Rifleman Archive
Thread: Not a PvP template of the month....ideas please
Sotaudi wrote:
Donca,
The argument about being able to heal is sound. The only thing to remember, though, is that when the combat revamp changes are all in place, HAM costs from weapons will be unhealable for everyone. The costs will be deducted as a temporary reduction of the pool max, so Medics, Docs, or CMs can't heal them.
For other damage, though, being able to self heal is an important perk.
I've been trying to work out exactly why the Ham costs of specials wasn't implemented in such a way that it doesn't affect your Primary HAM bars at all. Like the Jedi Force Bar for example, why the heck wasnt it implementedlike that for everyone? It just doesn't seem to make much sense that you lose your Health / Action / Mind every time you use a special.
If everyone had that unhealable "Special" Bar we wouldn't have alot of the problems we have now.. Just my humble opinion ![]()
Sandman56 wrote:
I have been wondering for a while on what my new PvP template should be.
Currently I plan on going Master Rifleman, Carbineer 4/4/3/4 and Commando 0/0/4/0. The tactic with this template is to dizzy/KD(groups when fixed) and continue to mind shot them and ranged DB. I could also burn for PvE or up close in PvP when KD fails.
I am wondering if I should drop carbineer and commando to pick up Master CM and Master Rifleman as the new template. The tactic for this would be ass kicking mind poisons and damaging mind shots from rifleman. The problem here is that poisons take a lot out of mind as does rifleman. Would it be worth it to poison a single target to do 650 damage every 10 seconds and at a large cost to mind when I can shoot for more than that every few seconds with less cost to mind and time. Sure I can poison/disease large groups but we have people becomming CM and theres plenty out there anyways if we needed the help.
Also anyone that raids us would be easy to kill without a CM if they didn't bring doctors for rezzes and on battlefield buffs. If they do have enough then they would have enough to negate the CM abilities.
I could go on and on about the positive and negative affect of each template but in short I would like a combat class this time around and would like to hear the insights of those who have tried these classes or something similar.
I copyed this from a post I made in my guild forums, the only thing I think I need to add is that they are fixing combat classes so mixing rifleman/carbineer might be better when combat is fixed.
I'd say pick a combat profession, master it, and pick some support professions to dabble in. I think the intent of dabbling all along was to add character, to the.. ahem, character. After reading the instruction book (yes the game came with one!) they refer to dabbling in the roundabout sense as something people do to be more resourceful. Hence the Chewbacca Engineer/Rifleman... the Han Solo Pistoleer/Smuggler (two of the three working trees are artisan in nature after all)... the LandoCuckamunga Politician/Smuggler... etc etc.
Just a suggestion of course. Part of the fun of being in a roleplaying game (which... this is) is having weaknesses you have to rely on other people to cover and overlapped strengths that you can exploit. Not usingan exploit, but exploiting your natural strengths and your enemies natural weaknesses is combat. Instead of picking up Master Combat Medic, why don't you grab a Master Combat Medic from your guild to go out with you. A Master Combat Medic and a Master Rifleman is ALWAYS faster, more lethal and harder to kill than a single person who's mastered both professions.