Ranger Archive
Thread: Which Poression complements Ranger/Ch best?
I am creating a new character and having trouble with what path to choose. Since I do not know as much as you Rangers out there I was hoping for your suggestions. My aim is to create a characer that is largely self sufficient that can hold its own in PvP situations.
I have decided (at least for now) that I wish to have the following skills regardless:
Ranger: 4/0/4/2
CH: 1/0/0/3
Novice Medic
What I am hung up on is the choice of the best ranged combat profession to accompany the above skills. I have narrowed it down to either Rifleman or Carbineer. Based on whatI have learned so far here are the advantages of each (please correct me if any of the assumptios below are incorrect)
Advantages of Carbineer
- Not draining the mind both shooting and using medical skills nearly as much as the Rifleman.
- HAM costs to shoot are lower, hence wearing heavy armor will not hinder as much.
- Ability to use /fullautoarea2 which will allow me tohave powerful hits on a group of creatures aggroed on a pet.
- Ability to use adhesive mesh (draining the action pool). two different action bleeds and /legshot2 to focus strickly on the action pool of creatures.
- No 2.5x melee damage while carbine is equipped.
- Higher damage specials focus mainly on action/health pools, which are usually focused on in group situations.
- Better accuracy at close range and while moving.
Advantages of Rifleman
- T21 is AR3, more effective on armored creatures and players with armor.
- Much higher DPS at master level (once speed modifiers are taken into account)
- Ability to target mind pool which cannot be healed in PvP (can kill medics quickly)
- Ability to use /cover and /concealshot in conjunction with /maskscent and /conceal allowing me to wreck a creatures mind pool before detection.
- Abililty to DB from a safe distance.
- Ability to crawl very qhickly.
They seem pretty even to me. Which profession benefits the Ranger/CH the best in your opinion?
Thanks for your input.
- Try this thread. Its pretty recent and has some decent posts regarding weapon specializations. ![]()
forums.station.sony.com/swg/board/message?board.id=ranger&message.id=12736
Kirneh, this is the kinda stuff i was looking to hear. Thanks for the input. WIth your reccomendations i can free up 7 skill points, allowing me to have medic 2/1/0/0 so i can stop bleeding and make heals a little more powerful.
As a Ranger, CH, Pistoleer (with novice Medic thrown in) I can tell you now that you don't want to go 1,0,0,3 as a CH. You need to be at least 1,1,0,0 to be able to call out and command level 25 creatures (even if they are already trained by someone else). You need to have your taming and training skill trees at least evened out to benefit from either.
As far as your other question goes I like Pistoleer as your "other'" profession. Why? Because most melee creatures (which is just about all of them) do health damage to the HAM bar. And Pistol specials to health damage as well. It makes for a nice combo with your pet tanking and you doing healthshot and bodyshot. Not to mention you can use P Dart traps and Warning shot to cause the creatures to run away from you very slowly while you shoot them in the back and your pet beats them to death.
Why do you wanna go 1 0 0 3 in CH ?
I cant remember the excact points now but i know im close
With that spec you can have out 2 nonaggresive creatures with a max overall level of 25. That sucks bigtime. If you wanna go management 3 you wanna go high in all other CH skills, or you will only have 2 n00b pets out (i mean REALLY n00b, not good N00b
)
Insteed go 1 1 0 0 then you can have pets like a Great Sludge Panter eller Grand Wrix. Only 1 at a time, but 10 times better and less skillpoints used.