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Thread: Simple Question
Message Edited by ForumBrdr091870 on 02-05-2004 09:02 PM
Message Edited by Mo-Ti on 02-05-2004 06:03 PM
Curxcha wrote:
Is a 4\0\0\4 Rifleman something to rely on as a support skill? Or is Rifleman like pistoleer, youre a water pistoleer till youre master kinda thing?
You will find that most people believe that Rifleman is not a dabbler's skill. It does not truly have power until Master. I would generally agree with that, but it always depends on what you want to do with it. You said as a support skill. I would take that to mean that you do not intend to rely on Rifle for your kills, but to fill in some other gap in your offense. For instance, those skills would be perfectly acceptibleif your only intent was to do damage to a target while it closed on you, fully expecting to switch to your primary weapon-skill set when it got close. It could also be used to help take out a target that you have done significant damage to while up close, and you just want to finish it off as it tries to run.
But bear in mind that Rifle's real power comes in that jump from 4/4/4/4 to Master because speed significantly increases at that point. However, the build you have chosen gives you as much accuracy and as much speed as you can get without going Master, so that is good. It also gives you a +40 to melee defense. It will not help you while holding your rifle, but it will help when engaging with another weapon. You will not, however, be picking up any state change defenses or ranged mitigation from this build. you would have to get that from some other prof. Also, the highest damage shot, Flushingshot2 (4x damage, stun, and area effect) outside of Strafeshot2 aquired at Master is obtained at x x 3 x, so you would not get that, but you would get Headshot3 and Snipershot, and those are staples of the Rifleman's diet.
Thank you gor your answer ![]()
To "reveal" what template I got in mind: Master Commando, TKA 0\3\0\2 for melee defences/ mitigation, Pistoleer 0\1\01 So I can be a tad more useful with Launcher Psitol, Novice medic for self healing (like to solo and need heals even while buffed at times)and finaly Rifleman 4\0\0\4. Rifleman becouse a Commando is all about close combat to use the "hefty" specials.
It would be cool to have something that did reasonable amount of damage long ranged. I bet this is where ppl say "why dont you Master then?". Thats when I say, As I said, Master Commando is close combat. TKA provides some badly needed melee defence/ mitigation. As most ppl know, Master Commandos aint stuffed with defences, not even melee defences even tho we got unarmed pre-req.
I think your final build is 11 points over. (Just by eye, so don't quote me on it.) Although you will have all the speed and accuracy a non-master rifleman can get,I think you will still be disappointed with the final results. Rifles are slow, especially the tasty 700 damage ones. There is a huge difference in dps between 70 rifle speed and 90 rifle speed.
Personally, I prefer to be really good at few things rather that pretty good at many things. Although I never went very far in pistoleer, I don't think 0101 will be enough to write home about, much less spend 16 sp on. If you're just goofing around with different builds, try master commando/master gunfighter/tk 0300 (the big gun/little gun build) for state defenses andmitigation (3 ranged and 2 melee). I always thought (but never tested) that master commando/master carbineer would be pretty keen, if only in thoery.
So to sum up, I was chewing socks before hitting master, but now I like rifles a bundle. Although using concealshot to hunt way above my weight class was pretty fun - /con-yellow? /con-red? i got a /con for ya: /con-cealshot.