Rifleman Archive
Thread: Best PVP Class, besides Jedi :)
and don't say Jedi.
Ackehece wrote:pistoleer carbineer....ever felt like a puppet? well if you run into this you will.
I'm trying to build up to a similiar template and seeing how it works.
Striving right now for: M.Marksman / M.Carbineer / M.Pistoleer / Rifleman 4400.
The rough mods for this template:
Gen.Ranged Accuracy +250
Gen.Ranged Speed +55
Carbine Accuracy & Speed +65 / +50
Pistol Accuracy & Speed +40 / +45
Rifle Accuracy & Speed +85 / +55
Melee Defense +135
Ranged Defense +195
Carbine Defense +40
Pistol Defense +50
Rifle Defense +20
I would gain ALOT of target control. I mean a CORNUCOPIA of target control specials. Probably more than I would generally use on a usual basis. But it is very comforting to know that I have a special to deal with nearly all situations.
I can reach out with my best Carbine up to 50m. A dedicated Rifleman opponent will still outdistance me and fight effectively past that range, however.
Ranged Defense is still good, but Melee Defense is atrocious for a pure combat character. But hey, the CU is all about strengths and weaknesses. I'm trading defense for high accuracy, speed, target control, and lethality with ranged weapons.
Medics, Combat Medics, and Doctors....because they can endure longer than the rest. Mixed, dabbled, or Mastered, these three professions can make any PvP (including against Jedi) drag out for a very long time. Stims, Spray magic, jab magic, toss magic, infusing regenerative magic different timers tons of healing.
Honorable mention to pistoleer added to anything as its specials are pretty important to dictating combat.
Bounty Hunter adds an awful lot of numbers and a variety of nifty abilities. TK offers alot to anyone defensively. But, in my opinion, all these pale in comparison to being able to heal effectively.
If the highlighted stats are correct (which they do same a bit odd for the given temp - but no, i haven't added it up myself), you should be using a rifle with it and not a carbine.
Warmaker01 wrote:
Striving right now for: M.Marksman / M.Carbineer / M.Pistoleer / Rifleman 4400.
The rough mods for this template:
Gen.Ranged Accuracy +250
Gen.Ranged Speed +55
Carbine Accuracy & Speed +65 / +50
Pistol Accuracy & Speed +40 / +45
Rifle Accuracy & Speed +85 / +55
Melee Defense +135
Ranged Defense +195
Carbine Defense +40
Pistol Defense +50
Rifle Defense +20
I would gain ALOT of target control. I mean a CORNUCOPIA of target control specials. Probably more than I would generally use on a usual basis. But it is very comforting to know that I have a special to deal with nearly all situations.
I can reach out with my best Carbine up to 50m. A dedicated Rifleman opponent will still outdistance me and fight effectively past that range, however.
Ranged Defense is still good, but Melee Defense is atrocious for a pure combat character. But hey, the CU is all about strengths and weaknesses. I'm trading defense for high accuracy, speed, target control, and lethality with ranged weapons.
That's the beauty of the CU there really isn't a "best" pvp template. Nowa good pvp squad would be a mixture of the temps listed above. Each temp has it's pro's and con's but a good group of mixed temps will almost cancel the con's out if the group is disciplined.
But to answer your questions some good temps that I have come across are.
Melee:
TKM/Master Melee (Fencer/Sword/Pike)/Doc 4/0/0/0 - This is one tough temp but very vulnerable to a Root/Snare
Ranged:
MP/MC/CM 4/0/0/4 - I have seen this temp just reak havoc
MBH/MRM/Pis X/4/X/4 - Tough temp and a Jedi Killer.
MBH/MRM/CM 4/0/0/0 - Tough Jedi Killer and Healer.
I have seen a few temps with Smuggler mixed in it but I think the Smuggler Roots are heading for a huge nerf so I don't put too much weight into them.
KhoevenNalarDre wrote:
If the highlighted stats are correct (which they do same a bit odd for the given temp - but no, i haven't added it up myself), you should be using a rifle with it and not a carbine.
Warmaker01 wrote:
Striving right now for: M.Marksman / M.Carbineer / M.Pistoleer / Rifleman 4400.
The rough mods for this template:
Gen.Ranged Accuracy +250
Gen.Ranged Speed +55
Carbine Accuracy & Speed +65 / +50
Pistol Accuracy & Speed +40 / +45
Rifle Accuracy & Speed +85 / +55
Melee Defense +135
Ranged Defense +195
Carbine Defense +40
Pistol Defense +50
Rifle Defense +20
I would gain ALOT of target control. I mean a CORNUCOPIA of target control specials. Probably more than I would generally use on a usual basis. But it is very comforting to know that I have a special to deal with nearly all situations.
I can reach out with my best Carbine up to 50m. A dedicated Rifleman opponent will still outdistance me and fight effectively past that range, however.
Ranged Defense is still good, but Melee Defense is atrocious for a pure combat character. But hey, the CU is all about strengths and weaknesses. I'm trading defense for high accuracy, speed, target control, and lethality with ranged weapons.
I've been using Kodan's Character Builder which is pretty current.
As for using a Rifle instead of a Carbine, personally, it is a matter of principle to keep using a Carbine or switch to a Pistol. These are the weapons my character is fully trained in.
It is also another princple for me to not use the Adv.Laser Rifle. I feel guilty to use a plain CL54 weapon that is superior to a Master Rifleman's T21.
Secondly, this template needs a character to remain standing or constantly moving. Why? There are several Carbineer specials that require a character to be standing. Charge Shot, Rapid Fire are 2 of them. Also, a Carbineer frequently finds himself close to or under Pistol ranges. You need a good Rate of Fire, and Carbines provide that.
Now, I'm not saying I don't keep a decent Rifle in my inventory, but 80% of my work is being carried out with a Carbine. An E11 Mk.II, not an Elite Carbine (Master Cert. principle again).
Message Edited by Warmaker01 on 07-08-2005 10:01 AM
marc-anthony wrote:
Geauxx wrote:
MBH/MRM/Pis X/4/X/4 - Tough temp and a Jedi Killer.
Weeee thats mine!
that was my temp also. I'd say go my new template MBH/MRM/CM 4xxx. You have good Defense and good offense. Healing yourself for 1.5k a heal every 6 seconds helps a ton against ANYONE especially jedi. Sure you don't have a root but if you snare them you can get distance on them for a bit and still pwn them.
Geauxx wrote:
MBH/MRM/Pis X/4/X/4 - Tough temp and a Jedi Killer.
Weeee thats mine!
Templates?
mine: M. Pistols/M. Rifles/4040 CM
- root, snare, hemorrage (easily the most underrated and useful move in the game), shock, traumatize, high dmg, intimidate, all types of ranges + dmg types, fair defense and awesome heals
with a fair sized bank account and a few 'connections' you can make this a VERY VERY powerful template. unless you're up against one of those cheap startle/disarm spammers.
chardin wrote:
Class? pistoleers
Templates?
mine: M. Pistols/M. Rifles/4040 CM
- root, snare, hemorrage (easily the most underrated and useful move in the game), shock, traumatize, high dmg, intimidate, all types of ranges + dmg types, fair defense and awesome heals
with a fair sized bank account and a few 'connections' you can make this a VERY VERY powerful template. unless you're up against one of those cheap startle/disarm spammers.
Message Edited by PyscoJuggalo on 07-11-2005 05:43 AM