Rifleman Archive
Thread: Rifleman Templates
This is what I have been using...
MBH, MRM, Pistol 0404. Combat Prowless 4000 (accuracy)
I couldnt tell you what my base stats actually are do to all the mods I have in armor and cyber arms and such, but in the character sheet with a rifle Im listed as...
Speed 138
Accuracy 362
Melee 238
Range 318
Current favorite weapon is my heavy Krayt lightning rifle. Stats...
Speed modified - 1.74
Damage 467-1144
Accuracy Bonus 19
Elemental dmg 40
Wound 33.35%
SAC 90
My ALR does the same damage within a point or two and is speed 1.63, dmg 494 -1172, acc bonus 17, wound 14.95%, sac 95.
This template is very strong and isgreat for PvE which is all I do. But the weakness really comesinto play when you have a couple range guys on you.Even with duelest stance range fighters hit you hard and fast. With no healing ability, you are at a disadvantage. Yes I usehigh level stims, yes I use ruby bliel. It doesnt fully address the problem. Many times if I could have just been able to heal for a few hundred every few seconds I would have won the fight. Becauseof this, I have been looking into ways of picking up some medic into the template without loosing much of the flare. Current options that im considering are..
A. dropping 0400 pistols (40 GRA disarming shot, burstshot) and 1 force skill and picking up novice medic. I have +25 healing efficency in attachments in my armor already so that would be +30 HE. Even though they are nerfing standard bacta shot (which is good) I still think it would be enoughto hit for3-4 hundred every few seconds.
B. Dropping all pistol skills + 1 force skill for 49 free points. I would loose a chunk of GRA,the beloved stopping shot and some defenses. But would gain 4000 combat medic with advanced bactatoss, advancedbacta spray, standard bacta shot and a total of 90HE with my mods.
C. This option would give up all pistols but 0002, and picking up medic 0200. this is a nice one because I get to keep at least the basic stopping shot but pick up two heals with +30 totalHE. Rotating these shouldkeep me healed ok in crowds I think.
WhatI really want to do is to use my tokenrespec so that I dont have to deal with thatpopup every 5 minutes. Would hate to give up 14 points of elite and 1 force to pick up a novice box though, lol.Any thoughts on these 3 choices?
Atti
hanli9 wrote:
bah...without a healing skill or tree .. you wont last so long...im mcm.mrm and 0004 pistol...and im owning some jedies ..i keep me healed untill the jedies force is out then its just attack...use stopping shot shoot if the jedi survives and runns away.. then use knee cap shot to snare him.... also use paralyze ...the temp is owning.game name is :agowe in flurry galaxy
Most jedi force pools are bigger then player mind pools once they are full template... be aware you tacticmay fail if up against a large force pool.
Ms Rifles
Ms Carbineer
NVC Pistoleer 3404
Offense W/Rifle
Speed: 120
Accuracy: 345
Defense W/Rifle
Melee 189
Randed 261
Message Edited by Othdrakk on 08-03-2005 10:41 AM
How would this template do?
MRM / CM 4004 / Carb. 4000 / Pist. 3004
-------------------------------
MRM 'coz i love rifles ![]()
CM 4004 // for good defences & healing also xxx4 gives paralyze & imp. thyorid rupture for slowdown
Carb 4000 // for improved full auto area. i love this special
Pist. 3004 // for imp. stopping shot. also some nice speed & defence bonuses.
-------------------------------
CL80
Genral ranged speed +25
Rifle speed +65
Rifle acc +85
Melee def. +120
ranged def. +180
-------------------------------
i'm sure it could need some tweaking so any advice would be very welcome.
CM 0004 is going to give you only +10 Medical Warfare Efficiency but 0400 will give you +75. You may want to consider CM 4400 instead. Thyroid and Paralyze would be great but you're not going to be very good at it.
nexuzz25 wrote:
How would this template do?
MRM / CM 4004 / Carb. 4000 / Pist. 3004
-------------------------------
MRM 'coz i love rifles
CM 4004 // for good defences & healing also xxx4 gives paralyze & imp. thyorid rupture for slowdown
Carb 4000 // for improved full auto area. i love this special
Pist. 3004 // for imp. stopping shot. also some nice speed & defence bonuses.
Currently grinding out this template.
Master Combat Medic
Master Rifleman
Doc xxx4 (for buffs + extra healing)
4 extra SP will be put into F.S. trees..not sure which yet
In my opinion this template has some pros and cons that I can forsee.
Pros:
Will out heal almost anyone
MCM skills assist kiting, perfect for rifleman
Doctor buffs will help pick up slack for lack of a second true combat profession
Doctor healing is conveinient, I despise running around with wounds
Good Ranged Defense
Cons:
Melee defense is poor, you better kite or good melee's will take you out quick
Master Rifleman specials can be difficult to use at times, very range dependent
Almost too many specials to know what to do with, not enough space for all in one menu
Let me know what you all think....
AmieBeth is
Master RifleTwi'lek / Master Commando / 4xxx Combat Medic
allows her to wear 8K kinetic/ 6k energy composite w/ a 2k psg
Genral ranged speed +40
genral ranged accuracy 170
Rifle speed +65
Rifle acc +85
Melee def. +135
ranged def. +165
Message Edited by LustBunny on 08-23-2005 12:51 PM
So I'm back to SWG and am working on a new template. Some feedback is appreciated. Here's what I got using the bloodfin prof calculator.
Master Rifleman, Master Smuggler, Commando x4xx, Medic xx1x
So its got some crowd control, an iddy bit of healing, the various smuggler perks (not much but its something)and some decent skill mods.