Rifleman Archive
Thread: MP and Smugler or Carbineer and BH. Wheres the Riflemen and other profession???
Cpl_Fisher wrote:you can also go master rifles, CM 4/0/04 doc 4/0/3/0 wich allows you to cure states, dots, and dish dots out.
Exactly my template... with speed cap it works out very nicely
I have 510 tick single mind poisons... a 600 tick area mind poison, a 312-549 damage T21 rifle, speed cap, head shot 3, and thakitillo, it normaly takes a group or single jedi to take me down
Then if I bring along my fencer/doc friend and pikeman friend, we are a very good team.
Message Edited by blackgunz on 01-14-2005 02:20 PM
As mentioned Master rifles and Combat medic: Poison, Disease, mind shot 3. Downside, do defences but you shouldnt get that close to them anyways
My template Master Rifles Master Pikeman xx4x pistols and master FS combat prowess. Two very good professions for Pvp and Pve ( i use pike more than rifles for pvp) Good defenses and good damage. Ranged&Melee Mit and can hit ranged and close up. Downside I cant keep my TKA meditate tree
Pistols + Smuggler (chock full of that "in your face" action and sneaky defenses)
Carbines + BH (great for that "suprise! I'm taking you down" player. Lots of stat changing and AOE attacks)
Rifles + Commando (for when it absolutely positively has to be destroyed RIGHT NOW, all damage and only enough defense to get by on).
Please note that I have chosen to ignore the balancing issues and have listed the proffessions that I feel most compliment each other due to thier supposed roles and definitions in the game. As such, I feel these professions should benefit each other more than other professions taken with them, but the player should not be penalized by not playing both.
Excess3 wrote:
all "balancing" aside i think the field should look like this:
Pistols + Smuggler (chock full of that "in your face" action and sneaky defenses)
Carbines + BH (great for that "suprise! I'm taking you down" player. Lots of stat changing and AOE attacks)
Rifles + Commando (for when it absolutely positively has to be destroyed RIGHT NOW, all damage and only enough defense to get by on).
Please note that I have chosen to ignore the balancing issues and have listed the proffessions that I feel most compliment each other due to thier supposed roles and definitions in the game. As such, I feel these professions should benefit each other more than other professions taken with them, but the player should not be penalized by not playing both.
This should be the way it is with every profession. Player skill IMO should be the determining factor and not template. The template is there to cater to your play style, but the more experienced player should be the one to win in PVP fights. Hopefully this is how they are making the Curb change gameplay. And take out uber dot and legendary weapons from pvp...can't have that stuff.
HarlequinMK19 wrote:
KeithRogers wrote:
Hey Pistol adn carbine users have other professions where they cna learn extra moves. Why cant use riflemen have one? I already thoguht of a few. But come on give us some wacky extra abilitys. BH gives carbine and pistol usesrs some cool moves like fire knockdown, and Torso shot. Give us a 2nd profession taht lets us use are rifle Xp for stuff.
Honestly, we're pretty darn good on our own, but I do agree that a complementary profession would be a nice idea. Truth be told though, Rifleman is a great offensive combat profession. We might have crappy defense, but that's the comprimise that we make in order to deal heavy damage. As for a secondary profession though, we may be getting paired up with Bounty Hunter and/or Commando.
Assassin - Mission terminals for high ranging NPC's that need to be kills. They could even be part of Faction Assassin missions. Liek a Rebel surface marshall with some commando body guards.
-3 colums for rifleXP with 3-5 New skills?
-1 colum for a assassin xp, Like the Bountys investogate
( adds +1 missions and such )
"A heavy Weapons specialist" (need a name) Like when they open the battlefields up in patch..o lets say 23 ..hopefully sooner.... These guys could use Larger Rifles placed by Artisans on the battlefields. They weapons kinda like turrets have a control (on them ) that they use . They'd be immobile of course other wise why not just run around with a t21. But you guy get ti liek the big connons on Battlefront and stuff.
This is really the realm of the Commando. The poor Commandos are so gimped that I'd feel bad if we took anything more from them...lol. The combat balance may unite Commando and Rifleman, as many Commando players have been requesting a rifle to add to their arsenal though. As far as heavy support guns go, I don't think that they have any place in the Rifleman's template. We are snipers and frontline soldiers, not heavy support.
I have other ideas but its like 1 am and im tired. But what you guys thing. I would love to ahve a Riflemen knockdown, a few extra attacks, and the abilily to show that being a riflemen is not jsut for a PVE fest.
Rifle is a PVE fest? You must not have a template worked out... /chuckle. Rifleman is one of the deadliest PvP templates out there, if you know how to construct it the right way. I'm no pro in PvP, but I do okay for myself as a Master Rifleman...of course, that's only one part of my overall template. We might not be the best in PvP...Defense stacking melee' fighters and Combat Medics own that realm...but we're by no means gimped in the PvP realm. You just have to learn to fight in PvP as a Rifleman; that's half the battle.
blackgunz wrote:
Here is your answer, Rifleman, DOCTOR and Combat MedicMessage Edited by blackgunz on 01-14-2005 08:56 AM
Edited for truth
and now, I have been taking up Swords, as dropping ALL of marksmen allowed me more Skill Points to play with. I am curremtly Master WS, Artisan 4/0/3/0(have to have ONE vendor), TKM, Brawler 4/0/4/0, and Swordsman 0/2/2/3, with skill points enough to get to like 0/4/2/4 in Swords. I like this template, all in all, even w/ not being able to heal myself aside from meditation.
BUT!!... I MISS rifles, very much. I have a guildmate that is TKM/Master Rifles(speed-capped) and he swears by this combo for PvP, PvE, whatever. I have especially missed rifles as I see all the excellent Rifles I have been making. If/when I return to this profession, I WILL be one of the better equipped wookiees on Kauri, I am sure. LOL blah blah blah you say? well, here is the point: I have been thinking much of late what might go well w/ Rifles and above I read the answer... RANGER... That seems like it would truly rock, mixing ranger's stealth and Terrain Navigation and tracking w/ a couple UBER rifle attacks seems like it might just draw me OUT of being a smith
Sorry to go on so long, and thank you for reading
KeithRogers wrote:
Hey Pistol adn carbine users have other professions where they cna learn extra moves. Why cant use riflemen have one? I already thoguht of a few. But come on give us some wacky extra abilitys. BH gives carbine and pistol usesrs some cool moves like fire knockdown, and Torso shot. Give us a 2nd profession taht lets us use are rifle Xp for stuff.
Assassin - Mission terminals for high ranging NPC's that need to be kills. They could even be part of Faction Assassin missions. Liek a Rebel surface marshall with some commando body guards.
-3 colums for rifleXP with 3-5 New skills?
-1 colum for a assassin xp, Like the Bountys investogate
( adds +1 missions and such )
"A heavy Weapons specialist" (need a name) Like when they open the battlefields up in patch..o lets say 23 ..hopefully sooner.... These guys could use Larger Rifles placed by Artisans on the battlefields. They weapons kinda like turrets have a control (on them ) that they use . They'd be immobile of course other wise why not just run around with a t21. But you guy get ti liek the big connons on Battlefront and stuff.
I have other ideas but its like 1 am and im tired. But what you guys thing. I would love to ahve a Riflemen knockdown, a few extra attacks, and the abilily to show that being a riflemen is not jsut for a PVE fest.
Go read the Pistol and Carbine forums about this. They hate this and for good reason too. Probably one of the worst ideas the dev's came up with when designing Pistoleers and Carbineers.
Edit - Sorry for the double post in this topic. Obviously you can see that it's not one of my favorite discussions and that I have very strong views about it. lol
Message Edited by XwingRogue3 on 03-03-2005 08:39 PM
Va-Mei wrote:
If Rifles were to be paired up with any other profession, I would be wishing for ranger.
1) I kinda disagree with your point 1- Both Commandos and Bounty hunters currently have rifles and they both require you take rifles 4 from marksmen. To say they do not deserve to have them is to deny they fact they have the same prereq in that area as we do. The Light Lighting Cannon is a Rifle in the combat spam and the Acid Rifle - well is a rifle - they both give heavy weapons xperience now but what if they gave rifle experience like the pistol from bh gives pistol exp and the carb gives carb experience?
SickSix wrote:
Va-Mei wrote:
If Rifles were to be paired up with any other profession, I would be wishing for ranger.
/high5 *****
Yes, that is how it should go, because
1: No other profession can justify needing/using rifles(if BH got it, then you might as well make BH the only elite profession after marksman. like Scout/Ranger)
2: Ranger desperately needs some sort of offensive mods/skills
3: Ranger and Rifleman are a perfect fit!
However, you people keep bringing up AP and specials that target current HAM bars...............This is severly flawed.
There will be NO MORE AP!!! And most likely no targetable hams.... infact, there will most likely only be 1 ham bar with 2 secondaries.(because specials will use a time bar, that is not targetable or healable/buffable)
Rifle man, only work so great now because everyother ranged profession is completely borked! We are NOT ub3r! we just work and no-one else does.
After the CU, we should be able to put out pure damage, and be able to switch between all three types of attacks(focused, normal, and whatever the other type was), but we will be slow most likely and probably even more poorly defended than we are now. BUT, we should be able to kill most things by the time they run the 120m to get to us. if they do get to us, we're most likely dead on the spot.