafting... and not get completely owned if someone jumps me on a faction mission
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If I had to pick two trees I would pick Special Abilities (for CS and accuracy while moving) and Marksmanship (for accuracy).
In my experience, being able to land shots while moving is very important for PvP as well as PvE. In PvP if you don't move you die within seconds, and in PvE NPC's seem to have terrible accuracy against moving targets. As a mid-level carbineer Iwas able to take out two high level Blood Razors (red and yellow cons to me) and, in another occasion, 4 or 5 st's just by running around them (that was unbuffed, no pet).
CS is invaluableto keep non-ranged fighters at bay,to buy you time to heal, or run
, or just toincrease the damage you make.
I just don't see how a Carbineer can be effective going up just two trees. If nothing else get some of each tree.
CM and Doc take up a ton of points, but if you went to just 2004 CM {disease and poison with +75 CM use but NO /healmind} you could pickup 1312 Carbineer and be decent. You should get Speed Attachments to make up for only having +35 Carbine Speed. In fact with the cap, +25, you could hit the +60 Carbine Speed of a Master Carbineer and be SWEET ![]()
BTW, who knows how this will all change in Publish 8 and 9....