Rifleman Archive

Thread: Career to go with Rifleman?

Flookmastah
Wed Aug 06, 2003 2:20 pm
#14

DO NOT do Rifleman/Squad Leader. I made this mistake and am too far into it to turn back (don't have the time or desire to start over).


Both Rifleman and SL use mind pool for their specials... and SL uses a TON at once... so trust me, this is a BAD combination.


Not to mention that SL is perhaps the most (or one of a couple that could claim this) useless class in the game right now. Other than the skills of their controller, a SLbarely offers ANYvisible or tangible benefit to a group.

TookrakLarrin
Wed Aug 06, 2003 4:00 pm
#15

Hey all, just to add to my previous post about being a Ranger / Rifleman.


This is the toon i am currently creating.


Marksmen 4/0/0/4


Scout


TookrakLarrin
Wed Aug 06, 2003 4:10 pm
#16

Hey all, just to add to my previous post about being a Ranger / Rifleman seeing as a few of you seem interested in the concept.


This is the toon i am currently creating.


Marksmen 4/0/0/4


Scout 4/4/4/4 - Master Scout


Ranger - 4/4/4/4 - Master Ranger


and of course


Rifleman 4/4/4/4. With this combonaition you will still have 4 points left.



Now your modifiers if you do complete all this are ..


Rifle Speed + 90


Rifle Aim Accuracy +30


Rifle Accuracy + 102


Ranged Defense + 36


Block +20


Cover +80


Melee Defence +32


Rifleman Crawl Speed +20


Burst Run Effeciency +50


Camoflauge + 100 - (This is where the ability to be able to wear the Guille Suit should come in ( tied around the concealment line with Rifleman)


Terrain Negotiation +100


Rescue + 45


Creature Harvesting +100


Creature Knowledge +100


Creature To Hit Bonus +25


Camping +100


Forage +100


You take all that in and i think you will agree that for those of us that hunt the big game this should be the best possible solution to go for. I know there isnt any healing, it is the only thing i would consider taking if we where ever given the ability to get more Skill Points. The one thing i did look at was dropping the Frontering and Trappin in the ranger tree to take up 2H Swords, if you were to do this you would have enough points to get up to Expert 2 Hand Sword Finesse, which is the mind damage special move.


I am only currently Master Scout and 1st Tier Rifleman but i have taken out whole lairs of Violent Khurdus or whatever they are called, and i mean whole lairs, millking them, so i get around 5 - 10k xp of them (depends on how much you can milk them) without needing to move from my prone position or the need to heal, using a combination of traps and mind shots. It works well for me, might nor work well for you but there you go.




TookrakLarrin
Wed Aug 06, 2003 4:12 pm
#17

K can some one deleted the other half posts, ive not idea how that happened.

Shock-N-Awe
Wed Aug 06, 2003 4:50 pm
#18

What exactly does the camo line in ranger do? Is it only for PvE or does it have a PvP use as well?




NOOOOOOOOO

TookrakLarrin
Wed Aug 06, 2003 5:00 pm
#19

Camo


nor sure about PvP but i know against PvE its really handy. I friend of mine has the entire skill tree for camo and he never gets agro my other critters anymore, well hardly ever, that in itself is reason to take the skill.


However dont know the implications as towards PvP, i imagine that it wouldnt be any benefit when thinking about it becuase you can always see another player in your radr regardless of what you do. Kinda sucks really. But seeing as this is the rifleman forum i wont post about why that sucks.


PSchirf
Sat Aug 09, 2003 3:49 pm
#20

I'm considering the following template:


Marksmen 4/4/4/4 - Master Marksman


Rifleman 4/4/4/4 - Master Rifleman


Scout 4/4/4/4 - Master Scout


Bounty Hunter 0/0/4/0


Pistoleer - Novice


Creature Handler - Novice


Idea: Use Rifle at long range... switch to Pistol w/Eye Shot at close range.


Skill Mods on this template that are not on a "Bare" Master Rifleman:


Alertness +10
Burst Run Efficiency +50
Camouflage +50
Creature To-Hit Bonus +10
General Ranged Aiming +30
Melee Defense +2
Pistol Accuracy +105
Pistol Speed +50
Pistol Speed +30
Ranged Defense +13
Rifle Accuracy +10
Rifle Speed +5
Terrain Negotiation +50


Comments?






|=o=| [=o=] |=o=|
Shamera Kye, Tempest
Mayor of Kosatsu Falls (Metropolis), North of the Dantooine Jedi Temple
Kona_Combine
Sun Aug 10, 2003 5:08 am
#21

My toon is setup this way.


Master Medic


Master Marksman


Master Rifleman


Scout - Exploration 4, and 2 other boxes in scout because I had 4 points left.




Cona
Intrepid Server
http://www.The-Combine.net
Myumi
Sun Aug 10, 2003 1:44 pm
#22

hehe Most of these templates are soloist driven, I group alot and I gather you all will too, so what's the point of wasting so many skill points? Thisgame is going to have things added constantly, make yourselves a backup temple hehe, you never know what you may need later and if you stat migrate and become too dependent on some skills you may cripple yourselves in the long run.



Oh My God, That guy baked the muffin that stole my car!


Master Pikeman/Master Brawler/Medic
Brian_92gsr
Mon Aug 11, 2003 11:23 am
#23

I really like your template PSchirf, mainly because I'm already master scout, 30k of carbine away from master marksman, and already have novice CH and pistoleer. I'm not sure what that novice CH is going to do for you after the patch though. Might as well drop CH and takepistol melee defense.


So the question is should I go the above route or the more traditonal master rifleman/master ranger? As much as I want to take ranger I just don't see how any of it would currently help. The creature to-hit bonus doesn't work with speicals, so that's useless. You only get two new traps, and the only ones I like to use slow down or stop a creature, and you have both of those as a master scout. The creature knowledge, while nice, is still stuff that you can get online. I've heard the harvesting doesn't give you much more then a master scout. You get to move faster prone, but doesn't the rifleman already get that (or is supposed to get that)? I would like to have the better camps, even though the really don't have any benefits right now, and I'm sure the camo would be nice.

Rasputiin
Tue Aug 12, 2003 12:35 am
#24

This is my template:


Marksman: 4/0/0/4
Why bother train in pistol or carbine when they do a different dmg than a rifle?


Scout: 4/4/4/4
All I really wanted is Wayfaring IV, Trapping IV, but the Hunting line is good for making money and the Survival line is good for PvE.


Medic: 4/4/4/4
Being able to heal yourself of damage that others can do to you while they cant heal the damage that you do to them is a good thing.


Rifleman: 4/4/4/4 + Master


Disclaimer:
This template changes all the time since I am new to the game and I keep learning new things about how the mechanics of the game work. And since I have yet to do any actuall PvP I am assuming these skills area good balance from other posts I have read.




Rasputiin - Rifleman
Imperial Sergeant
-=QynTech=-
Eclipse

All Killer, No Filler!

[email protected]
Andeny
Tue Aug 12, 2003 4:13 am
#25

It seems that every single persn here is a powergamer, so I'll offer a few other professions. First: Remember that if you're not choosing a skill because you'll be able to fight better, you can choose almost anything that doesn't require too many points.


I'd recommend either Weaponsmith, armorsmith, musician/dancer, or droid engineer.


I've personally chosen bio-engineer, but that class is even more buggy than rifleman, and while rifleman can do well despite their bugs, the bio-engineer is nearly pointless right now.

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