Rifleman Archive
Thread: Best Template (PvP)
Kachada
Wed Aug 04, 2004 6:53 pm
#14
MaD-B0y wrote:tho if u want to heal your poisons while in combat , i calculated another template which has some fencer defence in it..Master RiflemanFencer 3-0-4-3Doc 4-0-0-0
Impossible! You need it to be 4030 in order to use the heal state packs my good fellow. Ability is one thing, but the packs themselves have a minimum medicine use. Your medicine Use skill won't be high enough to cure jack at 4000.
Kakeemono
Thu Aug 05, 2004 4:02 pm
#15
Well, I just crunched a while on a Char builder and this is what I came up with...
Template 1=Master Rifle, 3-0-4-0CM, 4-0-4-0 Doc.
Template 2= Master Rifle, 4-3-0-0 TKA, 4-4-4-0 Fencer, 0-0-4-0 Pike
I know block only reduces dmg by 1/2 but still... with this template...
Block is capped
Melee defense is capped
Ranged defense is capped
Defense vs posture change is capped
Defense vs Knockdown +90
Defense vs Dizzy +75
Defense vs Blind +80
Melee Mitigation2
Ranged mitigation3
Meditation (Powerboost, Force of Will, Heal Wound, disease and poison)
eapers
Thu Aug 05, 2004 6:28 pm
#16
Kakeemono wrote:
Well, I just crunched a while on a Char builder and this is what I came up with...
Template 1=Master Rifle, 3-0-4-0CM, 4-0-4-0 Doc.
Why the crafting line?
SweetShotArch
Thu Aug 05, 2004 9:26 pm
#17
yeah lol wrong tree there buddy
Im Master Rifleman/ 0004 CM/ 3440 Doc and seem to do fine
SweetShotArch
Thu Aug 05, 2004 9:27 pm
#18
also u only need 2000 Doc to cure poisons and states fyi
Message Edited by SweetShotArch on 08-05-2004 11:27 PM
HarlequinMK19
Fri Aug 06, 2004 3:02 am
#19
I am writing this in response to Logitition's template,
I am currently trying to work on a PvP template as well. I've Mastered Rifleman, and I'm now progressing through the meditate branch of TK. This template that Logitition displayed is impressive, but here is my question: Does those numbers actually work?
Prior to this post, I've been mainly dedicated to PvE, but I think it's about time to move onto PvP, if only to have something else to do besides hunting and harvesting.
Anyway, someone told me that if I, as a Rifleman, picked up Master Fencer that I would not in fact actually have any better defenses unless I switched to a one-handed weapon. Is this true? And if it is, then why would you even bother with adding Pikeman to your template as well? Wouldn't you need to switch to a polearm to gain the skill mods off ofthat prof?
I'm not attacking the template, but merely asking a legitimate question: Do skill mods actually stack on top of one another or do you have to equip the respective weapon in order to actually benefit from them?
I want to be a Rifleman, and to beable to fight with my rifle in hand. If taking up Master Fencer means that I have to use a sword in order to gain any of the defense mods, I see no point in even bothering with it and will probably just persue Doctor or Combat Medic.
Thanks for your time, hope I can finally get an answer on this..lol
HarlequinMK19
Fri Aug 06, 2004 1:48 pm
#20
Hate to do this but...
/bump
Can anyone actually answer this? ^ Any info is appreciated. Thanks
/bump
Can anyone actually answer this? ^ Any info is appreciated. Thanks
Kachada
Fri Aug 06, 2004 1:56 pm
#21
The only mods you will NOT be able to take advantage as a rifle-figther is Dodge and Center of Balance.
Melee defense, ranged defense, defense vs. (whatever state) stack all across the board. Melee and ranged defenses cap at +125. State defenses cap at 150? I think?
I too am aiming at being a rifle-fighter, but dont think you need to Master a bralwer profession to help you. Go grab just the defense lines from the other professions. Personally, I'm doing thi for now:
Master Rifleman
Master Marksman (for the +5 to speed. Yes it's worth it)
Pistoleer 0040
Carbineer 0020
TKA 4304
Once i buy enough skill tapes to cap spped at +97, I plan to change to this:
Master Rifleman
Marksman 4400
Pistoleer 0040
TKA 4304
Fencer 0440
The only thing I'm considering to do differently is to swap fencer defenses for pikeman defenses. (Pikeman's Block will stack with rifleman's block)
so there!
Melee defense, ranged defense, defense vs. (whatever state) stack all across the board. Melee and ranged defenses cap at +125. State defenses cap at 150? I think?
I too am aiming at being a rifle-fighter, but dont think you need to Master a bralwer profession to help you. Go grab just the defense lines from the other professions. Personally, I'm doing thi for now:
Master Rifleman
Master Marksman (for the +5 to speed. Yes it's worth it)
Pistoleer 0040
Carbineer 0020
TKA 4304
Once i buy enough skill tapes to cap spped at +97, I plan to change to this:
Master Rifleman
Marksman 4400
Pistoleer 0040
TKA 4304
Fencer 0440
The only thing I'm considering to do differently is to swap fencer defenses for pikeman defenses. (Pikeman's Block will stack with rifleman's block)
so there!
HarlequinMK19
Fri Aug 06, 2004 2:36 pm
#22
Kachada wrote:so there!
LOL
Thanks Kachada
I guess the person who told me about the weapons-switching was wrong afterall. That seemed suspicious to me, because if you had to consistently switch weapons to gain skill mods, why would anyone bother constructing templates like the ones mentioned here?
Well, thanks to all who posted here. I now have some guidance for building up my Rifleman. If I end up not liking the PvP, I'll probably try something else...Ranger sounded kind of neat...except for that whole Master Scout part.
Parja
Wed Aug 11, 2004 3:08 pm
#23
I don't seem to see any PvP builds with Rifleman and Swordsman. I was thinking the ability of both to target mind would make them a good combo. Or is it that you're better off keeping a rifle equipped when they close into melee due to the time it takes to switch weapons?
Mujadaddy
Wed Aug 11, 2004 4:46 pm
#24
Parja:
It's because Counterattack and Block don't stack, and also because swords defense mods are ickky-poo-poo....
Plus if you have AIM, aMR gets like +260 to his accuracy for that shot, so yes, switching weapons and the delay inherent to it is not the best idea...
I love the maxed posture-down, KD profile above (with Footwork and Techniques), but it takes soooo many skill points just to get that...my build has +70 posture-down +70 KD, and really, if there's going to be a 5% chance of either sticking anyway, I don't think you should waste the points....
Any questions? 
Parja
Wed Aug 11, 2004 8:39 pm
#25
Mujadaddy wrote:
Parja:
It's because Counterattack and Block don't stack, and also because swords defense mods are ickky-poo-poo....
Plus if you have AIM, aMR gets like +260 to his accuracy for that shot, so yes, switching weapons and the delay inherent to it is not the best idea...
OK, cool. Yeah, looking at swordsman defenses, they really suck compared to Rifleman even.
Parja
Wed Aug 11, 2004 9:00 pm
#26
Kakeemono wrote:
Template 2= Master Rifle, 4-3-0-0 TKA, 4-4-4-0 Fencer, 0-0-4-0 Pike
I know block only reduces dmg by 1/2 but still... with this template...
Block is capped
Melee defense is capped
Ranged defense is capped
Defense vs posture change is capped
Defense vs Knockdown +90
Defense vs Dizzy +75
Defense vs Blind +80
Melee Mitigation2
Ranged mitigation3
Meditation (Powerboost, Force of Will, Heal Wound, disease and poison)
I kind of liked this template, but the Ranged Support line is missing. Seems that's pretty important in order to be able to put your opponent on the ground after dizzying them, isn't it?
Therefore, I came up with something similar.
Master Rifleman, TKA 4304, Pistoleer 0040, Pikeman 0040.
That gives...
Block is capped
Melee defense +119
Ranged defense is capped
Defense vs posture change (down) +70
Defense vs Knockdown +90
Defense vs Dizzy +75
Defense vs Blind +80
Melee Mitigation2
Ranged mitigation3
Meditation (Powerboost, Force of Will, Heal Wound, disease and poison)
So 6 under the melee defense cap and 30 less posture change defense. Are Aim and Suppression Fire worth giving that up? Other suggestions?