Rifleman Archive

Thread: What is best profession to match with master riflemen

rebelgalaxyfighter
Thu Jan 29, 2004 5:40 am
#1

im curenttly 0 - 0 - 1 - 1 and i was wondering what i should be with it im vurently master mark and riflemen but i have so much more skill point any ideas











out of all thhe things i miss the most its my mind



Aus - Lowca
Zark - Bria
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BlasterForHire
Thu Jan 29, 2004 7:32 am
#2

it's all personal preference, and whether you plan on pvping or not.


for pve, i'd say 1.) CH, 2) TKA (melee defense and unarmed toughness) or 3) Doctor (buffs, heals, state heals)


for pvp CH is much much less useful, and many people dabble in tka/fencer/pistoleer defenses. however, TH is on record as saying they will address defense stacking so uber defenses will no longer work at some point in the future.
Juggalosaurus
Thu Jan 29, 2004 7:37 am
#3

I'm a MCH/Rifleman and I love it. Only problem is that it's a little bit of a bother to run in and heal my pet/pets if they're low.



Eclipse:
Tis'kalem Ysrang {N-P}-Combat Medic-Doctor-Entertainer
"Don't waive your rights with your flags."
- Sage Francis, Non-Prophet
Xors
Thu Jan 29, 2004 7:46 am
#4

Master Rifle/Master Doc for PVP with the upcoming defense nerf. Full mind migration does wonders. TKA/Doc will be on par with it with powerboost, but I'd rather be able to kill at 64 meters.


-J



-Nuff Said

Pwned by A'rien

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chembelec
Thu Jan 29, 2004 7:49 am
#5

at master rifle/ranger i solo nightsisters, peko albatrosses, giant dune kimos...


have yet to find anything to break conceal when I don't get stupid.





Aleema Rar
SOE dictionary:
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bountyhunter229
Thu Jan 29, 2004 8:33 am
#6

Since they are going to nerf the def mod stacking I would take up Image Designer.




Brahn-Cholo
Thu Jan 29, 2004 8:50 am
#7

Even with Defense mod stacking being Nerfed............ i'd still have to say Master Rifle with any one of the 3 choices would kick....


1) Fencer........great defenses even with the nerf once you switch to your sword you will have those defenses vs any TKA and no longer need any rifleabilities when inside melee range (if you let them get that close)


2) TKA.........Still the king (IMHO) of close range combat....."A great Offense is the Best defense.....When the person can't attack you,you have no need to defend"


3) Pistoleer............ Great defenses vs dizzy and KD. At good close range combat abilities with a fast rate of fire.



So really even after the stacked defenses get nerfed. If you go anyone of these close range Master skills along with Master Rifle you will still be uberman.

You have to know what your fighting against and use what you have to your abilites and their weaknesses....its basically that simple.


BTW, one of the reasons i dont like combining Master Doc with Master Rifle is this....... "You are unable to heal while in a KD pos.....or lying on the ground) So if you get KD.......all those great exp points you have as being a Doc are now worth nothing except to whipe your butt with. As i said above "A great Offense is the best Defense......When a person can't attack you, you have no need to defend."
duci
Thu Jan 29, 2004 8:52 am
#8

rifleman and carbineer.
Xors
Thu Jan 29, 2004 9:08 am
#9






Brahn-Cholo wrote:



So really even after the stacked defenses get nerfed. If you go anyone of these close range Master skills along with Master Rifle you will still be uberman.

You have to know what your fighting against and use what you have to your abilites and their weaknesses....its basically that simple.


BTW, one of the reasons i dont like combining Master Doc with Master Rifle is this....... "You are unable to heal while in a KD pos.....or lying on the ground) So if you get KD.......all those great exp points you have as being a Doc are now worth nothing except to whipe your butt with. As i said above "A great Offense is the best Defense......When a person can't attack you, you have no need to defend."





Couple of things.


1) No need to go prone at master. You can hit TKM's at 5 meters. So healing isn't an issue.


2) It is for the self sufficiency, and extra duration. Would you rather be Rifleman/Fencer with 900/900/900 HAMs and who knows what secondries, or Master Rifle with 1800-3000 Health and Actions + Secondaries and 1000/1100/900 Minds stats? I don't have to look for people to buff me. Armor isn't an issue.


3) As I said before. There is no "need" for a close range prof to balance Rifle at master. You can shoot and hit at 5 meters. Get a Stun on someone with Flushing2 and you could shoot someone at1 meters with a spitball and they wouldn't be able to dodge. Stun whacks defenses majorly. With Doc I get Stun and Dizzy etc stims. Better than protection against it IMO.

In the end it is a personal choice though. Luck with it all.


-J




-Nuff Said

Pwned by A'rien

-------------------------------------------
Jedi Initiate
4-2-4-4
-------------------------------------------
Leader of:
Grand Tarquinas Elimination Forum Force
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Shrik
Thu Jan 29, 2004 9:22 am
#10

Well I'm a bit different. I am going armorsmith and rifleman for combat. If I wasn't going armorsmith or if I get tired of it I would consider CH or Doctor.



Shrik'Anor
Master Rifleman
Master Creature Handler
Resource Dabbler
Jeisyn
Thu Jan 29, 2004 11:22 am
#11

honestly xors, i have a LOT more fun now that i'm master rifleman/master fencer/tka/medic than i did when i was master rifleman/master marksman/doctor. yeah, i could buff myself - but in tef wars, that's pretty costly. and it's extremely easy to find buffs on tempest. and even when i'm not buffed, my defenses keep my alive and i eat foods (ryshcate/breath of heaven) to solve ham cost problems for both rifling and fencing. i'm human so i have 1100 focus (though i'm going to drop this down a bit as foods boost my focus enough that i don't need it).


after the defense nerf (we'll see how that really turns out) i'd STILL suggest mastering a melee profession just for versatility and mitigation 3 for both ranged and melee.


right now, TKM and Fencer both work extremely well.


oh, and i take out TKM's all day long in duels with my fencing ability - even the ultra rifleman/TKM templates - but those generally come down to skills/timing and knowing how to get through eachothers defenses.


i wish they wouldn't nerf the defenses - but if they do, it actually free's up a lot of skillpoints for me and i'll be able to sacrifice some defense skillpoints ('cause they'll be useless) and put'em into scout, or meditation, etc.. so either way - can't lose.


melee is just plain fun. imagine the surprise on peoples faces when you start a duel as "Blademaster" and you warcry someone - they run and try to kite - you whip our your jawa or T21 and waste'em before they can say "uh oh". hehe i love it. (of course, i never bther with warcry except as a last ditch -save-my-ass special, or if someone uses it on me first).


nerf nerf nerf!





Col. Jeisyn Blackwell
Rebel Alliance
-RECON-
Jeisyn
Thu Jan 29, 2004 11:24 am
#12

note> atm, i also live a lot longer with my defensive stack than i did when i was doc.

especially when buffed (which like i said, is easy enough to obtain)




Col. Jeisyn Blackwell
Rebel Alliance
-RECON-
Ventuviper
Thu Jan 29, 2004 11:31 am
#13

Rifleman / Master Doctor. I can buff myself before I go into the field and I can keep myself going while in combat.



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