Carbineer Archive
Thread: Is Ranged Support (Marksman skills) really worth it when you are squeezed for skill creds?
I'm a doctor/carbineer/creature handler/scout... and I am totally squeezed for skill creds!
I was wondering whether ranged support is really worth it.. or would I be better dropping some, or all, ofmy Ranged Support skills directlyinto Carbineer instead.
P.S. I am a bit discouraged with ranged defense actually... seems as though I get hit by every kook, thug and spitting spinecap in the game. And I never use /aim or /threatenshot or /warningshots.
What you guys think?
WarningShot becomes kinda nulled when you get ActionShot and can keep a mob pinned where it stands.
Aim is kinda useless on Carbines because we aren't high-damage one shotters like Riflemen.
ThreatenShot was NEVER useful.
And a good Carbineer gets SuppressionFire2, making SupressionFire1 obsolete.
And as for the skill mods, I forget what they are. ![]()
Alright, now that I'm in I can check...so for 4 boxes (or 14 skill points) you get..
General Ranged Aiming +30
Melee Defense +2
Ranged Defense +6
Alertness +10 (what the hell does this even do anyways?)
Yes, those all help, but a Master Carbineer wouldn't really need them.
just do like all the other guys in your situation and post a thread on the main SWG discussion board titled
More skill points needed. DEVS Please read and fix NOW!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
If I'm not mistaken, suppression fire 2 is an area attack, which isn't always a good idea to be using
Having experimented with both supressionfire1 and actionshot1 and 2, I find the most reliable posture change skill of those 3 is actionshot1. For a person with carbines, supressionfire1 is useless. For other skills, it certainly has a use. Suppressionfire is not on my carbine toolbar...it is on my pistol toolbar.
Warningshot however IS one of my favorite skills and is on both my toolbars.
JustinSane007 wrote:
WarningShot becomes kinda nulled when you get ActionShot and can keep a mob pinned where it stands.
ThreatenShot was NEVER useful.
Say What? Threaten was and still IS usefull. it is probably the most usefull skill we get out of that entier line.
I agree. Actionshot1 is superior in all ways to suppression1. Both posture down, but actionshot bleeds, seems to posture more reliably (ie, 100%, I'm pretty sure I've failed to posturedown with suppression), and has the added bonus of either kicking the bleed damage up (if it's higher than the initial bleed) or refreshing it (if the initial bleed wore off) on subsequent shots.
However, the one thing that really concerns me about fixed suppression is that our dizzy shot(s) are still broken (all of our fullautos are supposed to have a 100% chance to dizzy, and do, but it has a zero duration currently). However, other professions have access to dizzies that work, and now can posturedown as well. This leaves us as the only profession without the dizzy/posture combination, which is very powerful as it's a two hit long duration knockdown essentially -- without the nerfed ham costs.
Thanks for the comments all.
I agree that supression fire is a joke. Supposedly, it only works on human/humanoids that con yellow or less. But I've never seen it work ever. Not worth 5 skill credits.
ThreatenShot is also next to useless to the non-newbie. The stuff that an advanced player hunts is not skittish and easily frightened.. most of it cons red!
WarningShot is interesting.. but who actually uses it against red con targets? If you are hunting stuff on Dath/Dantooine... is WarningShot really going to work? Anyone actually successfully used it on red cons?
And at the moment PvP rifleman, Singing Mountain Clan guardians (insert high level ranged opponents) seem to land on you every time anyway... so ranged defense kinda makes me laugh.
I think I'll definitely drop Ranged IV... just wondering whether Ranged III (WarningShot) is viable for use on high level mobs. Guess I can try tonight unless somebody has experience already?
Soren_dVinn wrote:
Thanks for the comments all.
I agree that supression fire is a joke. Supposedly, it only works on human/humanoids that con yellow or less. But I've never seen it work ever. Not worth 5 skill credits.
ThreatenShot is also next to useless to the non-newbie. The stuff that an advanced player hunts is not skittish and easily frightened.. most of it cons red!
WarningShot is interesting.. but who actually uses it against red con targets? If you are hunting stuff on Dath/Dantooine... is WarningShot really going to work? Anyone actually successfully used it on red cons?
And at the moment PvP rifleman, Singing Mountain Clan guardians (insert high level ranged opponents) seem to land on you every time anyway... so ranged defense kinda makes me laugh.
I think I'll definitely drop Ranged IV... just wondering whether Ranged III (WarningShot) is viable for use on high level mobs. Guess I can try tonight unless somebody has experience already?
Warning shot has saved my bacon several times. I can attest that it DOES work on agressive and red con mobs on Dathomir. Warning shot almost always gives me time to run away. However, once I got underhand shot I no longer use it. I simply hit em with underhand and the run.
The other skills in the Ranged Support tree are worthless. (except for threatenshot if you are a noob, or aim if you are a rifleman)
Thanks Bushjumper for that confirmation.
To make matters worse for me.. I just realized that Squad Leader requires Ranged Support IV.
*sigh*
Looks like I have to drop Creature Handler (which was useful for solo hunting since they make a great tank).
*shakes fist at 250 skill credit limit again*
*and again* ![]()