Rifleman Archive
Thread: Not a PvP template of the month....ideas please
I have been wondering for a while on what my new PvP template should be.
Currently I plan on going Master Rifleman, Carbineer 4/4/3/4 and Commando 0/0/4/0. The tactic with this template is to dizzy/KD(groups when fixed) and continue to mind shot them and ranged DB. I could also burn for PvE or up close in PvP when KD fails.
I am wondering if I should drop carbineer and commando to pick up Master CM and Master Rifleman as the new template. The tactic for this would be ass kicking mind poisons and damaging mind shots from rifleman. The problem here is that poisons take a lot out of mind as does rifleman. Would it be worth it to poison a single target to do 650 damage every 10 seconds and at a large cost to mind when I can shoot for more than that every few seconds with less cost to mind and time. Sure I can poison/disease large groups but we have people becomming CM and theres plenty out there anyways if we needed the help.
Also anyone that raids us would be easy to kill without a CM if they didn't bring doctors for rezzes and on battlefield buffs. If they do have enough then they would have enough to negate the CM abilities.
I could go on and on about the positive and negative affect of each template but in short I would like a combat class this time around and would like to hear the insights of those who have tried these classes or something similar.
I copyed this from a post I made in my guild forums, the only thing I think I need to add is that they are fixing combat classes so mixing rifleman/carbineer might be better when combat is fixed.
id almost suggest a macro:
flurry2
/ui action toolbarSlot<carbine number>
area kd 2
/ui action toolbarSlot<rifle number>
As obvious as this seems, I just thought I'd point it out - Rifleman / CM has the ability to heal, whereas Rifleman / Carbineer is Doc dependant for buffs to counter high carbine HAM costs.
Healing is a major bonus, especially when solo - I'm a Rifleman / CM and I never bother with Poison in PvP, but Disease can make a big differance by taking someone out of comission for a lot longer than the time it takes to spawn and come back.
CM also makes the grind up Rifleman a lot eaiser - I just poison target mob, hop on speeder and dodge until it's got 1 point left, and take it out with a headshot.
Just some ideas - since everyone's all for Rifle / Carbine, I thought I'd play devils advocate.
Donca La'aru
Donca,
The argument about being able to heal is sound. The only thing to remember, though, is that when the combat revamp changes are all in place, HAM costs from weapons will be unhealable for everyone. The costs will be deducted as a temporary reduction of the pool max, so Medics, Docs, or CMs can't heal them.
For other damage, though, being able to self heal is an important perk.
If your a group PVP'er, every good PVP group has one CM and a Doctor atleast. CM breaks raids and your opponent's organization throwing them into dissaray- Real nice. Doctors are need for so many reasons, healing ,buffs, and rez- A must in every group.
The choice is yours, but these two professions I mentioned bring the most to group PVP.
I used to be doc/cm so I know how valuable those are to PvP and how powerfull it is. CM is going to be nerfed and the combat classes fixed so I am trying to look ahead at what will be good.
I think my guild has a few docs and I think some people have chosen to go CM once they saw how powerfull it is which is a shame because CM will be nerfed eventually.
Once doctors get area cure states CM will be nullified with a doc or 2 on a raid, and with the +1 cap I need to kill him before he gets me or he will sit the poison out, and diseases take 40 seconds(instead of 10 for poison) to tick once and they do less damage so it wouldn't help me kill him the first time around.
I am a zabrak so I do have equilibrium, and I could make it master rifleman/carbineer and pick up medic and as much of that as I can to be able to heal myself.
true, but you are forgetting the power of breath of heaven, which will decrease your ham costs significantly, if not remove them.
Donca wrote:
As obvious as this seems, I just thought I'd point it out - Rifleman / CM has the ability to heal, whereas Rifleman / Carbineer is Doc dependant for buffs to counter high carbine HAM costs.
Healing is a major bonus, especially when solo - I'm a Rifleman / CM and I never bother with Poison in PvP, but Disease can make a big differance by taking someone out of comission for a lot longer than the time it takes to spawn and come back.
CM also makes the grind up Rifleman a lot eaiser - I just poison target mob, hop on speeder and dodge until it's got 1 point left, and take it out with a headshot.
Just some ideas - since everyone's all for Rifle / Carbine, I thought I'd play devils advocate.
Donca La'aru