Rifleman Archive

Thread: What to mix with rifleman?

Barkingbantha
Mon Mar 01, 2004 11:56 am
#1

I have, sadly, been hit with the infernal hologrinder bug. I never mastered rifles for the holos, I did it for me because thats what I want my character to be. I love it, its awesome despite the HUGE ham costs.


I took up rifles as I had to grind Squad Leader and thought that as a decent complimentary prof for SL, it might be a good time to master it.

Im still grinding away for my silent holo (just mastered smuggler and working on pistoleer) and am desperately trying to hang onto master rifles for as long as I can.


Looking forward, when the grind is done, Im going to be a rifleman one way or the other and was pondering what to mix with it. Im predominately a faction fighter and plan to spend my time fighting the GCW, so a complimentary skill would be a bonus.

Im hoping to latch onto one that I could also use with master marksman as I believe that makes a helluva lot of speed difference when scrapping.


Any thoughts please?
L3vi4ThaN
Mon Mar 01, 2004 12:08 pm
#2

Combat Medic.
Barkingbantha
Mon Mar 01, 2004 4:53 pm
#3

Wow guys, thanks a lot


Youve given me alot to think about. Ive was tka for ages (loved it), have a master commando on another server (love it -despite being a one-trick pony), been a doc, etc etc etc.


Im guessing I have to get a way from the "must be master a AND master b" etc and work with the mix and match facility thats available. One things for certain though, Ill be staying a master rifleman. (now I just have to unlock this bloody FS slot beforeI lose my marbles and have to drop my favorite prof)


Cheers chasps!


cincoalto
Mon Mar 01, 2004 7:57 pm
#4

lol most obvious for me would be doc. That way you can not only stay constantly buffed yourself which is very nice trust me! combine that with brandy and youdon't lose anything with specials and always have a nie 2k HAM. But not only that but you can buff your jedi!!! being able to get rid of pesky dizzy/stun is great in pvp, and big nice heals is always nice, buffing will get u tons of money fo rpearls and crystals, and rez is always great when u in a group. There is also the combat medic, with mind poison combo, swordsmen for power mind hitting up close, tkm for all around power house of mellee, and don't forgot good old CH, great for pve, let pet tank and you destroy whatever ur going after.



Kman / Ifrit-
nitemare111
Mon Mar 01, 2004 9:15 pm
#5

Smuggler. See below.



Dovinda Nitemare (retired October 2004)
Master Rifleman
Master Smuggler
Medic/Scout/Shipwright
WTH happened to this game? Nice work, SOE.
Zeenk
Tue Mar 02, 2004 1:14 am
#6

This is the question of the week here in this forum. Every week I see this post, but by someone different, heh. I thought I would reply to this one.


Well for general hunting CH is good. I use to make good money hunting with my pets and they helped me level and get better missions. But it is pretty passive and I don'thuntanimals much anymore,I think pets suck for NPC targets, like faction fighting. They just kite or get kited and you get hit anyway with ranged battles.


So since you want to do a lot of faction fighting, I think you should pick up Flame 4 and any other commando stuff you want. You already have Master Marksman (yes, good bonuses). That's what I did and I loved it. Talk about being able to deal some damage. If your mind runs low you pull out the flamethrower. Pick something to oneshot with it or just light everything up and finish it off with the rifle. Flamethrower is also a great base buster without wasting your rifles condition. They nerfed the flame dot but made flamesingle2 hit hard, I was oneshotting Stormtroopers for 13.5k damage. T21/Flamethrower makes for fast faction missions. =)







Zëënk R¤düxŠ
• One Really **edit**ed Up Rodian •Proud Sponsor of the Jedi Swim Team
Sotaudi
Tue Mar 02, 2004 1:53 am
#7



There are at least a threeways to approach this, added defenses, added offenses or a combination of the two.


From a defensive standpoint,as a rifleman, you have very few state change defenses. So picking up a profession that has additional defense vs. state change mods can help. As a rifleman, we are supposed to be more vulnerable to melee than other ranged professions (this is broken and is being fixed soon). Thus, picking up a melee profession will help balance this. I would include adding Doctor to the mix in this category as well, since Doctors can remove state changes and can self-buff.


From an offensive standpoint, we specialize in mind, so Swordsman, TKA, and Combat Medic are professions which allow you to attack mind as well.


For Defense, Pikeman is a natural choice as a melee profession since Pikeman uses Block like Rifleman. However, Pikeman is pretty universally recognized as still needing a lot of Dev love, so you may want consider that before going there. Also, with the defense stacking nerfs coming down, Block, like Dodge and Counterattack, will be capped. So stacked Block will not be as beneficial "down the Pike,"as it were (sorry), but I suspect that a Rifleman/Pikeman will still block more often than either profession by itself. Also, Pikeman specializes in the Action Pool. This gives you flexibility, but if you are starting on mind and have to switch to polearms because of melee, you are moving to a different pool, so it is not as offensively compatible.


For Offense, Combat Medic has some ranged poisons and can do ranged heals. As a Rifleman, you are supposed to be in the rear at range. Thus, you can sit back and selectively pick people off, toss in ranged heals to help your group, or throw in rangedmind poisons to help degrade the enemy's ability to stay and fight while attacking the same targeted pool your rifle uses. The downside is that they will eventually have to nerf the poisons in PvP because they far outdamage everything and are not reduced by PvP like everything else, and CM uses mind just like Rifle specials do, meaning you are going to be draining your own mind even faster.


TKAor Swordsman give you a mix of both Offense and Defense complementary skills. Both are melee and, therefore, give you the ability to counter Rifle's weakness to melee. Both allow you to attack mind. TK has a good KD/Dizzy combo, and it has Force of Will for a once an hour quick incap recovery, Meditate to self-heal without Medical skills, and PowerBoost to give yourself mini-buffs. TK's downside is that it only has Kinetic damage, the best you can do is light armor piercing with the vibroknucklers, and can use alot of its own mind for specials. Swordsman had medium AP weapons, and can do rifle-like damage to the mind at melee range.ThePowerHammer adds blast damage to your arsenal.Swordsman weaponsalso use primarily health and/or action for its specials rather than mind. The downside is that, like Rifleman,Swordsman is oriented towards offense, so while you pickup some defenses to state changes, they are not as high as some of the other professions.


Other professions could be considered, but they will not be as tight of a fit as the above. BH, for instance, has Eyeshot, but it takes a lot of points to get BH, and they are probably going to move Eyeshot eventually higher in the tree, possibly making it impossible to get and stay a Master Rifleman. Pistol, Carbine (though also needing some Dev love), and Fencer have good skills, but they concentrate on different pools and use different defensive mods, so they are not as good a fit.


I personally went with Master Rifleman/Master Swordsman/Master Brawler/Medic 0 1 0 0. Using 2H Swords is a lot like using rifles. Same strategies, just closer up. It is also nice to have the ablility to reduce damage done to me with Intimidate2, delay them (though this is being nerfed some) with Warcry2, and do a KD up to 20 meters away, all from Master Brawler. In PvE, Swordsman rocks, and in PvP, it is a good complement to Rifles. I love the combo so much that I have yet to even consider opening a holo because I have no intention of changing it at this point.

Message Edited by Sotaudi on 03-01-2004 02:08 PM



Sotaudi Crestlighter
Master Rifleman / Master Combat Medic
"The Physician's Pain Reference"

Former Professions
Master Doctor | Master Swordsman | Master Brawler
Master Scout | Ranger



-Jebu-
Tue Mar 02, 2004 2:46 am
#8

http://www.thepowerempire.com/article_read.asp?id=64


If your looking for something very strong post patch defence nerfs check out this template.


Master Swords

Master Rifleman

TKA 4-4-0-4






King Jebu - Leader of The Power Empire
Master Politician/Squad Leader - Mayor of Ragnarok

Surt - (Master Sharpshooter/Swords - TKA 4404) - Protector of Ragnarok
Kimberlina - (Master Pistoleer/TKA - Fencer 4300 - Smuggler 0040) - Dark Rogue of the Crown


Blankgrun
Tue Mar 02, 2004 4:40 am
#9


If you're planning on going into PvP, I'd recommend a good defense, either TK or Fencer. As a note, though, the stacking is going to be capped off at some point, so it'd probably be best to ask this question after the new patch goes. In, TK/Rifle may not be as strong as it used to be.


Also, another darkhorse worth mentioning is Pistoleer. It saves you the skillpoints of doing brawler (29) and gives you a few different things:

-Status Defenses in pretty high quantities

-45 points of Melee Defense to help defend against people in melee (doesn't seem to be too effective against a Melee Master in PvP, but it'll help in faction missions)

-That cool Pistol Melee Defense 1 that is oh so gratifying when you knock a stormie on his bum and proceed to headshot him mercilessly when you swap to rifle.

-It just seems to make sense. Its a sidearm that goes with your big, nasty Infantry Support Weapon

-The possibility of keeping Rogue Line, if points will allow. This will make you into a good controlling force too, with the new delays, you can easily swap and pick off targets one at a time while you panic shot the area every so often.


***Amended***

It doesn't however, give you melee mitigation, which really helps you when your enemy uses a curved sword (1 or 2H)or something along those lines.

Woo, I can edit now! I'm sooo happy!


Message Edited by Blankgrun on 03-02-2004 03:42 AM

Telakyte
Tue Mar 02, 2004 9:42 am
#10

As stated, for offense go Combat Medic


Why? Simple. Nowadays with the blessed Chef Salvation coming into play, everyone and their Hutt mother is buying Brandy (and all the other little mental health drinks). Stack those with Entertainer buffs, and voila....headshot3 (or 2)becomes useless. With CM skills you can at least enhance your attack by causing a nice damage tick followed up by your headshots.


With defense stacking soon to leave the picture (so we assume) it's hard to say what the new profession mixes will bring. Doctor is always a good fallback since you can buff yourself and save your stats for your mind.


Here's to the odd little mix and match games we play on SWG!





"When life throws a curve ball, don't duck...you just might miss something"
Patina
Tue Mar 02, 2004 10:44 am
#11

Another nice thing to mention about the fencer profession is that in addition to nice defense mods; you also get an attack called scatter hit which will spread damage over a couple different pools (for carbineers it tends to hit mind more often) which, while not dedicated to hitting the mind pool, does tend to hit mind quite abit.



-Patina Novice Squad Leader, Novice Forum Poster
AcidRaineV
Tue Mar 02, 2004 11:19 am
#12




CM is not a bad mix, but prepare to be sincerely hated by your enemies.

Message Edited by AcidRaineV on 03-02-2004 12:20 PM




hRainh
hCommander of KoNHh

RotorofCorRng
Tue Mar 02, 2004 11:21 am
#13






Barkingbantha wrote:


Any thoughts please?







Architect?



But that is just me






Rotor - Will cease to exist May 3rd.
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