Rifleman Archive

Thread: Whats more important: Ranged KD or Root?

Maztag
Wed May 25, 2005 9:59 am
#1

Hello, first post here on the riflemen forums. Just respeced to it and im loving it! i just cant decied wether to get Underhandshot from BH or stopping shot from pistoleer. i never really used KDs much before so im kinda leaning ot the root. Any suggestions?



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MrBulwark
Wed May 25, 2005 11:05 am
#2

knockdown is easily recovered by most professions. no one have +root+ recovery. I'd go with stopping shot.





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Remilliod
Wed May 25, 2005 1:52 pm
#3






Maztag wrote:

Hello, first post here on the riflemen forums. Just respeced to it and im loving it! i just cant decied wether to get Underhandshot from BH or stopping shot from pistoleer. i never really used KDs much before so im kinda leaning ot the root. Any suggestions?






Actually I would suggest knockdown. The only use root has is in pve, or in pvp when you want to stop someone running away.


Root does not stop a range person from attacking and does not stop someone healing. So unless you are fighting a melle player with no healing skills its not really that powerful.


However knockdown stops the enemy from attacking or healing. It also increases your damage when you hit a knocked down enemy. So in single pvp I would say this is the more powerful ability.


However a person can only be knocked down once in a while, but can be rooted by different people constantly. So in group pvp becomes more useful.


Would be good if you can find a way to get both






Remilliod
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KundoJet
Wed May 25, 2005 2:15 pm
#4

Root and knockdown are equally useful in terms of getting a person at good range for you (and hopefully bad for him/her) and keeping them there. A combination of attacks that supplement your snares (kneecap, startle) with a root or KD will be quite effective at keeping your target at your mercy. If you expect to fight people at closer than 45 metres, then KD is better because they cannot attack back until they use KD recovery. However, as has been pointed out, there is no Root recover ability, so if you think you'll be able to get to range on your opponents, I'd recommend a root.


Cele is M Rifle, M Pistol, BH 4/0/4/0. (She's not a BH, she just take guildies' missions to reduce the number of enemy BH's after them). This combination gives Cele a wide array of state-inducing attacks to help keep people at range... and not bad defences if/when her opponents do get in close. If you're going for Root, I'd suggest also taking some Exploration (Cele has Scout 4/0/0/0). You lose mobility with a rifle equipped, so anything you can get back in order to help you move quickly to optimal range will be well worth it.



Celebriel Inle
Black Rabbit
JeffIncredible
Wed May 25, 2005 2:26 pm
#5

You already have a KD in firearm strike for when things get real close. Personally I feel the key to playing riflemen is using the root, and staying out of your opponents attacking range. Although I'd really like to have a combination of both. Right now I am missing underhand shot but not as much as i'm glad i have roots. BTW stopping shot hardly ever sticks for me, not sure if that's how it is for everyone else (assuming it is).



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TheP0pe
Wed May 25, 2005 3:02 pm
#6

I go for KD tbh cz in the heat of mass PVP with the "you cant kd recovery wislt kd" bug its kinda narsty to get kd



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Maztag
Wed May 25, 2005 4:25 pm
#7


TONS of good stuff here relating to pvp, however ill primarly be pve

Message Edited by Maztag on 05-25-2005 04:25 PM



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Forgettable1
Wed May 25, 2005 4:49 pm
#8







Remilliod wrote:





Maztag wrote:

Hello, first post here on the riflemen forums. Just respeced to it and im loving it! i just cant decied wether to get Underhandshot from BH or stopping shot from pistoleer. i never really used KDs much before so im kinda leaning ot the root. Any suggestions?






Actually I would suggest knockdown. The only use root has is in pve, or in pvp when you want to stop someone running away.


Root does not stop a range person from attacking and does not stop someone healing. So unless you are fighting a melle player with no healing skills its not really that powerful.


However knockdown stops the enemy from attacking or healing. It also increases your damage when you hit a knocked down enemy. So in single pvp I would say this is the more powerful ability.


However a person can only be knocked down once in a while, but can be rooted by different people constantly. So in group pvp becomes more useful.


Would be good if you can find a way to get both









Master Rifles - Advanced sniper shot(high dmg)+ Kneecap shot (snare)

MBH - Underhand shot (KD) and Critical shot (high dmg)

Pistoleer 4xx4 (Stopping shot (root)and Impoved body shot (high dmg)


works well for PvE and PvP (I've heard)

Message Edited by Forgettable1 on 05-26-2005 12:55 AM



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GriffinsMyth
Wed Jun 01, 2005 4:25 am
#9


I'm MR, MBH, xxx4 Pistols and Novice Medic. I get root, blind, ranged KD, melee KD, confusion, duelist stance, adv startle, cover, snipershot, adv critical, snare. I have more abilites then I know what to do with, and with a few BE clothes I can bacta shot myself for 500 every few secs.



I fight by using duelist stance, 160 added Def and reflected dam is awesome, I then try blind and confusion from 65m, they hardly ever work though, I then ranged knockdown and hit for headshot and critical before they get up, then I root and spam crit and headshot, just before root breaks I use snare and once they get in range I combo between starle/crit and startle/headshot.


I can usually kill level 80 creatures before they even hit me, same with most NPCs unless they use rifles, but even then they only do a small amount of dam. I also use this to kill Jedi.

Kolibrilator
Wed Jun 01, 2005 5:08 am
#10

for pve i'd go root, most mobs are melee ones, and NPCs ... well kind of both. for pvp they are equally important I guess, just depends on what you are fighting, as bh rifleman I tend to hide behind Jedi and target only other rangd people doing the same on the other side, open up with kd, hit with adv crit followed by headshot, then when they get up and try to run I root them with stoppingshot and finish tehm off, usually works if they dont heal or get healed





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PyscoJuggalo
Wed Jun 01, 2005 10:42 am
#11

I have a Question that is evil but I never tested it:



If I KD someone and then Startle, will their KD recovery be delayed?





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.
Geddeo
Thu Jun 02, 2005 12:07 am
#12






PyscoJuggalo wrote:

I have a Question that is evil but I never tested it:



If I KD someone and then Startle, will their KD recovery be delayed?








Not only will Advanced Startle shot keep them on the ground for an extra 5 seconds, if you put a disarmingshot in there after 4 seconds and work that combo they can't get up till you miss .


I've seen you mention this combo without the knockdown in it and are probably aware of all the frustration it causes so be ready for a screen full of angry tells if you use it and win.


As for wether to get knockdown or root for PVE, I find root will give you 2 shots while the creature is imobile. Improved rooot will give you 4 or 5 shots. Also, I use improved root on one creature while I am fighting another so they both don't hit me at the same time. Most of the time the root is just wearing off by the time I finish the first creature and can concentrate on the second with a little snare and kite action. I would suggest getting improved root over knockdown, but knockdown over just normal root.Knock down the target followed by an advanced sniper followed by a snare and kite.


Rifle mixed with pistol skills really lets you manage the creatures and who they attack in PVE. The improved root will take a creature out of the equation, the snare will let you kite, and the high dmg of the rifle will make it so you can pull any 1 creature off of a teamate, and all of them at the same time with improved fan and burst shot from pistol. Advanced startle and disarming shot really lose their effectiveness in group combat but come in handy if you need to delay 1 creature while the group concentrates on another. 1v1 the advanced startle disarm combo can be a lifesaver, but use this with a low SAC rifle or Pistol for maximum duration, it isn't a fast kill combo by any means and will deplete your action in a hury if you are not careful.

Message Edited by Geddeo on 06-01-2005 12:48 PM

PyscoJuggalo
Thu Jun 02, 2005 12:50 am
#13






Geddeo wrote:





PyscoJuggalo wrote:

I have a Question that is evil but I never tested it:



If I KD someone and then Startle, will their KD recovery be delayed?








Not only will Advanced Startle shot keep them on the ground for an extra 5 seconds, if you put a disarmingshot in there after 4 seconds and work that combo they can't get up till you miss .


I've seen you mention this combo without the knockdown in it and are probably aware of all the frustration it causes so be ready for a screen full of angry tells if you use it and win.








Thank you, I expected as much just never tried it.......




Time for fun:smiliewicked:




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.
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