Rifleman Archive
Thread: Rifleman Templates
sanmonroe wrote:
I like Mrif/TKM/4040 commando with all 4 force sens melee def
195 melee (225 w/rif or flamethrower/rocketlauncher)
185 ranged (215 w/rif FT or RL)
50% reduction in all damage taken
+500 health from self buff
when you need to get around you can buff def by +500 (can't use while fighting witha rifle)
Never pay for armour again!
Message Edited by sanmonroe on 05-09-2005 03:51 AM
Hmmm so there is hope for me adding TKM to master rifles now. Was thinking it wasn't going to work out too well.
Coolness!
Ackehece wrote:
Hmm not sure I would amp my melee defense as my first priority. Increased Accuracy, Speed, Ranged defense would be my priorities. As a rifleman no matter what we do we will not match a puretanks ability to take melee damage but with proper ranged skills you can keep melee from ever getting close to you so the melee damage should not be worried about to much (of course if something spawns on top of you... ouch).
Jedimd wrote:
sanmonroe wrote:
I like Mrif/TKM/4040 commando with all 4 force sens melee def
195 melee (225 w/rif or flamethrower/rocketlauncher)
185 ranged (215 w/rif FT or RL)
50% reduction in all damage taken
+500 health from self buff
when you need to get around you can buff def by +500 (can't use while fighting witha rifle)
Never pay for armour again!Message Edited by sanmonroe on 05-09-2005 03:51 AM
Hmmm so there is hope for me adding TKM to master rifles now. Was thinking it wasn't going to work out too well.Coolness!
It is fun. Plus if something charges you click on your knucklers, click on COB for +500 defense and a total of 75% damage reduction or so, hit armour break, click rifle, watch the PAIN!
dkenobi wrote:
I've been looking intodifferent templates using the program Ackehece recommended to me (thanks again) and my biggest goal as a Rifleman is to increase Melee Defense. Here aresome templates I looked through (I kept track ofonly GRA, GRS, RD, and MD)
MRM / MBH / P0404 / FS Ranged Accuracy / Fully Clothed in BE Clothes +16 melee/ranged defense
- General Ranged Accuracy +227
- General Ranged Speed +55
- Ranged Defense +235 +64 = 299
- Melee Defense +165 +64 = 229
Thanks for your posts heresanmonroe! I've beenreading and searching the forums as to all this and you provided me with the info I wanted. Thanks again!
sanmonroe wrote:
Jedimd wrote:
sanmonroe wrote:
I like Mrif/TKM/4040 commando with all 4 force sens melee def
195 melee (225 w/rif or flamethrower/rocketlauncher)
185 ranged (215 w/rif FT or RL)
50% reduction in all damage taken
+500 health from self buff
when you need to get around you can buff def by +500 (can't use while fighting witha rifle)
Never pay for armour again!
Message Edited by sanmonroe on 05-09-2005 03:51 AM
Hmmm so there is hope for me adding TKM to master rifles now. Was thinking it wasn't going to work out too well.
Coolness!
It is fun. Plus if something charges you click on your knucklers, click on COB for +500 defense and a total of 75% damage reduction or so, hit armour break, click rifle, watch the PAIN!
I was this before and after cu...
MRM/MCH/Pistoleer x/x/3/x
Pistol pre-cu was for defenses.. now I use it for the intim shot to help my pets out.... been workin good.
Warmaker01 wrote:
Trying out now:
MasterBounty Hunter/ Master Rifleman /Pistoleer 0404
* General Ranged Accuracy +215
* General Ranged Speed +55
*Melee Defence +165
*Ranged Defense +235
Pros
+ Hard hitting power at long range.
+ Good accuracy and fast enough. In this day and age of SWG, accuracy for a developed combat character is more important over speed. But that's my opinion.
+ Access to Rifleman's good single target specials.
+ Access to Bounty Hunter's significant Mods and flexible Specials.
+ Good Ranged & Melee defenses.
+ Terrain Negotiation is IMO, an underrated skill. With Exploration IV from the BH Prerequisites, our movement on rough terrain is good to go. Combined with the specials to control the target via BH and Pistoleer, our ability to maintain a safer distance froma target is greatly increased. Keep the opposition at our favored 50-64m range.
Cons
- No Medic. Total reliance on excellent Stims which have timers!
- The virtue of the Rifleman: Attract aggro's like it's cool.
+/- Potential access to stealth and additional lethality if Cover, Sniping Shots,and Conceal Shots are made to work.
Message Edited by Warmaker01 on 05-12-2005 02:11 AM
- General Ranged Accuracy +190
- General Ranged Speed +70
- Ranged Defense +250
- Melee Defense +175
This is me and I think this is the best option. You have great accuracy, awesome speed and your defense is excellent.
MR/MBH/0/1/3/4 Pistoleer
general ranged accuracy: 185
general melee defense: 165
general ranged defense: 235
gives a wide range of specials, from the BH/Pistols side to the LLC of the BH. The terrain Negotiation might come in handy as well.
However, I am thinking of changing it to MCM/MR with moving the left over skill points elsewhere.
Master Commando
Master Rifleman
Was 4000 Carbineer but my FS skills are now only 3 boxes off unlock so droped em to make some room for SP. Plasma Flamer + Advanced Headshot = Much giggling
Can out heal Jedi damage in good armor, your group mates will love you, solid defenses and damage.