Creature Handler Archive
Thread: looking for suggestions for a MCH template
Aladine wrote:I was thinking about that template, but with NO medic skills thats seems like it would get painfully expensive to heal pets using pet stims (they are so damn expensive)
AtPlay wrote:
Im an MCH/Master Rifleman/Ranger 0030. There is little that Im scared of...those Ewoks kinda give me the "willies" tho...
In a full night (for me 3 hours) of fighting, I maybe go through 20 stims at most. Some nights I never heal the pets. See, I have 22 pets and use two at a time. They can usually last a couple fights, even against ERs. I store them when they get too banged up, and pull out two more. By the time Ive gone through all my pets, the first ones are usually healed. The only time I use pet stims is when I bite off more than I can chew. It really isnt a problem, but that has more to do with being a Master Rifleman than being a Master Creature Handler. I imagine that if you go with the MCH/Commando Flame4, you will be using a lot of stims.
The far right box gives you speed mods, but it is combat xp, so it might take a little while depending on what you have to start. With counter snipe 2 you get the DXR cert and it is an excellent Acid weapon. The sniping tree is good as it gives you more accuracy.
Aladine wrote:
What would be the best way to spend 42 points in rifleman (assuming you already have novice rifle)
That would give the template MCH, Ranger 0030, Novice Medic (at least have B's), and Novice Rifleman (with 42 points left over) Anyone have suggestions?
Message Edited by Aladine on 06-11-2004 01:32 PM
For PvP, rifle/CH is a nice combo. With a mind buff, soloing an ATST is not too tough. (Not easy, but not too tough--at master at least.) Since you're an Imp, I don't know what would compare. Kimogilas, maybe?
Aladine wrote:
What would be the best way to spend 42 points in rifleman (assuming you already have novice rifle)That would give the template MCH, Ranger 0030, Novice Medic (at least have B's), and Novice Rifleman (with 42 points left over) Anyone have suggestions?
It's really difficult to break up the Rifleman tree. When I was grinding it out, I always felt like I was doing good damage, but not great. Once I hit Master Rifleman, I said to myself, "Ahh, so that's what being uber powerful is." If you are insistant on 42 points on rifleman, you need to max out Rifle Abilities, that's where the speed comes from. Then that leaves you with 28 points...now you need to figure out what kind of rifleman you want to be.
Flushing Shot 2 (from Counter-Sniping 3) will give you a pretty powerful Cone shot. One of my tactics is to just send my pets at a lair...wait for stuff to pop out, then just keep hitting StrafeShot2 (AE from the master box, a little more damaging than FS2, but basically the same thing.) Each shot, depending on your rifle, should do about 1200-1500damage to all the mobs in the Cone. Everything should die after a couple of hits. So you'd need to get to CS3 in order to get a Cone attack.
You could go up the Sniping line. Headshot3 does pretty decent damage to the mind pool. Surprise shot (from Sniping 3) is a pretty good shot when I dont want to use my cone attacks and want to try to hit the health pool (random pool damage.) And Sniper Shot works well if you PvP a lot.
The Concealment line is pretty powerful in itself. I have been able to kill NS elders, as well as many other mobs in the game, without them even aggroing on me. So if you want to be able to just take out pretty much any mob in the game without having to worry about taking damage, you should go up the Concealment line.
I dont really know what to suggest, Id either do 4044 Rifleman to get HeadShot2, FlushingShot2, SurpriseShot, and SniperShot and the speed mods (group player) or 0444 if you wanna be sneaky and be able to kill pretty much any mob in the game (soloist).
Id recommend that once you have tons of Rifles xp saved up, that you drop medic just to master rifleman and play around with it for a week.
Aladine wrote:
I was thinking about that template, but with NO medic skills thats seems like it would get painfully expensive to heal pets using pet stims (they are so damn expensive)
AtPlay wrote:
Im an MCH/Master Rifleman/Ranger 0030. There is little that Im scared of...those Ewoks kinda give me the "willies" tho...
[edit]
Krell
The reason I am thinking about the ranged tree is because of the General Ranged Aiming +25, the ranged defence +4, the Rifle Speed +5, the Rifle Accuracy +10, and the Melee Defence +2. They seem to outweigh healing speed...or am I wrong? With good Stim D's I should be able to heal for at least 2k on my pets, so I don't think it should be much of an issue needing to heal very fast.
Message Edited by Aladine on 06-11-2004 11:15 AM
it ultimately comes down to what you want from your template tbh. the defenses are ok, but as master rifles, you already get a nice accuracy modifier, the aiming i havent really used much so i cant comment if its truly useful or not tbh, though i would figure it would be in pvp. you dont get the speed from the ranged line, it comes from the master marksman box.
your right on the stim d's you should hit 2k pretty regularly so you probably wouldnt have much ofa problem. 1 of the reasons i went with the speed tree in medic was to get the Drag incapped player ability, its useful in base defenses. dungeons and other high end content when you need to get your comrades to a doc for rezzing and such