Carbineer Archive
Thread: Carbineer/Ranger for PVE only
Well, being a Master Rifleman as late as this week I can say that master rifleman is very powerful in PvE. I doubt Carbineer is as good as rifleman for PvE, especially if you're gonna soloplay much.
I'm aiming for just what you are, Carbineer/Ranger, just need to master Creature Handling so I can drop it and start leveling scout+ranger. I'm doing this cause I want to. If i would want power I'd stay Rifleman+CH.
Ranger has the creature tracking abilities and the like, which make Krayt hunts and the like a lot smoother.
novamarine wrote:
A Ranger 0040 with Master Carbineer would make a VERY fun PvE character.
Message Edited by novamarine on 03-29-2004 03:34 PM
I was a carbineer 4,4,3,4 and master ranger. Found it very wanting. The tracking line was ok (500m range) but thats all i found usefull. There isnt alot of difference between ranger and scout (nothing that justifies the skill point investment).
I've started up the path of master carbine, master 2 handed swords, and everything else into medic.
You wont make a top flight damage dealer this way, but I find the combination fun for being able to solo on mid level planets and personally interesting for presenting more tactical options than just a pure combat template.
I say this because both professions seem to lack 'raw power' compared to most others, but have quite a few interesting tricks (state effects for carbineer) to pull out of their sleeves, which holds allot more interest for me.
Again, doesnt leave allot of room for healing, but if you can afford Doc buffs it is only ever Mind that you will go down to (and a a ranger only ever if you try to take down an even opponent before hiting burst run) and brandy etc can help allot here.
I happen to be a Master Ranger and Master Carbineer, in PvE it always worked out great for me, never had a single complaint about it. Well maybe one, the skill point usage for Ranger is very high. You should take Nova's advice though. I can over what i see as the benefits of each tree.
Wayfaring - While grouping camo kits are handy especially if you are helping out other guildies as an escort while leveling especially on places like Endor and Dathomir. The terrain negoation skill is pretty much wasted since after the scout tree is just goes toward crawl speed, unless you plan on milking aggro herbivores and need to crawl up to them, no real point.
Tracking - Undeniably the best part about being a ranger. Tracking is alot of fun, as well this also includes the bonuses to harvesting which alot of people pick up ranger for.
Fronteering - Like Nova said is mostly for show, but it is a good show those camps look great, plus there is plenty of room in them so they are much more suitable as a mobile healing station, which isnt really required in the game, i wish there were longer harder drawn out missions that actually required the use of this type of thing, but until they change that.
Trapping - Pretty much the same as the scout tree, no really useful traps in the line here, unless dizzy has an effect in PvE i am unaware of. If you are planning on using your traps on any of the big boys i suggest you pick this tree up. Adhesive Mesh is your friend, can any other carbineers here kite rancors? I can! Rescue is also helpful, but since we aren'ta tanking class by any means not really worth using.