Doctor Archive

Thread: Which is Better: MD/Master Rifleman or MD/Master TKA?

GangaWolf
Fri Jul 30, 2004 12:14 am
#1

After doing the DWB last night in a good group of 20 (made it to the mine entrance when all hell broke loose), I found that my MD/Master Pistoleer combo was inadequate in really helping out in combat (too many broken specials, too little DPS).


I was thinking of going MD/Master Rifleman but since I usually get aggroed when healing our tanks in the group I think that it could be a bad combo (poor accuracy at close range, no melee damage mitigation). MD/Master TKA seems better, but only has the one damage type (kinetic).


So I figured ask people out there that have these templates. What are the pros & cons of each, and what would you recommend? Thanks!



/GANGA\
Ganga WolfvCrymsinvRiten Sayer
MercenaryvSmuggler/BHvPvE-only Jedi
"There are 3 sides to every story - yours, mine, and the truth."
SWG will go down in gaming history as the MMOG with the most potential that achieved the least.

Steegee
Fri Jul 30, 2004 12:27 am
#2

master doc/master 2h



Linse D'aja (Annoying Spy) - D'aja (Elder Jedi)


All right, but apart from the sanitation droids, bionic limbs, hyper-drive, moisture vaporators, galactic order, abolisment of slavery, star charts, the compact and efficient central government and interplanetary free trade, what has the Empire ever done?"

shhhh, don't scare the coyote
Weblowi
Fri Jul 30, 2004 12:31 am
#3

I was MD / TKM for a long time, now I'm MD / MRM. I was a few professions in between.


TKM was a fantastic profession to have with MD. You're very tough, and can even be the tank in most PvE encounters. Meditate rocks for giving you a bit of extra HAM, as well as cleaning up any wounds you get while on the front lines. Force of Will is also fantastic when your entire team has just been incaped, you can just wake up from incap with full HAM and rez everyone. You also have access to /taunt which can get mobs off of your vunerable teammembers and onto you (for better or worse). You have access to every negative state in the game, as well as the ability to hit every pool.


TKM has a few drawbacks. First it's melee, which means to contribute to the battle you'll need to be onthe front lines. Second, your only damage type is kenetic, which means you will have trouble with some of the 100% kenetic creatures. Also, you can only go up to AP1, you're AP0 with bare fists.


MRM is also a good profession. You can do an absurd amount of damage with each shot. At master you'll hardly ever miss, even when people are right on top of you. You have access to many different damage types (stun, energy, cold..). You'll have the only AP3 weapon in the game. You can also put dizzy and stuned states on mobs.


Unfortunatly MRM has some drawbacks, melee gets a bonus to hit on people with rifles equiped. Rifle specials drain your stats very quickly if you're not fully buffed, and in particular your mind (which is the same stat you need to use your doctor abilities). Also, you're most effective at a long range, which typically is the furthest away from the folks who need your help.



There are reasons to go witheither ofthese. If you want to support the team by dealing damage, then go with MRM. If you're more interested in supporting the team by making yourself more durable, with moderate damage output, then TKM is a good choice.










Weblowi Lightmist
allgoodnamestaken
Fri Jul 30, 2004 12:35 am
#4

It really depends on your style of play. I play in the support role, I'm the group healer. I chose MD/TKM myself because if I was going to get into trouble it would be close to me or the person I am trying to help. The damage MD/brawler professions can do up close is nice and it is difficult to accidently engaging enemy at range but tabbing once to often (the reason why I dumped range weapon skills)


That being said, Rifleman also offers support in it's own way. The way heals are now though you'll want to unequip or or have a weapon with a good attack speed...


/shrug


six one way, half dozen the other
Happymob
Fri Jul 30, 2004 12:53 am
#5

The advantage of TKM to rifle in close quarters is not really the melee mitigation (mobs have very narrow damage ranges anyway), but the high unarmed toughness skill. A TKM will be able to soak up more than 2 times the raw melee damage that a rifleman can. A TKM in 80% kinetic ubese (or even better, 90% sliced) is just about the ultimate melee tank.


Other melee professions should work as well. Theyall have less toughness, but get hit less due to better functioning center of balance skill (at least with sword and fencer - I'm not sure the status of pike CoB). The other melee professions give you more offensive flexibility.



Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


Yec
Sat Jul 31, 2004 3:04 am
#6

I really like rifleman myself.



_________________________________________
Yec O'Lar - Retired - WoW 4tw
Damage Incorporated
ban liam again!

ShakariPsy
Sat Jul 31, 2004 7:22 am
#7

Swordsman is with great AP2 kinetic and Blast dmg you can take on most enemies and you have awsome area attack moves



Jessi'ca Dalani Guild: | LOST | Server: Gorath
Dax Server: Chimaera
Slash_DPC
Sat Jul 31, 2004 7:52 am
#8

Its really all about what you prefer. Swords and TK will both do just as well in the field, maybe minus NS, but are you a ranged guy or a melee guy? thats the question





Xaznak - Level 22 Undead Mage
Tichondrius

SlashDPC on AIM
Cronan44
Sat Jul 31, 2004 8:31 am
#9

Ganga pvp MD/MRM, pve MD/Swords





CronOshie
(Widow Maker/Ater Imperium)

You will be Pwned.
bRio15o15o
Sat Jul 31, 2004 8:35 pm
#10

jsut to let you know Weblowi, the t-21 aint the only ap3 in the game hehe, the heavy weapons that commandos can use are also ap3. i believe that the heavy particle beam is one of them. but anyways Ganga, it really depends on what you feel you have to do in a dungeon such as the DWB. master rifleman can do some serious damage to those dudes but master tk can help save your group from taking those nasty hits.


Xerocal Orbitz
Marrow1
Sat Jul 31, 2004 9:27 pm
#11

Im a doc/tkm and have been to the mines about 6 times. I have never been rifles. Here has been my strat when going down the DWB.


1. Make buff packs with long duration. power does not make a big difference. But once the run out then your toast. I try to hit 3.6+ hrs 2.3k+ power.


2. Only eat Ahrisa. It is low filling and lasts a long time. If you eat canope it will run out and leave you full. Don't even think of using steak or some other such food. It will run out way to fast and leave you full.


3. Drink only one brandy at a time. Try not to drink the first until the ent buffs run out.


4. Get the ent to buff you at the enterance of the bunker. They only last 2 hrs so make the most of it.


5. I like enc slice comp armor, but that is just me. 80% with low ham to good by me.


6. Be ready to taunt the SBD off your commandos (make your commandoskeep the burns going).


7. Use Unarmedhit2 at times when your mind is dropping. It has a much lower mind cost. As a TK you will not be dishing out much damage any way you look at it. So it is best just to be there as a tank and healer. Just use any crapy vk.


8. Of course you will always be watching the group to hit them with a stim. Nothing like a 3k heal at the right time .


The basic idea behind a doc/tk in the bunker is to take the pain and give yout the heals. You will not be the one dishing out the damage.








__________[Marrow]__________
____[*aka Fringing, Babwe, Hurtz *]____

__/\_/\___/\_____[last of the known Doctor Correspondents]/\___/\_/\__
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