Rifleman Archive

Thread: Request for advice on limited advancement in Rifleman profession

Trevellian
Tue Dec 09, 2003 7:04 am
#1

Afternoon,


I am currently working on levelling up the following character:


Master Creature Handler


Ranger 0/4/4/0


Master Scout


Marksman 4/0/0/4


Novice Medic


After meeting these requirements I would have 12 skill points left over (after gaining novice rifleman) to spend on rifleman skills. I was thinking of going Rifleman 0/3/0/0 but as I have no experience in rifleman I am not sure if this is a good use of my skills.


My goal is to play the support role in PvE environment, with CH skills to provide tanks, Ranger to assist in locating targets and providing bases plus a little medic to help out in a real emergency.


Could a more experienced rifleman give me a little input on whether 0300 would be the best use of skill points for this character? I don't want to drop the ranged support line from marksman as this is where all my crowd control shots are currently located. Also, I am not necessarily looking to be the character that is delivering the big shots, control would be more important to me (but I don't want to go carbineer), but as I will be solo quite a lot then doing *some* worthwhile damage would be nice.


Regards


Confused from Germany.




Trevellian Pendragon, GTA, Caserta city, Naboo
Carbineer - Warrant Officer
Killing threads since 2003.
LiakyK
Tue Dec 09, 2003 7:37 am
#2

Probably the best thing would be not to worry about it. Unless your really master out the profession it can become almost usless. If you want to use the rifle, master out the skill.



Life is not a journey to the grave with the intention of arriving safely in a pretty and well-preserved body, but rather...
to skid in broadside, thoroughly used up, totally worn out and loudly proclaiming: "WOW - What a ride!"
Fred_Skinner
Tue Dec 09, 2003 8:06 am
#3

If it was me, I'd go for speed and accuracy (4/0/0/4). it's far, far better to be master (so I hear) but your speed is 70 there with an AoE dizzy and you can hit a fair amount. At least get Mindshot 2 and one AoE.



Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


GalacticDarkMaster
Tue Dec 09, 2003 5:22 pm
#4

your **edit**ed if you try to be a riflemen dabbler, your slow, unaccurate and take more damage by holding a rifle, master or dont do it at all.
Dinian
Tue Dec 09, 2003 5:33 pm
#5

Pistoleer may be a better place to put limited skill points. Unlike rifle, pistoleer power is bottom loaded and dilutes for skill point expenditure near the top.


Here is my advice for you:


Keep your current skill set, and devote your skills to get 1030 for MindShot2 and Flushing2, an AoE attack.


-or-


Drop Novice Rifleman and Marksman Rifle, Drop Suppression Fire (Range support 4 in Marksman), Get Pistol4 Marksman, Novice Pistoleer, and Get the entire Techniques line (FanShot).


FanShot is not as good as Flushing2 in terms of raw damage but its still a good area attack that will help you in your trade (from your spec, I'm assuming you are dedicated to harvesting and creature hunting).


I'm new to rifleman but from what I understand about the game mechanics of Star Wars, without the weapon speed that comes from skill point expenditure (Rifleman and Pistoleer both require combat xp for this), a faster speed weapon will server you better.


That's why typically novice pistoleers are more powerful than novice rifleman and why master pistoleers are less powerful than master rifleman in world of damage output.


Hope that helps




Dinian :: Master Swordsman - Teräs Käsi Master - Force Adept
Retired producer of fine weapons for Kong Technologies
PyscoJuggalo
Tue Dec 09, 2003 5:39 pm
#6

If you must go rifle.


go 0-0-0-3 or 0-0-3-0, you get an AOE either way, you will help your group weaken more MOB's with each shot with an AOE.


0-0-0-3 will put Dizzy on the MOB's and give you more speed


0-0-3-0 will give you a higher damage AOE that stuns creatures but you will not have the speed bonus(Stunned creatures deal less damage)




I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
Trevellian
Tue Dec 09, 2003 6:01 pm
#7

ok guys, thanks for the responses.

From the looks of things I should reconsider dabbling in the rifleman profession and wait intil I am ready to drop MCH and go master ranger/Master rifleman.

As I am primarily interested in support and crowd control I will investigate the carbine and pistol lines.

Thanks again for the info, hope to see you all later when I head for master rifleman.

Cheers

Trevellian



Trevellian Pendragon, GTA, Caserta city, Naboo
Carbineer - Warrant Officer
Killing threads since 2003.
Beausoleil
Tue Dec 09, 2003 6:20 pm
#8

A really really good combination for MCH would be Rifleman 0-0-3-0.
The damage and area effect of that shot is incredible.

As MCH, you could pull a total 70 pet levels, send them against an entire lair of Bols, Picketts, or what not and then when they all get bunched up..HAMMER them with Flushing2. You will not believe how effective that can be.



-K
Lidayne
Wed Dec 10, 2003 6:09 am
#9

0003 without question. The speed boost with Flurry Shot 2 will make up for any raw damage difference versus Flushing Shot 2. Rifle Speed at xxx0 rifleman is +30. Rifle speed at xxx3 is + 60. So in essence, with 3 boxes of special abilities, your rifle will fire 75% faster. If you combine this with a Jawa Ion cannon for standard use, you will be able to spam Flurry Shot 2 at your targets without tapping lairs. If you have any extra points, Sniping Abilities, the first line, would be the way to go.


Of course, mastering Rifle is the best option.




Bolara Nk'Tok
BioEngineer/Riflewoman
BVC:Chilastra
Barb-Wire
Wed Dec 10, 2003 9:03 am
#10

MCH and Master Rifle is a VERY good combination. it will still be a good one for a long time to come. the only other really good combo if you want to tank for yourself would be swordsman and rifle. apply the rifle DOTs and then switch to swords when the target closes on you. since swords can also deal out mind attacks it may be a good way to go. MTKA can be used purely for defenses but it doesnt compliment rifle much in the way that TKA deal damage. however TKA is useful for PVP and is a very good compliment to rifle in that aspect.

as others have said rifle is a changin' and conceal shot which would be the most useful for a non-master dabbler is liekly getting changed. carbines may be a better choice for what your looking for.



Created Account July 2003 - Canceled account Nov 2005. The NGE made me do it.
Barb Wire
Former Dark Force Wielder
Ex-Imperial Navy
PyscoJuggalo
Wed Dec 10, 2003 9:11 am
#11

Barb I agree with you on CH, but fencer is starting to take my intrest over TKA.


The KD defence, Melee/Ranged defence, and stun baton have made me think about droping CH and go for fencer- Though I do love my pets, their hard to give up.




I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
Vopn
Wed Dec 10, 2003 3:37 pm
#12

I have to disagree with Barb on the TKM issue. TK is a excellent combo for rifle. They have the ability to select ANY HAM for damage, so can concentrate on the lowest bar at all times. (they even have a mind attack)


This makes using TK abilities work if using mind attacks or random ham attacks.


The defenses are not as high as fencer, but are very close. With the combined defenses i do not wear armor for most PvE. I just dont get hit as much.


Additionally, the meditation line makes rifle alot more effective. Powerboost rules. An extra 500 to mind with no downer and stacks with everything is great. Let alone the additions to the other HAM bars. Force of will has been a surprise to more than one rebel. The ability to heal bleeds, poison, disease and wounds in 30seconds or less lowers downtime tremendously.


Combined with the speed and sheer damage output, not to mention excellent KDand AOE attacks, it is a very well matched profession.




------------------------------------------------------

Vopn Hermadur
Master Rifleman - Teras Kasi Master

"The Presence of those seeking the truth is infinitely to be preferred to the presence of those who think they've found it." --Terry Pratchett
Barb-Wire
Thu Dec 11, 2003 9:15 am
#13

Vopn thats basically my point on TKM its a good addition to PVP. my point is tho that it isnt better than CH for PVE. things may change in the next patch but i doubt it. but the majority of folks dont PVP actively and may do so only occasionally or not at all. giving up all those points on a skill set that is of dubious value for PVE may not be wise.

after all a halfway decent rifle user wont let a target get within melee range. the things i routinely hunt currently slaughter TKM. but like i said things may change in the new patch we all in wait and see mode.



Created Account July 2003 - Canceled account Nov 2005. The NGE made me do it.
Barb Wire
Former Dark Force Wielder
Ex-Imperial Navy
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