Rifleman Archive
Thread: What is best profession to match with master riflemen
one other really nice thing about being a doc though - poison is harmless. ![]()
though a TKM can meditate it away in seconds, its tough to find time/quiet spot to do so in the thick of battle. (depending on the kind of battle)l
The question you have to ask yourself…what is your measure of power? Are you looking for a combo that will make you singularly the most powerful that YOU can be? Or are you looking for something that will benefit a group in addition to making you a bad ass?
I’m a rifle/doc....i find that I survive extremely well.....only glaring weakness being mind management. Can buff...full heal my perpetually huge ham bar...can max out min mind stats freely......Can heal dizzy/KD with a stand/healselfdzzy macro.......can keep my squad buffed......can defend my squad against the nasty CM's out there......lets not for get Rez which its pretty frikin cool
Its a really powerful all around combo
The defense stacker obviously awesome too but more of an "army of one" ........Weaknesses being things like disease poison...or a nice mind bleed dodge/counter/block wont stop these...I do agree that a defense stacker exceeds a rif/doc in straight out combat.....but is not as powerful by comparison in a group. Sure you’re a bad ass, but ask yourself how powerful do you feel as you watch your squad wither away having fallen victim to a wily CM? Or when a friend falls in battle and all you can do is mourn him?
As a Doc combo youll have the POWER to give life as will as take it away ;-)
needless to say - i am EXTREMELY greatful for my friends/mates who are docs and i tip/treat them accordingly
i kept firstaid2 though, so bleeds don't bother me so much -
I got one totally different for you, but its a major asset if used correctly
SQUAD LEADER
the medic lets me heal my pet for 2500 average with good stim C every 12 sec. my stims go a lot farther witht hat medic setup than using straight stimB. so far i havent found anything worth spending the extra medic points in.
hokey080589,
I am Master Rifleman/Master Swordsman/Master Brawler. Iadded Swordsman for the added melee defense plus the ability to attack mind either at range or toe-to-toe. In PvE it is awesome. In PvP, it is not as strong a defensive build as some others, but it is probably the strongest offensive build with ranged and melee combined. Both specialize in mind, and the Powerhammer and many other 2H weapons are medium armor piercing. Much of the advise you get on the Swordsman boards works for Rifleman and vice-versa. I added Master Brawler to the mix for the 20 second area effect delay from Warcry2, the improved Intimidate2, and especially for the KnockDown that comes with Lunge2.
I can dizzy with Flurryshot2, Hit3, or AreaAttack3 then Lunge2 to knock them down for a Dizzy/KD combo.
Or, I can attack mind with my rifle until they get close, then pull out the powerhammer or other 2H sword and continue to pound away on the same targeted pool.
If the battle starts close, I can start attacking mind with the PH and switch to rifle when they run. For random pool attacks and multiple targets, it is Strafeshot2 at range and Areaattack3 for melee.
Nyyxx,
You are only partly right on the "reason to go 2H." The extra mind bleeds are nice, but a lot of the time, they are unnecessary. In a normal situation, you would set the ranged mind bleed, then start attacking with Headshot2 or Headshot3 (the latter if mind buffed). If you started at the proper range, and kited them, if they get to you, there will be very little mind left to bleed, and switching to 2H is more to pickup your melee defenses and continue directly attacking mind rather than wasting time trying to set a bleed that will not take for 20 more seconds. If I have done my job, on most targets, the fight should not last another 40 seconds. Why 40? Because for the bleed to pay off, it has to tick off twice. If it only ticks once, you may as well have just hit it with a non-bleed attack.
Conversely, if the battle starts out at melee range, I can set the bleed with my Powerhammer, the attack mind with HeadHits. While I could try to set more bleeds with the rifle, standing at close range is our worst accuracy. It is better to get multiple hits with the melee weapons than to waste time missing trying to set bleeds that will not take for 20 seconds and taking more damage at the same time. If they stay in melee, I simply kill them with 2H. If they try to run, I then switch to rifle, and continue to attack mind as they try to now kite me. Again, if they run, it is because they are already hurting for mind, and there is little point in setting more bleeds at that point.
So yes, not having stacking bleeds will hurt Rifleman/Swordsman combos (as it will Pistoleer/Fencers and Carbineer/Polearms) more than most other professions, but that is only going to matter forsuper high level mobs, and for them, I would probably use Concealshot in that case any way.
Rifleman / Commando is quite a brutal combo. However, after mastering both (and marksman for commando req's) you will only have 18 points left. But thats good for Novice medic and Diagnostics 1.
The thing I like most about the combo is that flamesingle2 and flamecone2 are easy on the HAM cost, so if you find that you are running low of mind, close the distance, and hit with the flamer. Additionally, the flame DOT tends to work greatwith Strafeshot2. (I seem to find that strafe2 hit the health bar most).
I have also found that just having the flamer in your hands when melee folks come rushing will sometimes make them think twice about getting closer that 15m. Of course, with the super-defense-stackers, you will likely not be able to hit them with the flame, but many others it will work well against.