Rifleman Archive

Thread: A template other then MRM/MBH/Pistols /gasp!

Feynan
Tue Jul 19, 2005 10:20 am
#1



So, currently I'm MRM/MBH/Pistols0404, like half the non-Jedi SWG population. I was thinking of playing around with it a bit and adding some CM. The popular way to go is MRM/MBH/CM4000, but that makes up the other half of the non-Jedi SWG population.


So, I was playing around and this is what I'm thinking of (note this template is focused completely on PvP):


Master Marksman

Master Rifleman (snare, daze)

Pistoleer 0003 (root)

Carbineer 0410 (snare, KD)

Combat Medic 4400 (heals, DOTs)


With this, I figure combat would go something like this:


Start out from max range under cover. Snipershot to open. Root target with Improved Stopping Shot.Move to 35m, throw the ranged DOTs on them.Just as root breaks, use Charge Shot to KD followed by Advanced Startle Shot to delay (they now can't get up). Head/Leg/Sniper shot. Just as they get up, Snare with Improved Crippling Shot (Knee-Cap shot too, if they stack, not sure on that). Head/Leg/Sniper shot until dead, using Root, KD/Daze or Snare as needed. Can heal whenever needed.


What are your thoughts? Was just playing around with a character builder and came across this, and actually really like it. It's different, but I think it would be incredibly effective as a Rifleman. My stats, with a rifle equipped,would be:


Ranged Defense: 210

Melee Defense: 145

Ranged Accuracy: 280

Ranged Speed: 100


Couple questions though:

1. Does anyone know if the snare effect of Crippling Shot and Knee-Cap Shot stack? I know Crippling/Kneecap Shot and Electrolyte Drain do, so if not I could drop Crippling and pick up Electrolyte Drain to effectively get another root.

2. Just checking here: Head Shot and Leg Shot are on the same timer, so they cannot be alternated like Head Shot and Critical Shot can be, correct?

Message Edited by Feynan on 07-19-2005 01:25 PM

Message Edited by Feynan on 07-19-2005 02:49 PM



Colonel Feynan Forsythe
Alliance Ace Pilot
Holbrook
Tue Jul 19, 2005 11:51 am
#2

last tiem i checked, crippling and knee-cap shot dont stack, it will either overwirte with th emore powerful of the two shot or you will get a not affected msg over the mob when its hit by the 2nd snare
PyscoJuggalo
Tue Jul 19, 2005 6:56 pm
#3

Noob BH's hunt Jedi, Pro-BH's gank full templates after they duel at Starports



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.
Mosuger
Wed Jul 20, 2005 12:41 am
#4

Interesting template idea. I would probably try something like that out, but I like hunting Jedi too much and this has worked pretty well in PvP as well


MRM/MBH Pistol 0-0-0-1, Medic 0-0-4-0 w/formfitting undershirt +healing efficiency.


With this template I still have the damage output I like along with root, and 1000+ bacta heals to compliment my stims





__________________________

I
Pwn Cookiees
s Mosuger The Milkman s
I Stole Your Cookiee. Bounty Hunter of the Stars
______________________

Puttley
Wed Jul 20, 2005 3:13 am
#5

problem with not having BH is the Deulist stance, that extra 250 defence is alittle nice (avarage 80pts damage saved per hit when using it)
Ackehece
Wed Jul 20, 2005 6:49 am
#6






Holbrook wrote:
last tiem i checked, crippling and knee-cap shot dont stack, it will either overwirte with th emore powerful of the two shot or you will get a not affected msg over the mob when its hit by the 2nd snare






they do stack - but they must be fired by different players.



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Feynan
Wed Jul 20, 2005 7:05 am
#7






Puttley wrote:
problem with not having BH is the Deulist stance, that extra 250 defence is alittle nice (avarage 80pts damage saved per hit when using it)






At first I thought the same. I really like the Duelist Stance ability, however...


With the first line in CM, I'm able to heal myself for much more damage then Duelist Stance saves, I don't need to stand still to do it (hate that about Duelist Stance), and I can heal others around me. So, I decided I was willing to sacrifice it.



Colonel Feynan Forsythe
Alliance Ace Pilot
Feynan
Wed Jul 20, 2005 7:08 am
#8






Ackehece wrote:





Holbrook wrote:
last tiem i checked, crippling and knee-cap shot dont stack, it will either overwirte with th emore powerful of the two shot or you will get a not affected msg over the mob when its hit by the 2nd snare






they do stack - but they must be fired by different players.






What about Head Shot and Leg Shot? They run on the same timer, correct? And how much of a difference is there in damage or DPS between Head and Leg Shot? My only problem with this template is that I lose Advanced Critical Shot, which I usually alternate with Head Shot for a helluva lot of damage.


Anyone have more thoughts on this thing? I have my respec token waiting for me, so I don't want too screw it up.





Colonel Feynan Forsythe
Alliance Ace Pilot
Zaax
Thu Jul 21, 2005 7:41 am
#9


i was thinking about the same template, with acouple minor differences:


MM, MR, Pistol 0004, Carbs 0040, CM, 4004


or


MM, MR, Pistol 0004, Carbs 0440, CM, 4000


leg and head shot are NOT on the same exact timer. i.e. u can hit one before the cooldown on the other is finished... low SAC gun and high speed with HS and LS = lotsa damage i had them both for a few days in the golden age of respec, but i eventuly settled for the stoping shot. but i am realy considering useing my token to get back that KD.






p ~~~ Your Life is in My Hands~~~ p
Elyone, (MD 4/2004-5/2005)( Rebel BH ~RM <--- RIP) & 2x Rebel Ace ~ NGE Master (Elder) Commando~ Chalalit, Master Shipwrite ~ Dantooine, Sarpedon, WP -6485 -6350.
Sabre Squadron Fighter Wing
Feynan
Thu Jul 21, 2005 8:54 am
#10

I just found out that Charge Shot, the Carbineer's KD, requires you to be standing, which sucks for Rifleman. Though I suppose you could make a /stand; /chargeshot; /prone macro that would work quickly, and it's not like you'd be breaking Cover since if you were using Charge Shot you would have broken cover anyways.



Colonel Feynan Forsythe
Alliance Ace Pilot
Feynan
Thu Jul 21, 2005 8:59 am
#11


Okay, here's what I'm thinking now:


Marksman 4444

Master Rifleman

Combat Medic 4000 (healing)

Carbineer 0430 (improved leg shot, snare, KD)

Pistoleer 0003 (root)


I have 17 skill points left over. Now, the question is, do I spend 6 for Master Marksman (+25 accuracy, +15 speed) or do I take 14 points and get an Improved and an Advanced version of a chemical fire DoT and a health DoT. The skill mods sound nice, but the question is, will I do more damage with the skill mods then I would with the DoTs? Even if I did though, how often would I be using the DoTs considering I need to get within 35m to use them?


Bah humbug



Colonel Feynan Forsythe
Alliance Ace Pilot
PsychoticChipmunk
Thu Jul 21, 2005 9:11 am
#12

Master Mark, you won't use the dot's that often compared to your rifle plus the dot's can be healed before they tick too much meanwhile your shots are a steady source of damage from 60 meters away.



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Feynan
Thu Jul 21, 2005 10:57 am
#13

I changed my mind, again


Master Rifleman


Combat Medic 3004 (heals, combat speed debuff, paralyze, snare)


Carbineer 0400 (stackable snare, leg shot)


Doctor 0004 (buffs)


Open up with snipershot, run at them and use startleshot, paralyze, debuff + CM snare, run away, snare, alternate headshot/legshot till dead. Heal when needed. Buff before.





Colonel Feynan Forsythe
Alliance Ace Pilot
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