Rifleman Archive
Thread: Yet Another Rifle Template Idea. Suggestions?
But here's where I'm thinking of going:
Master Rifleman, Master Swordsman, Fencer 3000, Medic 0240
Figure the melee and ranged defenses in the first branch of fencer should help with tanking, Medic will give me stim Ds I think with a bit of a boost to treatment spd.
What do ya think of this layout?
Malicore is it for PvP or PvE? either way its pretty close to mine except for one large difference. I'm Master Rifleman, Master Swordsmen, Pikeman 0004, medic 0140.
The pikeman part allows me to use those crazy DoT pikes. THe line in it that I took is the accuracy line, which any pikeman will tell you, you need. Also because it is the combat XP line all you need to do is grind up to novice with you pike then you can use your rifle for the rest. The medic part allows me to heal a little faster, and yet I can still use my 1000 heal Stim E's.
/shrug
Willing to take more ideas.
Nice, very nice. Able to use stim E's, maxed ranged and melee defense and melee/ranged mitigation 3. Don't think you'd want to change anything.
Malicoire wrote:
Master Rifleman, Master Swordsman, Fencer 3000, Medic 0240
What do ya think of this layout?
Lazeh wrote:I'm doing Master Rifles - TKM - Pistols 0040 - Medic 0140This leaves me with:The ability to use good long range ranged attacksThe ability to use decent Close range ranged attacks (Fan Shot)The ability to use good melee attacksThe ability to heal myself using StimDsThis leaves me with the defenses:Block 80Defense vs Blind 60Defense vs Dizzy 55Defense vs Posture change (down) 80Defense vs Knockdown 70Defensive Acuity 96Melee Defense 102Ranged Defense 119This looks pretty good to me. Wasnt calculated in-game I think ranged defense and Def vs posture change is higher.. also melee def should be 104 i think. the other numbers look fairly right.I have yet to do the pistoleer part, am only novice as I type.what d'ya think bout this?
Those are some good numbers, I will have to think about that. Most people seem to be stacking a lot of melee professions for defense, but Ranged defense is more usable in PvP. Good idea
Back
After the combat rebalance, if I can confirm that the caps on defenses are removed, I might try this one out:
- Block +80
- Defense vs. Blind/Dizzy/Stun +50
- Defense vs. KD +100
- Defense vs Posture (up) +30
- Defense vs Posture (down) +70
- Melee Defense +201
- Ranged Defense +188
- Ranged Mitigation 3
Designed purely for Rifleman. Wish I thought of it before the caps were put in so I could compare pre and post revamp, but nothing I can do about it now ![]()
EDITED: Because it looks like we get +10 more Block than we used to- yay!
Message Edited by XaverriJade7 on 05-26-2004 08:50 AM
Going with Master Pistoleer/Master Rifleman/Master Medic myself.
The Dev's have been tweaking Pistoleer and now all our defenses seem to be working right.
Dodge is incredible, and so's the melee defenses (Pistoleer+Rifleman). Both classes also get
Range Damaged Mitigation 3.
Balor, Starsider
echoHound wrote:
Going with Master Pistoleer/Master Rifleman/Master Medic myself.
The Dev's have been tweaking Pistoleer and now all our defenses seem to be working right.
Dodge is incredible, and so's the melee defenses (Pistoleer+Rifleman). Both classes also get
Range Damaged Mitigation 3.
Balor, Starsider
Seems a little redundant, though.
nikolai wrote:
echoHound wrote:
Going with Master Pistoleer/Master Rifleman/Master Medic myself.
The Dev's have been tweaking Pistoleer and now all our defenses seem to be working right.
Dodge is incredible, and so's the melee defenses (Pistoleer+Rifleman). Both classes also get
Range Damaged Mitigation 3.
Balor, Starsider
Seems a little redundant, though.
Yes, especially sinceRanged Damaged Mitigationdoesn't stack. So if you have Ranged Mit. 3 and then get Ranged Mit 3 from another class,it does not mitigate Ranged Attacks even further.
Ranged Mit and Melee Mit. will stack with each other.
Message Edited by beamstalk on 05-27-2004 09:06 AM
Can someone clear this up for me?
Ok so lets say that from rifleman I have50+ toskill mod A and from pistoleer i have20+ tosame skill mod.
Does this mean that I will have 70+ at all times, regardless of what weapon I'm holding (or indeed unarmed)?
Or does it depend on which weapon I have equipped?