Rifleman Archive
Thread: Final Template Critique. . .this is the last one.
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DarthMarksman
Mon Aug 16, 2004 1:00 am
#1
As I'm moving steadily toward Master Rifleman, I've been stumbling around about what to compliment it with, but I think I finally have a template I really like:
Proposed Template:
Marksman 4/0/0/0
Master Rifleman
Scout 4/0/0/0 (for terrain negotiation)
Brawler 4/0/0/4
Tera Kasi 4/0/0/0 (for the meditation healing)
Pikeman 4/4/0/4 (great kinetic damage, balanced with speed and excellent area attacks)
Novice Medic
Skill Points Remaining : 3
The only thing I'm looking at is the possible redundancy of having Novice Medic if I master the meditation segment of TK which can heal wounds. Which is better?
If Novice Medic is not needed then I can drop it and fill Hunting I-!V on the SCOUT tree for creature harvesting bonuses.
Your opinions?
DarthMarksman
Mon Aug 16, 2004 1:09 am
#3
Um. . .one more thing. Ignore the indecision regarding TK/Novice Medic. Since Novice Medic does not heal wounds, only damage to HAMS, it's a moot point. One would be good for healing damage "on scene". the other for actual wound healing.
lammergeier
Mon Aug 16, 2004 1:34 am
#4
DarthMarksman wrote:As I'm moving steadily toward Master Rifleman, I've been stumbling around about what to compliment it with, but I think I finally have a template I really like:Proposed Template:Marksman 4/0/0/0Master RiflemanScout 4/0/0/0 (for terrain negotiation)Brawler 4/0/0/4Tera Kasi 4/0/0/0 (for the meditation healing)Pikeman 4/4/0/4 (great kinetic damage, balanced with speed and excellent area attacks)Novice MedicSkill Points Remaining : 3The only thing I'm looking at is the possible redundancy of having Novice Medic if I master the meditation segment of TK which can heal wounds. Which is better?If Novice Medic is not needed then I can drop it and fill Hunting I-!V on the SCOUT tree for creature harvesting bonuses.Your opinions?
step one: drop scout 4000 for scout 3000.
you wanted terrain negotiation? you're wasting points with the 4th tier.
step two: pikeman isn't all you might expect, offensively or defensively.
step three: as nice as meditate is, stacking TKA 4004, or fencer 4000, will serve you better.
step four: try to make room to master brawler and dabble in fencer x000.
rework it, and see what you get.
I suggest, if you aren't already using it:
http://swgcb.yogn.net/index.php
novice medic is HUGE. stim B's will still be a staple for PvE, at the least.
Message Edited by lammergeier on 08-16-2004 04:35 AM
Ackehece
Mon Aug 16, 2004 7:38 am
#6
block does stack well when you have pikeman block and master rifle block - at appears to kick in about three times as often so it is worth having - just not as much as other defences (since block only stops 50% of damage) T_T
Novasoul
Mon Aug 16, 2004 4:17 pm
#7
This template works well for me in PVE..
Master Rifleman
Master Swordsman
Fencer 3400
Medic 2000
You can heal bleeds, use stim b's, target a single pool with the hardest hitting ranged and melee weapons in the game.
Took awhile to get used to the lack of terrain negotiation. Being able to smack around NS elders is worth it tho.
HarlequinMK19
Mon Aug 16, 2004 5:09 pm
#8
I'm no pro at this because I too am working on a template, but I will say this; Master Swordsman can dominate in a lot of PvE situations. A good buddy of mine is Master Swordsman and I've seen him go toe-to-toe with the Nightsisters before. Stacking the Pikeman and Fencer defenses would also serve you well. I haven't done the exact math, but Pike and Fencer seems to be good buddies to the Rifleman profession so I would definitely add in the defensive parts of those profs. One good way to look at it is like this: With Master Rifleman and Master Swordsman as well as some Pikeman, you'll have (I think) access to pretty much every damage type in the game. Heck, if you get a Berserker Rifleyou'll even have Heat damage too, meaning the only thing missing is Lightsaber damage. Pikeman can provide you with Kinetic and Electricity, Swordsman will give you Kinetic and Blast, and Rifleman can provide Energy, Heat, Cold, Acid, and Stun. With any extra points (Again, I don't know the math)pumped into Medic, TK, or Scout, you should be pretty well rounded for PvE.
DarthMarksman
Mon Aug 16, 2004 7:30 pm
#9
I should mention,I want to keep the Scout 4/0/0/0 not just for the terrain negotiation, but the Mask Scent, as well.
lammergeier
Tue Aug 17, 2004 6:20 am
#10
you'll never need maskscent with a strong melee/ranged PvE template. if nothing else, scout 3020 costs the same skill points as scout 4000 and will give you some bonus to harvesting the corpses that you'll inevitably be making. you can also get +25 to maskscent with BioE tissues.
really, the only profession that needs maskscent is BioE, and that for sampling CL70 aggros. CH can benefit from maskscent on taming, but it's the BioE creeping up on a mutant rancor that REALLY needs help.
really, the only profession that needs maskscent is BioE, and that for sampling CL70 aggros. CH can benefit from maskscent on taming, but it's the BioE creeping up on a mutant rancor that REALLY needs help.
lammergeier
Tue Aug 17, 2004 6:21 am
#11
oh, forgot to mention the #1 reason maskscent isn't important anymore:
vehicles.
you're out of range before you even know what sniffed you.
vehicles.
you're out of range before you even know what sniffed you.
DomMantell
Tue Aug 17, 2004 8:25 am
#12
If you're going 4-4-0-4 pikeman you'll miss out on both the single and area knockdown moves that pikeman has, not to mention an extra 10 polearm speed.
I'd drop down to 1-0-0-0 scout (even if you lose maskscent) and use the extra points to master pikeman.
The area kd from pikeman is worth it.
I'd drop down to 1-0-0-0 scout (even if you lose maskscent) and use the extra points to master pikeman.
The area kd from pikeman is worth it.
lammergeier
Tue Aug 17, 2004 10:40 am
#13
the area KD from pike has problems.
KD doesn't always stick. however, if you DO stick a KD and stack another KD on top of it, you've killed the KD.
KD + KD = standing tall.
when you have an area attack with KD, you magnify this problem... mobs a, b, c, and d are attacked with area KD, mob a falls. next attack, a stands up instantly, b falls. next attack, b stands instantly, c and d fall. next attack, c and d pop up, and you've got 30 secs before you can KD the mobs again. you don't gain any of the advantages of KD when the area attack can pop targets off the floor faster than it can drop them.
KD doesn't always stick. however, if you DO stick a KD and stack another KD on top of it, you've killed the KD.
KD + KD = standing tall.
when you have an area attack with KD, you magnify this problem... mobs a, b, c, and d are attacked with area KD, mob a falls. next attack, a stands up instantly, b falls. next attack, b stands instantly, c and d fall. next attack, c and d pop up, and you've got 30 secs before you can KD the mobs again. you don't gain any of the advantages of KD when the area attack can pop targets off the floor faster than it can drop them.
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