Rifleman Archive
Thread: IYO: Best profession to AUGMENT rifleman
With a Doctor/rifleman combo, you can buff yourself everytime, and just take Muon gold for your mind if an entertainer is not around. Spam any special you'd like and watch the enemy die. It's simple as that
Master Marksman / Master Sharpshooter / Master Teras Kasi / Novice Medic (0 - 1 - 0 - 0)
Unmatched in PVP. Ive had insane kill ratios wandering through Theed laying waste to anything with an overt status.
Rifleman is the more powerful of the two, so i try to engage my targets at range. However there will always be an instance when someone manages to get close, in which it was easy to tap 'x' which immediately equipped my VK and switched to my TKA hotbar. KD2 + Unarmed Hit 3
Also Powerboosting after Muon Gold will ensure your gold downer isn't so severe. Although it does mean you will be relying on your TKA skills until the downer has passed.
I recommend that combo to anyone. TKA is a hell of a lot of fun, as well as being incredibly self sufficient.
Working on TK / sniper and I really recommend it. I'm about halfway through TK and just starting with rifles (1102) but they go very well together, for all the reasons people have stated above.
One thing that nobody's mentioned is that the two styles of fighting are so different that each can become a welcome break from the other, particularly when you're grinding xp. You have you choice of a wild free-for-all with fists and feet flying or a steady, choreographed, tactical battle. The beauty of it is that you get to choose which you want (in PvE, anyway) and when to switch. You have so many options it's always a good time.
I'm at, finally, 0-1-0-1 Rfileman and Novice Pistoleer, and am finding that this template works well for me. I'm gonna go for some smuggler skills too. I can plunk the hell out of things at range, and still have decent power in close when I switch to my FWG5. Seems to work well. Of course, I have a bunch of scout skills also which help with terrain negotiation. Leveling up unarmed has been a bitch though. I prefer a blaster to fists and feet.
I pretty much want smuggler for feign death and to make money slicing. Master Ranger is enticing, and I miight give that a shot at some point.
KardenTyrell wrote:
Im trying Rifleman/Ranger and Squadleader atm..how itll work out...Cu guys later about that =P
Nice, I used to run Strategist under Squad Leader along with rifleman. I have a spray stick that does poison and if I used steady aim, volley fire and flurry shot with the spray stick I could incapp myself in a few seconds. Depending on the group size, helmet, and rifle I could drop the incapp time to one second. Made for a nice Squad Leader to be incapped after the first round of fire.
Currently I'm 1 box away from master rifleman and a 4/0/4/0 ranger along with 2/0/0/0 medic. This combo allows me to hunt players and heal myself as long as I can hit the stim quick enough.
When im not with my guildies, and im around just normal every day joes in theed or whatnot, i like to roleplay. Just to warn you prior, im not telling you HOW to roleplay, just giving you my experiences here. I'm almost master rifleman 4-3-4-3, and i have 2-1-2-1 in ranger and novice medic. I really think thats a great combo for roleplaying and definately another great solo template. For instance, yesterday i ran through the entire warren with just maskscent on, and completed the 2 badge missions there.... no sweat. Today i just completed the Vacca badge mission running across endor with maskscent and using areatrack to find the enemies i had to kill. Just seems like a really nice, streamlined compliment for rifleman to me. Im hoping the range increases for the areatrack though, so i can see things just a little further away
. Then i'll be able to do the Mark of Intellect and Altruism with ease XD
Just a few cents from a half pint such as myself
ZechtWisto wrote:
Right now im heading towards Master Rifleman/Master Ranger... and according to the skill planner that leaves me with 18 skill points leftSo i think i'll just try to take up a little pharmacology in the medic tree so i can use stim b's. If worse comes to worse i'll drop Ranger and get doctor.
That is what I'm doing. I not doing the doc bit tho, I'm getting as much CH as I can to have a decent pet to hold the mobs in one place and AoE spam. You already have the prereqs for CH and it's not all that much more to get a decent pet on the side. Better to heal the pet with stims that anyone can use then to have to get med and heal yourself. The pet will have more HAM then you will, and you can tune your own HAM for rifle use only.
Just a silly thought...
Weird... nobody mentioned my build at all, then again, it's strictly PvE, in a group.
You can have Master Combat Medic and Master Rifleman with a 4/1/1/4 Marksman tree for using all 250 skill points. ![]()
Advantages:
- Combat Medic can use poisons, so if Mindshot2 isn't enough mind bleed, you can always poison your target as well. Poison throwing (for my packs) is limited to about 35m, so it usually is easier when I have a tank, or just poison everyone (Mind Area C... mmm... delicious...) and run when soloing. Wait for the aggro to go away, and then crawl back up and Headshot2 when they have 1 mind HAM left. Basically, fire and forget. I solo'd the Act 2 badge with just 4rifles from Marksman and some good poison. Without armor.

- Master Combat Medic gets +50 terrain negotiation from the Support Tree and Master.
- Large mind pool for being a medic already done
- Groups: Can use Area C Stimpacks to keep players alive, and Ranged E packs (Heal for about 2k damage) on pets to keep them alive.
- Combat Medics get a cool skill at Ranged Speed Healing IV called Healmind: sacrifice 40/41/42 mind wounds to heal someone's mind pool. Again, keeps everyone alive and not down for the count with a mind HAM incap.
Disadvantages:
- Healing people takes the Mind HAM you need for specials
- Not being a Doc, you can't buff yourself
- You rely on other people for tanks, and you have to be careful when something aggro's you and comes to kill you. Warning shot 1 rarely helps.
- Using Healmind extensively. It EATS mind pool regen and specials. Can't use Healmind on self.
That's about all I can think of at the moment... Just got out of a final ![]()
The following directly help my ability as a Rifleman:
Scout 1000 helps use higher ground, which actually helps a lot, as it should!
Medic 0030 for Stim-C use. This is very important for me because as a Mon Cal, I only have 645 health. My staying power in the frontline is very limited. I often need to retreat and pop a heal, to come back.
Marksman 4004 for suppression fire. Best thing out there to get mobs off my back. Warning shot won't cut it.
I hear Combat medic or doctor goes very well with Rifleman, though I wouldn't know about that.