Rifleman Archive

Thread: Critique My Template

Laeren
Wed May 05, 2004 5:32 am
#14

Here's a modified idea:


TKM

Master Rifle

0041 Pistoleer

0130 Medic (Stim C's)


Block +70
Combat Equilibrium +55
Cover +80
Defense vs Blind +60
Defense vs Dizzy +55
Defense vs Knockdown +70
Defense vs Posture Change +80
Defense vs Stun +65
Injury Treatment +5
Injury Treatment Speed +20
Medicine Use +30
Melee Defense +112
Pistol Accuracy +55
Pistol Speed +36
Ranged Defense +119
Rifle Accuracy +160
Rifle Accuracy While Moving +10
Rifle Aiming +100
Rifle Speed +90
Unarmed Accuracy +205
Unarmed Damage +245
Unarmed Speed +115
Unarmed Toughness +57
Rifle Concealment Chance +100
Unarmed Center of being duration +30
Defense Acuity +81
Unarmed Center of being efficacy +90

The added bonus is the variety of damage types available:

Energy, Kinetic, Stun, Heat, Acid, Cold

Sure, not the most accurate with the pistols but it's still an option...





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WookieRebel
Wed May 05, 2004 7:01 am
#15

Alertness +10
Block +150
Carbine Accuracy +10
Carbine Speed +5
Combat Equilibrium +30
Cover +80
Defense Vs. Blind +100
Defense Vs. Dizzy +100
Defense Vs. Intimidate +20
Defense Vs. Knockdown +110
Defense Vs. Posture Change (Down) +110
Defense Vs. Stun +60
Dodge +115
Melee Defense +124
One-handed Center Of Being Duration +16
One-Handed Center Of Being Duration +2
One-Handed Melee Accuracy +50
One-handed Melee Center Of Being Efficacy +65
One-Handed Melee Speed +25
One-handed Melee Toughness +32
One-handed Weapon Accuracy +40
One-Handed Weapon Accuracy +60
One-handed Weapon Speed +60
One-Handed Weapon Speed +5
Pistol Accuracy +55
Pistol Speed +30
Polearm Accuracy +70
Polearm Center Of Being Duration +11
Polearm Center Of Being Efficacy +45
Polearm Speed +35
Polearm Toughness +18
Ranged Defense +148
Rifle Accuracy +160
Rifle Accuracy While Moving +10
Rifle Aiming +100
Rifle Concealment Chance +80
Rifle Speed +90
Taunt +10
Two-handed Melee Accuracy +10
Two-handed Melee Speed +5
Unarmed Accuracy +10
Unarmed Damage +10
Unarmed Speed +5






Jezek//Trickshot

KindredUK
Wed May 05, 2004 8:40 am
#16

But no room for medic on that last one...






Kindred
Unlocked 2004-05-12
ItalianJediLord
Wed May 05, 2004 9:32 am
#17

Go Master Rifleman / Master Doctor / Novice Scout


israiley
Wed May 05, 2004 1:01 pm
#18




heres a comparison of master rifleman /tkm and master rifleman/ master fencer with master marksman and something ive been working on, master rifle/master swordsman/ fencer 3000/pistoleer 0040


w/ M fencer w/ tkm MR/MS...


ranged def156 132 143

melee def116104114

def vs dizzy50 15 70

def vs kd 502075

def vs posture change80 6060

def vs stun 1025100

def vs blind 50 2060



Message Edited by israiley on 05-05-2004 01:19 PM



rail

"Well sir, although I may not agree with what you say, I'll defend to the death your right to say it."
-Voltaire/Peter Griffin
Silti
Wed May 05, 2004 2:38 pm
#19






ItalianJediLord wrote:

Go Master Rifleman / Master Doctor / Novice Scout








this one.
retro78
Wed May 05, 2004 4:25 pm
#20

What do you guys think of my current template?


Master Swordsman


Master Rifleman


TKA 4-1-0-3


Marksmen 4-0-0-4


I have been doing mostly PVE but want to change to PVP.


retro78
Wed May 05, 2004 5:34 pm
#21

Thinking of switching to:

Master Rilfleman

Master Fencer

Marksmen 4-0-0-4

Pistoleer 3-0-4-1
CyberBob123
Wed May 05, 2004 8:44 pm
#22






Silti wrote:





ItalianJediLord wrote:

Go Master Rifleman / Master Doctor / Novice Scout








this one.





you can actually get 1 box in scout, i recomend 1/0/0/0 for the terrain negotiation, the hunting box isnt worth it cause you only get a couple more units of meat.






--Felyn Iciza--
Vendor's outside Imperial Outpost, Talus -2371 2502

FicoFeafip
Wed May 05, 2004 10:57 pm
#23






Laeren wrote:




UWSkeletor wrote:





Laeren wrote:

Here's my new upcoming template:


TKM

2444 Rifleman

0030 Medic

0440 Fencer


Any thoughts?





I'm not sure what you are aiming for with this one, looks kind of goofy to me. Is this a pvp or pve template? I think you should change it to master rifle, then for fencer take how ever many boxes in the first line you need to max out ranged/melee defense, I think you may only need 2400 fencer. The third line in fencer grants dodge bonuses right? Does it give anything else? If it's just dodge, forget about it. If it also grants some state defenses, I still think you'd be better served getting master rifle and capped ranged/melee defense. Course you'll probably have to drop some medic to do that.




Yeah, I'm going for Status Defenses cuz I hate getting statused:


Block +70
Combat Equilibrium +55
Cover +80
Defense vs Blind +60
Defense vs Dizzy +55
Defense vs Intimidate +20
Defense vs Knockdown +70
Defense vs Posture Change +110
Defense vs Stun +25
Dodge +90
Medicine Use +30
Melee Defense +117
Ranged Defense +117

As you can see my melee and ranged are very close to maxing with this template.






Hm, this template has the same problem that I've noticed in many templates so far. It is important to remember that each defence mod is tied to the weapon tree type it comes from (dodge from fencer/pistoleer, block from rifleman/pikeman, etc.). By picking up fencer's dodge mods and then going and picking rifleman which has a completely seperate mods (block, which is broken) you are basically gimping yourself. Those dodge mods are completely useless unless you are using 1 handed weapons which you are definately not going to be doing due to the fact that fencer is NOT mastered and TKA is. Understand?


Furthermore, you are slightly less defended due to the fact that you don't have a master ranged proffesion and thus don't have ranged mitigation 3.


Here's a good template that has better defences, a ranged and a melee stun weapon, and two KD moves. Plus, the defence mod stacks between them so that you are getting the most bang for you SP.


Master Pistoleer

Master Fencer

2/3/0/2 TKA

Novice Medic


You get:


Capped Dodge (which will work while you are using either your pistol skills, geo pistol anyone?, or fencer skills, hello stun baton!)

Capped Melee Defence

91 Ranged Defence

100 vs Posture Change

90 vs Blind

120 vs Knockdown!!

85 vs Dizzy

Ranged and Melee Mitigation 3 and more...


Course, I'm a Master Rifleman/Master Doctor and thus don't have to worry about status effects at all since I just heal them as soon as they become a hinderance. Nothing gets an all melee character more pissed in a duel than healing his dizzy and intimidate over and over. I imagine kiting him with a Jawa while shooting non-stop at his head doesn't help much either....
PsychoticChipmunk
Wed May 05, 2004 11:07 pm
#24

Bringing up the necessity of medic, has anyone tried out the new med pack droids? Do they pretty much remove the need of having novice for stim b's as long as you don't plan on PvP'ing much of course. Then the droid would go down in 2 shots and you'd be screwed



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UWSkeletor
Thu May 06, 2004 6:59 am
#25






PsychoticChipmunk wrote:
Bringing up the necessity of medic, has anyone tried out the new med pack droids? Do they pretty much remove the need of having novice for stim b's as long as you don't plan on PvP'ing much of course. Then the droid would go down in 2 shots and you'd be screwed






I believe you need to have novice medic to use the droid, so they sound useless to me. Unless you are grouped with someone who has novice medic anda droid I suppose...



_________________________________________________________
s postcnt=postcnt+1
Skel Etor
Valcyn
Master Sharpshooter

PsychoticChipmunk
Thu May 06, 2004 7:45 am
#26






UWSkeletor wrote:





PsychoticChipmunk wrote:
Bringing up the necessity of medic, has anyone tried out the new med pack droids? Do they pretty much remove the need of having novice for stim b's as long as you don't plan on PvP'ing much of course. Then the droid would go down in 2 shots and you'd be screwed






I believe you need to have novice medic to use the droid, so they sound useless to me. Unless you are grouped with someone who has novice medic anda droid I suppose...





I thought it was just get someone with pharm 4 to fill it up when empty and that's all as far as skill is required. But I can sorta understand the novice medic req. After all only smugglers and BH's are able to wield the explodey droid right?



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