Carbineer Archive
Thread: The best of the ranged professions?
I think that you will find that the majority of a templates strength and ability has to do with how skilled the user is at playing it. Just about any template can be made into an extremely mean combat setup, providing that the player knows how to work their specials. A skilled player knows how to tip the field of battle in favor of their strengths. You mentioned that you want to be able to be dangerous in group PvP and Jedi hunting, so let's talk about those.
First: Jedi Hunting. As a Carbs/BH I would recommend to the highest degree that you acquire either CM 4xxx or CM xxx4 if you plan on hunting Jedi. Assuming you do, I can tell you that you will have a very dangerous template indeed. You will be able to control the movement of your mark with crippling, suppression, ranged KD, and if you have the xxx4 CM line - electrolyte drain. When a ranged guy fights a Jedi, controlling their movement and staying the hell away from them is extremely important. So in all of these regards, you are overall better suited than either a rifleman or a pistoleer. Pistoleers get stopping shot, but they do not get the two snares that you will have. They also are forced to either attach cyber arms, or fight a Jedi within a 3 meter range where Jedi can not hit them. That is incredibly difficult. Rifleman on the other hand have amazing range and power, but in terms of specials they are fairly underpowered. Their snare is all but useless, and they have range limitations on their most powerful special. Where both Rifleman and Pistoleer are at an advantage hunting Jedi is with their armor. They get recon armor, which is by far and away the single most effective armor for hunting jedi. You can have some battle armor specially made with high energy resists, but you will never match the level of energy protection that recon armor can provide. Pistoleers also get an extremely nice kinetic pistol, which is useful for those Jedi that wear PSGs.
Second: PvP. This can mean several things. It can mean straight up PvP ground fights, dueling, base busting, etc. All of these require different mindsets, so I cant go into all of them. But overall a Carbs/BH template will be very dangerous in these situations. Here, unlike with hunting jedi, their battle armor certification is extremely useful. Carbineers also get an excellent AoE attack, and their ranged KD shot does a LOT more damage than BHs underhand shot. Combine that with their great snare and damage output capabilities, and carbineers are definitely a feared class in PvP. Rifleman will have the upper hand in base busting, because with cyber arms they can remove turrets from outside their firing range. Pistoleers will have the advantage up close since their defenses are above either carbs or rifleman, and they have amazing speed in their attacks. The ability to root a target in group PvP is essentially a death sentence for the target because if the group knows what it is doing, they will root a target and have the entire group fire on it at once. Pistoleers also get a kinetic pistol that is MORE powerful than any kinetic carbine. Kinetic weapons are highly sought after for PvP due to the popularity of PSGs.
So after all that, you can probably see that ALL the ranged classes can be extremely dangerous. Carbs is a great middleground. They provide good range, great overall armor, excellent damage output, and useful specials. Rifleman get range and amazing power and Recon armor. Pistoleers get speed, defenses, root, recon armor, and a kinetic pistol of doom. Downsides? Rifleman get few great specials on their own, and pistoleers have to get closer to the action (and closer to danger as a result) than any of the other ranged professions.
Carbs/BH can be a lot of fun. How effective the template is will be determined by how skilled you are at using it.
Hope this helps!
I think that post-Cu there is an ALMOST best ranged proffession and that is rifleman, pistoleer second as the best post-cu dabblers proffession. Rifleman's high acc, and high damage can be easily augmented with BH to give them all the specials and damage tehy could hope for, with a range to boot. It can be matched with Pistoleer to get the ability to root a Carbineer and slam him out of range.
I do alot of template studying and I only suggest parts of carbineer when the person is not going BH, as for a Pistoleer freind of mine was Mpistol/Mdoc... i suggested he go (and he did) Mcm/Mpistol/Carbs x44x, Carbines is only worth it for the Knockdown and Leg Hit, maybe the area snare.
For Hunting Jedi Try Mbh/Mpistols or Mbh/Mcm/Pistols, it is not as effective in pvp, but it should do what you need it to.
My negitive opinion of carbineer comes from dueling during the respec in which i was at the start already Mcarbs/Mbh/Pistol, A friend repseced to it, and we dueled on endlessly, now he was a very good player and had very good equipment and he pwned me on 7/9 duels, eventually i respected to rifleman/pistoleer/bh, and he was carb/bh/cm, and i beat him 12/13 duels.
laz_souto wrote:
Carbines is only worth it for the Knockdown and Leg Hit, maybe the area snare.
I am using MBH/Carbx44x/CM4x44 to EXTREMELY excellent success. I've lost one out of my last 7 Jedi encounters, and have been doing infinately better in my duels, as well.
Since I'm neutral, I'm nost sure how it would work for large-scale PvP, but what I've used for it it seems very good to me.
and I am still CL 80, which is a definate plus.