Rifleman Archive
Thread: Request for advice on limited advancement in Rifleman profession
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.
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 ![]()
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)
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
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.
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.
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.
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 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.
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.