Ranger Archive
Thread: Bounty Hunter, Smuggler, Rifleman, Carbineer, melee? So many more options now which way to go?
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SeanBlader
Wed Sep 21, 2005 9:54 am
#1
With the skill point reduction, and the new focus for Ranger all of a sudden there are more options for your secondary profession. Being a Ranger and a Carbineer off and on since launch, this is the direction I'll discuss the benefits and the drawbacks. I'd love to hear options from other profession combo's to see if the benefits are better or not.
The Old Ranger
Camps, Scout traps and tracking. With limited offensive and support options the Ranger we've known for over 2 years is going away. The Ranger we knew was a creature hunter and organic harvestor. At it's worst it's been called farmer and gopher, at it's best it's been outdoorsman. Overall it's best role was in Creature PvE, and without another combat profession well supported by skill tapes and lots of experience, PvP and NPC hunting was limited and ill effective.
The Carbineer before and after
The aim of the Carbineer before the Combat Upgrade has been an area specialist, expert at applying states and being the crowd control group, while lacking some of the sheer DPS of other troops. With the area role shifting to Commando, crowd control going to Pistoleers and Riflebeings, and states going to the Melee professions, Carbineers got a significant boost in DPS and became a viable weapon in the ongoing Galactic Civil War, and while hunting big game creatures. With a carbine snare in Crippling Shot and the Phecnacine Dart, taking on BIG game creatures is feasable and possible with limited heals and mediocre armor. This will change...
The New Ranger
Special Operations, Reconnaissance, Tactical Item Relocation and Stealth. This new profile fits a mobile lightly armed infantry unit typical of SWAT teams, Seals, and the Mission Impossible crew. Invisibility will be a large part of the overall strategy of being a Ranger, this will give amazing opportunities in some of the dungeon area's and also in group PvP. Hopefully it will also work on Kashyyyk now.
The Argument
Lacking a concealed attack, but lightly armed, and extremely mobile, the Star Wars Galaxies Carbineer is a moving target at all times. Using motion as a defence against less accurate enemies the Carbineer can knock down the enemy and cripple their movement while on the run. The major advantage being able to stay out of range of melee adversaries, especially those big game creatures. With no cap on the amount of damage that can be dealt while standing or running like the Rifle with snipershot this makes the carbine an ideal choice for light infantry on the go. Most importantly though, the lack of a large barrel or reduced accuracy at close range makes the carbine better suited for close in situations as you would expect to need indoors or in covert and camoflauged recon situations.
To that end I submit Carbineer as the new Tactical Weapon of choice. It's light, fast, great damage output, and has no lack of firepower as well. It's a well rounded choice that will serve well in every situation.
Please add in your personal favorite style with it's advantages for comparison.
The Old Ranger
Camps, Scout traps and tracking. With limited offensive and support options the Ranger we've known for over 2 years is going away. The Ranger we knew was a creature hunter and organic harvestor. At it's worst it's been called farmer and gopher, at it's best it's been outdoorsman. Overall it's best role was in Creature PvE, and without another combat profession well supported by skill tapes and lots of experience, PvP and NPC hunting was limited and ill effective.
The Carbineer before and after
The aim of the Carbineer before the Combat Upgrade has been an area specialist, expert at applying states and being the crowd control group, while lacking some of the sheer DPS of other troops. With the area role shifting to Commando, crowd control going to Pistoleers and Riflebeings, and states going to the Melee professions, Carbineers got a significant boost in DPS and became a viable weapon in the ongoing Galactic Civil War, and while hunting big game creatures. With a carbine snare in Crippling Shot and the Phecnacine Dart, taking on BIG game creatures is feasable and possible with limited heals and mediocre armor. This will change...
The New Ranger
Special Operations, Reconnaissance, Tactical Item Relocation and Stealth. This new profile fits a mobile lightly armed infantry unit typical of SWAT teams, Seals, and the Mission Impossible crew. Invisibility will be a large part of the overall strategy of being a Ranger, this will give amazing opportunities in some of the dungeon area's and also in group PvP. Hopefully it will also work on Kashyyyk now.
The Argument
Lacking a concealed attack, but lightly armed, and extremely mobile, the Star Wars Galaxies Carbineer is a moving target at all times. Using motion as a defence against less accurate enemies the Carbineer can knock down the enemy and cripple their movement while on the run. The major advantage being able to stay out of range of melee adversaries, especially those big game creatures. With no cap on the amount of damage that can be dealt while standing or running like the Rifle with snipershot this makes the carbine an ideal choice for light infantry on the go. Most importantly though, the lack of a large barrel or reduced accuracy at close range makes the carbine better suited for close in situations as you would expect to need indoors or in covert and camoflauged recon situations.
To that end I submit Carbineer as the new Tactical Weapon of choice. It's light, fast, great damage output, and has no lack of firepower as well. It's a well rounded choice that will serve well in every situation.
Please add in your personal favorite style with it's advantages for comparison.
Natures-Ranger
Wed Sep 21, 2005 11:15 am
#2
I would then acually say that the Devs should concider adding a light ConcealmentSpecial somewhere in the Ranger tree.. Its after all a profession used to dabble in so it should have some weapon specials as well? no?
Phenix1050
Wed Sep 21, 2005 1:33 pm
#3
Natures-Ranger wrote:
I would then acually say that the Devs should concider adding a light ConcealmentSpecial somewhere in the Ranger tree.. Its after all a profession used to dabble in so it should have some weapon specials as well? no?
uh...no it's not a profession "used to dabble in" any more than any other profession. Lots of people will choose to Master Ranger for the best stealth, but stealth should not be an easily dabbled-in skill. and while I'm not against having offensive special attacks, I don't see any precident for it. Dabblers will just have to deal, in my opinoin. Power like stealth should restrict your other characteristics.
As far as the original question, I'm likely going to try a few combinations. I've started a toon on Bloodfin that will be Ranger/Commando. I'll probably have a MBH/Master Ranger with either CM 4000 or as much SL skills as I can have. Though Smuggler/Ranger looks good too.
CorethLandwalker
Wed Sep 21, 2005 1:44 pm
#4
At first, at least, I'll likely stick with the weapon that I've used since I started playing ranger: the rifle. Sure, it's big, unwieldy, and has an apalling lack of specials, but there's something about using the big T21-even if the ALR is potentially a better weapon. Even as light infantry, the sniper role seems well suited for a stealth profession. I would think it will also work well in ambush: first, the target gets hit by concealed proximity mines. As the target tries to deal with that, the ranger rifleman starts to shoot at the enemy at long range-either with conceal shots, to further confuse the enemy, or with sniper shots, to frontload the pain. And as far as hunting goes, I've always preferred using the rifle and its range to help keep me from harm's way (P-darts don't hurt either); there may be some entertainment value in using the mines in hunts as well.
I won't rule out moving towards carbines or pistols, though, depending on how the profession develops. The Ranger will be a very different beast; as Shug Ninx said in the SWG manual, you're gonna transform. Of course, I always thought that meant folks would be changing professions, as opposed to having the professions changed around them.
I won't rule out moving towards carbines or pistols, though, depending on how the profession develops. The Ranger will be a very different beast; as Shug Ninx said in the SWG manual, you're gonna transform. Of course, I always thought that meant folks would be changing professions, as opposed to having the professions changed around them.
Natures-Ranger
Wed Sep 21, 2005 2:08 pm
#5
Phenix1050 wrote:
Natures-Ranger wrote:
I would then acually say that the Devs should concider adding a light ConcealmentSpecial somewhere in the Ranger tree.. Its after all a profession used to dabble in so it should have some weapon specials as well? no?
uh...no it's not a profession "used to dabble in" any more than any other profession. Lots of people will choose to Master Ranger for the best stealth, but stealth should not be an easily dabbled-in skill. and while I'm not against having offensive special attacks, I don't see any precident for it. Dabblers will just have to deal, in my opinoin. Power like stealth should restrict your other characteristics.
Forgive me, i expressed myself wrong.. My point with dabbling was mainly used to support the thought of having own Ranger Specials cause all in all its not a "combat" profession - This again might change with the rewamp but it was strictly ment as a "weight" to give Ranger a reason for a combat specials like some kind ofConcealment Shot.
Id also like to point out that im no MBH waiting to take advantage of the Stealth ability. My first Elite profession to Master was Ranger back in 2003. And when i decided to move my PvE hunting over to Player hunting i missed it sobad i had tomake my Alt one! But evenas a retired Bounty Hunter there is of cource still interest in picking up parts of Ranger for eventual stealth/traps/devices what ever there will comecause it simplyfits very well with my type of gameplay.
But again, the most attractive abilities should be kept at Master of cource! But i would say that there should be Stealth, Specials, Mods sorted fairly around the profession tree like every other profession and not make "Stealth" a pure Master ability. Rather make Improved and Advanced versions likeotherskills ingame!
Id also like to point out that im no MBH waiting to take advantage of the Stealth ability. My first Elite profession to Master was Ranger back in 2003. And when i decided to move my PvE hunting over to Player hunting i missed it sobad i had tomake my Alt one! But evenas a retired Bounty Hunter there is of cource still interest in picking up parts of Ranger for eventual stealth/traps/devices what ever there will comecause it simplyfits very well with my type of gameplay.
But again, the most attractive abilities should be kept at Master of cource! But i would say that there should be Stealth, Specials, Mods sorted fairly around the profession tree like every other profession and not make "Stealth" a pure Master ability. Rather make Improved and Advanced versions likeotherskills ingame!
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