Rifleman Archive
Thread: Rifleman Vision Program (RVP)
-- Category #1: Offense/Defense --
Option #1: 90
Option #2: 10
-- Category #2: Specials --
Option #1: Bleeds/Wounds - 20
Option #2: Delays (like warcry/panic shot) - 20
Option #3: Snares - 20
Option #4: Knockdown
Option #5: AE attacks - 20
Option #6: Intimidate
Option #7: Stun - 10
Option #8: Blind
Option #9: Dizzy - 10
Option #10: Other Affects (please explain)
-- Category #3: Defensive Abilities --
Which of the following should be the most effective of Rifleman defensive abilities.
Option #1: Melee Defense
Option #2: Ranged Defense - 50
Option #3: Counterattack/Block/Dodge - 40 (block)
Option #4: Toughness
Option #5: Active Defensive Abilities - 10
-- Category #4: Weapons --
What should be the priority on Rifleman weapons:
Option #1: Damage - 35
Option #2: Speed
Option #3: Armor piercing - 30
Option #4: Accuracy - 35
Option #5: Other (explain)
-- Category #5: Group Roles --
When you are in a group, what role do you think that you as a Rifleman should fill:
Option #1: Tank
Option #2: Damage dealer - 70
Option #3: Crowd Controller - 30
Option #4: Utility
Option #5: Other (explain)
Might as well post my idea of the Rifleman, too.
-- Category #1: Offense/Defense --
Option #1: Offense 85
Option #2: Defense 15
-- Category #2: Specials --
Option #1: Bleeds/Wounds 35
Option #2: Delays (like warcry/panic shot) 15
Option #3: Snares
Option #4: Knockdown
Option #5: AE attacks 50
Option #6: Intimidate
Option #7: Stun
Option #8: Blind
Option #9: Dizzy
Option #10: Other Affects (please explain)
-- Category #3: Defensive Abilities --
Option #1: Melee Defense
Option #2: Ranged Defense 75
Option #3: Counterattack/Block/Dodge 15
Option #4: Toughness 10
Option #5: Active Defensive Abilities
-- Category #4: Weapons --
Option #1: Damage 60
Option #2: Speed
Option #3: Armor piercing 20
Option #4: Accuracy 20
Option #5: Other (explain)
-- Category #5: Group Roles --
Option #1: Tank
Option #2: Damage dealer 60
Option #3: Crowd Controller 20
Option #4: Utility
Option #5: Other (explain) 20 (Pulling single mobs.)
Option #1: 90
Option #2: 10
-- Category #2: Specials --
Option #1: Bleeds/Wounds - 40
Option #2: Delays (like warcry/panic shot)
Option #3: Snares
Option #4: Knockdown
Option #5: AE attacks
Option #6: Intimidate - 20
Option #7: Stun
Option #8: Blind - 20
Option #9: Dizzy
Option #10: Other Affects (please explain)
-- Category #3: Defensive Abilities --
Which of the following should be the most effective of Rifleman defensive abilities.
Option #1: Melee Defense
Option #2: Ranged Defense - 75
Option #3: Counterattack/Block/Dodge - 25
Option #5: Active Defensive Abilities
-- Category #4: Weapons --
What should be the priority on Rifleman weapons:
Option #1: Damage - 50
Option #3: Armor piercing - 25
Option #4: Accuracy - 25
Option #5: Other (explain)
-- Category #5: Group Roles --
When you are in a group, what role do you think that you as a Rifleman should fill:
Option #1: Tank
Option #2: Damage dealer - 70
Option #3: Crowd Controller - 30
Option #4: Utility -
Option #5: Other (explain)