Rifleman Archive
Thread: Rifleman need a damage boost
damage sounds pretty good to me! why would anyone need more?
MagicalHAt wrote:
Riflemans damage is very lack luster for the penaltys it incurs
- (horrible accuracy close range).
- (High SAC).
- (Weak defense).
- (Lack of control).
Lets look at it strictly as hunting jedi since thats something we all love to do.
Snipershot/conceal shot/cover are almost all skills you will never use.
Most jedi bounties run, there fore you need to chase cant run while your prone.
65M range is hardly ever used, Jedi have ranged snares and roots that stop rifleman from using there max range.
Cover is too easily broken.
Conceal shot requires prone.
Basically it comes down to this
What do rifles have over say carbines, and the answer is nothing.
rifles arent really suited to hunting the more experianced jedi, the lack of control and state effects will lead to the jedi getting away or killing the BH. what rifles are good at, however, is delivering the best damage in a pve situation. When i respecced into a pve template after pub 17, i went with MBH/Mrifles and 3000CM. Before i was MBH/MPistols/3001 CM, let me tell you the damage jump was astonishing. With myself and a Mdoc/Mrifles friend we pulled cl 78-82 missions all day and rakes in tons of xp. Before i had respecced to rifles i was useing pistols still, and while no slouch on damage, they just couldent compare to a decent t21 or laser.You really dont need the debuffing effect of pistols if youre just grinding 7-8k HAM mobs. I love pistols for PvP, but i feel they are lackluster in pve compared to the raw dmg the rifleman brings.
Oh and about this "horrible accuracy close range" you people are fooling yourselves. I xp'ed all weekend as a pistoleer and then later as a rifleman, and noticed no change whatsoever in my hit ratio.
Chaind2f8 wrote:
I see many people in this post stating that Rifleman isn't a good choice for hunting Jedi but I fail to see your point. With my Master Rifleman template I can KD, Snare, and Root effectively and that gives me very good control. Many seem to think that Sniper Shot is useless and equals death a PVP situation but this is not true. The trick is knowing when to use this great special. Yes, if you open with a Snipershot and don't root you're as good as dead, but that should be expected. Root them, fire off a snipershot followed by an Advanced Critical and Improved Headshot then jump up prepared for the chase. You might even consider wanting to go under cover before initiating the attack and launch a conceal shot THEN sniper shot.
MagicalHAt wrote:
Riflemans damage is very lack luster for the penaltys it incurs
- (horrible accuracy close range). this has to exist for balance purposes.
- (High SAC). Also a balance issue
- (Weak defense). Balance issue as well
- (Lack of control). ???? we have a delay and a snare.. they both work well in a group situation.
Lets look at it strictly as hunting jedi since thats something we all love to do.
Snipershot/conceal shot/cover are almost all skills you will never use.
Snipershot is the most damaging special in the game... I am prone 80% of the time in combat now.
cover and conceal help with higher end mobs... a few extra ticks of damage without taking any is great.
Most jedi bounties run, there fore you need to chase cant run while your prone.
then I suggest you try carbineer... they are the puppeteers.
65M range is hardly ever used, Jedi have ranged snares and roots that stop rifleman from using there max range.
??? max range for jedi is 35m unless they have a regular combat profession as well and in that case they are using the same specials you have access to.
Cover is too easily broken.
Conceal shot requires prone.
Works as intended and cover does not break that easy - they have to find you first - creatures it appear are smarter then players .
Basically it comes down to this
What do rifles have over say carbines, and the answer is nothing.
Raw damage at range (carbineers using their own specialsever hit for 3k + damage to a single target?) . We have cover and conceal shot (first strike capabilities). I do think that snipershot needs to have a shorter timer on the front and back end but over all we do our job. Conceal shot needs a damage boost... maybe to the damage level of Legshot or 60% of snipershot. We are ranged nukers and we can throw a lot of damage down range(and then short range tanks T_T due to hate issues...)
DanoCollins wrote:
Chaind2f8 wrote:
I see many people in this post stating that Rifleman isn't a good choice for hunting Jedi but I fail to see your point. With my Master Rifleman template I can KD, Snare, and Root effectively and that gives me very good control. Many seem to think that Sniper Shot is useless and equals death a PVP situation but this is not true. The trick is knowing when to use this great special. Yes, if you open with a Snipershot and don't root you're as good as dead, but that should be expected. Root them, fire off a snipershot followed by an Advanced Critical and Improved Headshot then jump up prepared for the chase. You might even consider wanting to go under cover before initiating the attack and launch a conceal shot THEN sniper shot.
I think what is being stated is that Rifleman isn't viable as a stand alone profession. Advanced Critical, for example, isa BH skill. Also, the root you speak of doesn't come from the Rifleman profession, I assume.
The orginal poster is a BH looking to hunt jedi so he is not looking to hunt jedi only with rifleman skills. I would assume the root came from him dabbling a little into pistoleer (like 80% of all ranged combatents now).
Also, keep in mind that we have 15m more range than carbineers. This doesn't sound important, but if you are a BH and you have the 2 ranged cyber arms, those 15m might be the only thing between you and a rifle-wielding defender/healer.