Carbineer Archive
Thread: Several Questions
One template that works well is to also include the BH carbine tree with you master Carbineer, but I dont know if that is possible with what you have now. Another thing to do is look at the sticky posts at the top of this forum. There is a thread about Carbineer/Melee templates and what is useful with what scenarios.
Personally a good additional combat tree to add if it is possible would be some things in fencer for defense or swordsman. It would also allow you to switch quickly to close combat weapons if needs be or stay ranged, and add either defenses from fencer or lots of damage attacks (but slower) with swordsman. I would use fencer for it's passive defense mods cause how often would you really use swordsman for close comat when you are use to playing ranged?
Pistoleer though is always a good thing to go up in as long as it is just the defense skill boxes and not any of the offensive/specials skill boxes.
There are many diffrent options out there you just have to find one that fits your play style the best. Whether it be PVP or PVE.
There is a 0% chance to pickup BH with Politician and Carbineer.
I recently picked up the Pistoleer Defenses 0040 and love it. I highly recommend this for you.
And Scout 3000 and Novice Medic would take you down to having 8 Skill Points left......
To answer your questions
1) To defeat anyone in this game, Carbineers have to use their head. You need to know your terrain and use it to your advantage. Know who you are fighting and simply put, try to stay out of range of the melee guys. TK will dizzy/KD you, and fencers will dizzy/kneel you. I know, its easier asid than done.
In order to hit your targets more often you can invest in some of the accuracy food (citrus snowcake i think). The range mods on your guns are important too.
2) The enhanced E11 is a gun that has a health bleed DOT. The Nym's slugthrower is a loot gun from the Nym themepark, but it is not enhanced and does acid damage
3) My first suggestion is to check out this web-based character builder,SWG Web-Based Character Builder. As for my suggestions, there are several different paths you can take. Do you want any melee skills or the ability to heal yourself? Or, are you gonna strictly use your carbine for everything in the game. Master politician/master Carbineer leaves you with 81 SP. I would suggest getting Master Marksman as you get +5 speed and +10 accuracy. That leaves you wth 33 SP left. Now, for only 20 SP you can get Pistol Techniques IV which gives siginificant defenses. Ok, 13 SP left. Not enough to start a novice profession so you can get a box in rifleman or you can get a couple more boxes in fencer.
One option to give you more SP is to not master marksman and to put the points into medic. My suggestion would be to get 4330 medic. You will have the ability to use Stim C's and will have some good speed, and will be healing damage close to whata master Doc does.
Crazyguy111 wrote:
They're both from the Warren.
What he said, and no, I did them both as a Rebel.