Rifleman Archive
Thread: OUT OF DATE FAQ (some good info still here but most rifle info is precu)
Dakccoathania
Tue Jan 04, 2005 2:10 pm
#79
Ackehece wrote:Rifle Speed is the most sought after as it can literally double your damage output (+7 rifle speed is all we need to cap as master rifleman)
Disregard, found the answer on page two...
Ackehece wrote:MRM by self you would need +7 with riflespeed tapes , with marksmen to cap you would need +2
Message Edited by Dakccoathania on 01-04-2005 01:24 PM
TrueBoom
Tue Jan 04, 2005 9:26 pm
#80
And Spellweavers, Stalkers, and Protectors just happen to drop the best loot, outside of Elders...
Ackehece wrote:
Spellweavers, Stalkersand Protectors have 100% resist toall forms of attack by rifleman and therefore are totally immune to rifleman.
DarthMarksman wrote:
Asa Rifleman, what Nightsisters should I run from that I cannot hurt? Sorry if this has been asked previously.
btw: Sing Mountain Clan are not immune to rifleman and drop similar items _ but you feel evil when fighting them ^_^
pikeman411
Wed Jan 19, 2005 6:22 pm
#81
thank you i was looking every were to see what you needed to speed cap rifelman with
Ackehece
Sun Jan 23, 2005 12:16 am
#82
BOWCASTERS are for WOOKIEES
Can only be made by wookiee weaponsmiths
Can only be used by Wookiees (they have the only cert for it)
- Energy damage
- Innate cert so can be used at marksmen or even without marksmen.
- This is probably the best rifle for wookiees to use until they get an E11 rifle cert or laser rifle certification
- they can be looted currently with dots
- they can be enhanced with loot items
Matamos
Tue Jan 25, 2005 8:49 am
#83
Wow, this thread is a must read for any new Rifleman and old one too.
Great job guys and thank you.
WolfBloodrunner
Wed Jan 26, 2005 12:43 pm
#84
I thought I would add my own input to this AWESOME thread. I've been playing SWG for quite some time (started roughly three months after launch) I've done many of the combat professions and by far the most fun I've had is as a rifleman.
- If you like hunting on Dantooine (pikets) or Lok (snorbals) The Warning shot trick was mentioned, but I don't think expanded upon enough. I've since gotten away from this but for new players who have a desire to take out a pretty big charging beast....I used to kite them by the group, either pikets or snorbals (but works on most other big creatures too like rontos). Take the ranged support line in marksman. Walk up to your first mob, warning shot it, in fact, spam warning shot until you've hit it about 6-8 times, you'll notice it will charge back and forth as if confused. If you get aggro from other mobs, alternate mobs and click warning shot, you can do this until your combat que is filled, this will keep your mobs running back and forth, btw, DONT STOP, keep moving, if you get in trouble burst run, eventually all four or five mobs you're shooting will start WALKING. Now you can just stay out of the way, and focus on a single mob, if you have a mind bleed, apply it to all others and focus on one until it drops. AS I said, you'll get away from this trick as you get more experienced and can develop more advanced strategies.
- Often times you can come up on a piket spawn and you'll see when you target it from 70-80m out that it is laying down...this can be very fun....I took the 0004 line in rifleman because I had some combat xp banked from TKA, also, I used grenades to grind the last part of the line, easy combat xp, but expensive, there are plenty of posts that go into great detail so I won't list them. Back to the point....go prone at 70m out from the laying down piket, and crawl until you are 64m away....if it puts its head up to look around, wait until it lays back down, the trick here is to keep your eyes on its ham in the upper right corner of your screen, you'll see an the fimiliar illustration of a stick man laying down....now for the fun, hit it with flurry shot 1 a few times until the piket gets dizzy...now you'll see it will try to get up, and fall back down again, now bury it with whatever tools you have, mind shot2/3 or conceal shot, often times, you'll have it dead right where it was laying where you found it, occationally it will break the dizzy state and run for you, get into a kneeled position and keep firing. I've been able to do this trick single pulling one piket from a group, or using flurry shot 2 on a group of pikets laying down, and systematically taking them out with mind shot three. Also, this nice tool works for any mob you can creep up on laying down, I've done it on hurtonns and bols just to name a few....the nice part is you can do it unbuffed, just have some brandy and canape for fast mind regen, also make sure you have an emergency muon assigned to your hot key, you never know what might sneak up on you.
- if you are a rebel and you are brave, goto the Dark Trooper base on Naboo, there are spawns of ATSTs patrolling outside....conceal shot + T21, haven't tried it yet, but my rifleman friends tell me its fun to do.
- I'm not convinced about taking cover not helping you from getting discovered....I've been able to creep up on mobs at 64m out, go prone, then take cover, and rattle off about7-8 mind shot 3's before getting noticed, IF I get noticed at all.
There was more I was planning on adding, but I lost my train of thought....I'll add more later. Hope this is a decent suppliment to the already nasty post.
webTrog
Fri Feb 11, 2005 6:35 am
#85
Just Grinded to Master Rifle - I was taking it slow by hitting Sennex on Tant, which is really boring and requires the use of some defensive food until your ranged def and block get up there, or at least I needed some food - synthsteak and/or pikatta pie - something of that nature. I also tried going to a Stormie Spawn (Reb spawn could work) where you team up with a melee prof and spam flurry2 or other similar area attacks while he's/she's tanking. That was good xp for me. (but then a dark jedi knight and his pistoleer template hugger came and ganked us from out of nowhere - cant wait for the tef removal)
BUT - I made just about 250k xp in an hour(? I didn't actually count it up but you can do the math) soloing the Blue Leaf Temple on Yavin. I mastered in few days this way - someone could master in a day or two I suspect (from 2,0,0,4) or so if they didn't mind doing mind numbing sniping for many hours at a time.
You fight Dark Klickinik's here and you better come buffed and wearing comp armor. I tried with Ubese but somehow it's not as effective. You recieve about 4500+ xp from each one, if you go it alone speed and headshot3 is necessary - from my experience. If you do the grenade trick on quenkers and their lairs you can get 0004 pretty darn quick (30k+ combat xp a lair - this is a necessary evil to grind rifleman in my book - Rifleman stinks until you master and it's mostly becuase your speed really stinks). Then go to sennex or something and grind until you get headshot 3. Next I would try bring a melee prof freind and have them aggro the small clumps of 3 that are placed around the outskirts of the temple while you stand back and go prone and use flurry2 to your hearts content until you get a little more defense or accuracy and then you should be able to do this solo.
T21's work well. Some of the more powerful klicks, defenders and hunters (5k xp) have no resists to acid which is nice and if you have a Acid that has like a 4.0 speed you can do amazing things spamming those quick headshots. After you feel confident about your abilities and the layout and feel of the spawns you can forgo the melee pal and do it solo, get that headshot3 working as you lay prone back about 60m from a clump of 3 and your acid or t21 - whichever is faster - hopefully with at least a 4.0 speed on the acid if you use it (I have compared damages and effects of both of these - t21 does more damage to these klicks but the acid was quicker - bringing them down even before they reached me with their charge). This will enable you to get their mind about 3/4 of the way down before they (singly) start to charge you. **note workers will charge you alone BUT hunters will come in pairs even if you are using headshot on just one and hunters are deadly if you get too many on you***.
But the nicest thing about this place is if you manage to get inside alive - (go slow and try taking those out at the entrance one at a time) - is that the inside resembles a quarry. It's a big pit with a walkway running down along the edge. After you dispatch the one's guarding the entrance and make your way into the lip of this pit/quarry/temple go prone on one of those little outcroppings overlooking the pit. From there first hed3 the klicks around the lip of the pit. After that the real fun begins, if you haven't already and if you can, take cover now. Now start flurry2ing the 12+ klicks at the bottom. LOL - near 4224 I was taking cover here and not even being hit once, NOT ONCE >> i checked the combat log, from all the klicks spitting at you from the bottom. Have no fear they will not come up the ramp. Just like shooting fish in a barrel. This is the real bread and butter in here. It's like an instant 48k xp.
You can possibly just camp it here on the lip if you want bu the respawn isn't quick, and please note there is a klick that spawns like 5m from you if you do just camp here - but yo can kneel and hed3 him to death. I usually try just circling the temple outside, hed3ing the klicks, as they spawn in clumps of 3 at about 6 or more places around the peremiter of the temple. After that you can make your way inside again and grab the EZ 48k xp again.
It's really nice if you have a melee guy with you even just to help you get in and out of the entrance because of the harder guys there in close quarters but if you play it safe you can usually have no trouble getting in and out. Just make sure you use headshot when you are coming out of the entrance so as not to aggro all of them in the area - even if there are two or more on you - keep the headshot3 spamming and you take them down one at a time. I have cloned while aggroing three klick defenders on the way out before while on a muon downer which was a quick journey home. (6k roadtrip to get there).
Other things to be aware of :: The klick hunters and defenders occasionally give poison and bleeds to health but it shouldn't be a problem if you have a buff. Loot these things, you can get the glands - which i *think are for combat medics or some other part of the medic world. After you shoot all of the fish in the barrel there are 'piles of debris' at the bottom which you can open up and loot. I didnt get anything amazing but I did loot a nice hat and a ranged def +1 CA. Looking back, if I had a med skill it would have been nice. Being a Rodian with no mind stat bonuses I didn't where a helmet and did pretty good. Makes your mind regen much faster.
I apologize if this is a little hard to follow - my writing skills are a little garbled but I wanted to share this great place to grind. HAVE FUN
BUT - I made just about 250k xp in an hour(? I didn't actually count it up but you can do the math) soloing the Blue Leaf Temple on Yavin. I mastered in few days this way - someone could master in a day or two I suspect (from 2,0,0,4) or so if they didn't mind doing mind numbing sniping for many hours at a time.
You fight Dark Klickinik's here and you better come buffed and wearing comp armor. I tried with Ubese but somehow it's not as effective. You recieve about 4500+ xp from each one, if you go it alone speed and headshot3 is necessary - from my experience. If you do the grenade trick on quenkers and their lairs you can get 0004 pretty darn quick (30k+ combat xp a lair - this is a necessary evil to grind rifleman in my book - Rifleman stinks until you master and it's mostly becuase your speed really stinks). Then go to sennex or something and grind until you get headshot 3. Next I would try bring a melee prof freind and have them aggro the small clumps of 3 that are placed around the outskirts of the temple while you stand back and go prone and use flurry2 to your hearts content until you get a little more defense or accuracy and then you should be able to do this solo.
T21's work well. Some of the more powerful klicks, defenders and hunters (5k xp) have no resists to acid which is nice and if you have a Acid that has like a 4.0 speed you can do amazing things spamming those quick headshots. After you feel confident about your abilities and the layout and feel of the spawns you can forgo the melee pal and do it solo, get that headshot3 working as you lay prone back about 60m from a clump of 3 and your acid or t21 - whichever is faster - hopefully with at least a 4.0 speed on the acid if you use it (I have compared damages and effects of both of these - t21 does more damage to these klicks but the acid was quicker - bringing them down even before they reached me with their charge). This will enable you to get their mind about 3/4 of the way down before they (singly) start to charge you. **note workers will charge you alone BUT hunters will come in pairs even if you are using headshot on just one and hunters are deadly if you get too many on you***.
But the nicest thing about this place is if you manage to get inside alive - (go slow and try taking those out at the entrance one at a time) - is that the inside resembles a quarry. It's a big pit with a walkway running down along the edge. After you dispatch the one's guarding the entrance and make your way into the lip of this pit/quarry/temple go prone on one of those little outcroppings overlooking the pit. From there first hed3 the klicks around the lip of the pit. After that the real fun begins, if you haven't already and if you can, take cover now. Now start flurry2ing the 12+ klicks at the bottom. LOL - near 4224 I was taking cover here and not even being hit once, NOT ONCE >> i checked the combat log, from all the klicks spitting at you from the bottom. Have no fear they will not come up the ramp. Just like shooting fish in a barrel. This is the real bread and butter in here. It's like an instant 48k xp.
You can possibly just camp it here on the lip if you want bu the respawn isn't quick, and please note there is a klick that spawns like 5m from you if you do just camp here - but yo can kneel and hed3 him to death. I usually try just circling the temple outside, hed3ing the klicks, as they spawn in clumps of 3 at about 6 or more places around the peremiter of the temple. After that you can make your way inside again and grab the EZ 48k xp again.
It's really nice if you have a melee guy with you even just to help you get in and out of the entrance because of the harder guys there in close quarters but if you play it safe you can usually have no trouble getting in and out. Just make sure you use headshot when you are coming out of the entrance so as not to aggro all of them in the area - even if there are two or more on you - keep the headshot3 spamming and you take them down one at a time. I have cloned while aggroing three klick defenders on the way out before while on a muon downer which was a quick journey home. (6k roadtrip to get there).
Other things to be aware of :: The klick hunters and defenders occasionally give poison and bleeds to health but it shouldn't be a problem if you have a buff. Loot these things, you can get the glands - which i *think are for combat medics or some other part of the medic world. After you shoot all of the fish in the barrel there are 'piles of debris' at the bottom which you can open up and loot. I didnt get anything amazing but I did loot a nice hat and a ranged def +1 CA. Looking back, if I had a med skill it would have been nice. Being a Rodian with no mind stat bonuses I didn't where a helmet and did pretty good. Makes your mind regen much faster.
I apologize if this is a little hard to follow - my writing skills are a little garbled but I wanted to share this great place to grind. HAVE FUN
Message Edited by webTrog on 02-11-2005 05:50 AM
BHrulZ
Sat Feb 12, 2005 9:21 am
#86
Firstly, Id like to add my 'thumbs up' for this very informative FAQ. 
There is one question that doesn't seem to be covered, Stat Migration.
Ive begun to play a Zabrak & would love to hear some feedback on placement. As I recall all points should go into mind/focus/willpower.
Is this correct ?
Second Point: I have read a number of comments about gaining fast XP by hitting a Quenker lair & doing AreaShot 1. Ive tried this several times but my mind drains too fast.
Currently my stats are focused on mind, I usually have brandy & dance buffs. Ive tried hitting lair with helmet on/off etc.
Thankyou
SethlinNetril
Sat Feb 12, 2005 11:17 am
#87
Great faq people
One thing I have question on
In PVP what armor works best for us, meaning what parts need to be stun and what does that % need to be so its effective
Also what stats on the armor are best to look at, im looking for overall protection from kinetic and energy and i will have a PSG to add some stun as well
Is it best to have 2 sets, one for kinetic/energy/electric and one for stun, and other stats, or is there a different approach
webTrog
Sat Feb 12, 2005 2:03 pm
#88
Ive begun to play a Zabrak & would love to hear some feedback on placement. As I recall all points should go into mind/focus/willpower.
- from my personal experience, as a rodian (no mind related attrib bonuses) that you must put all your points, or close to it, into your mind or dont use specials... rendering rifleman useless =]
Second Point: I have read a number of comments about gaining fast XP by hitting a Quenker lair & doing AreaShot 1. Ive tried this several times but my mind drains too fast.
Currently my stats are focused on mind, I usually have brandy & dance buffs. Ive tried hitting lair with helmet on/off etc.
As a chef/rifleman i get to experiment with a few different things and have found some ways to keep the mind going - normally I try and get by using two shots of decent >+370 brandy and two chomps of ahrisa, if you can find the bio enhanced ones for +3XX, great - otherwise use what you can get. Ahrisa will last over thirty minutes therefor keeping up with the brandy. I fill up on these before i head out and have canape, which only lasts for about 12min and muon which also only lasts for 10min? or so in the toolbar for when I get low on the mind and I'm in a dangerous situation. I try and hit the canape first and if it's a dire emergency i hit the muon (downers are aweful) As a rifleman I can't see not having these items on me at all times, usually in crates. You can survive on brandy and ahrisa alone usually. Also - i try not to use my helmet at all. I hit the dirt and take cover and usually do fine. The only time I'd use a helmet is when your fighting something that's gonna hit you hard. For example, me and a swordsman were traveling on lok and saw a gurk king - so we jumped off our swoops and did him in. Unfortunately there was also a kimo spawn there. By the time I realized I didnt have my helmet on I was dead. But in contrast I sat on top of a hill on lok overlookinig the canyon corsair poi and accidentally aggroed about 7 or 8 of them. After taking cover and using my strafe2 for a bit I was able to take all of them out. My health was down low due to failing armor but my unhelmeted head was fine.
It'll be so nice not worrying about damaging yourself by using specails after the combat upgrade =]
- from my personal experience, as a rodian (no mind related attrib bonuses) that you must put all your points, or close to it, into your mind or dont use specials... rendering rifleman useless =]
Second Point: I have read a number of comments about gaining fast XP by hitting a Quenker lair & doing AreaShot 1. Ive tried this several times but my mind drains too fast.
Currently my stats are focused on mind, I usually have brandy & dance buffs. Ive tried hitting lair with helmet on/off etc.
As a chef/rifleman i get to experiment with a few different things and have found some ways to keep the mind going - normally I try and get by using two shots of decent >+370 brandy and two chomps of ahrisa, if you can find the bio enhanced ones for +3XX, great - otherwise use what you can get. Ahrisa will last over thirty minutes therefor keeping up with the brandy. I fill up on these before i head out and have canape, which only lasts for about 12min and muon which also only lasts for 10min? or so in the toolbar for when I get low on the mind and I'm in a dangerous situation. I try and hit the canape first and if it's a dire emergency i hit the muon (downers are aweful) As a rifleman I can't see not having these items on me at all times, usually in crates. You can survive on brandy and ahrisa alone usually. Also - i try not to use my helmet at all. I hit the dirt and take cover and usually do fine. The only time I'd use a helmet is when your fighting something that's gonna hit you hard. For example, me and a swordsman were traveling on lok and saw a gurk king - so we jumped off our swoops and did him in. Unfortunately there was also a kimo spawn there. By the time I realized I didnt have my helmet on I was dead. But in contrast I sat on top of a hill on lok overlookinig the canyon corsair poi and accidentally aggroed about 7 or 8 of them. After taking cover and using my strafe2 for a bit I was able to take all of them out. My health was down low due to failing armor but my unhelmeted head was fine.
It'll be so nice not worrying about damaging yourself by using specails after the combat upgrade =]
Ackehece
Wed Feb 16, 2005 3:43 am
#89
WEAPON POWERUPS
general:
- 1 per weapon only - it will not allow two
- you can remove a powerup
- if you remove one it is destroyed
- they come in crates - you can not pull from a crate in combat so pull them out ahead of time
- if you are novice - use speed enhancers not max damage enhancers
- ham reducers help a lot if you hunt unbuffed
- almost always use a min damage +% when in pvp vs a max damage +% (lowers mitigation )
the following is originally Neutral's work
Barrel
- Primary:
- Ported (Health Cost Reduced)
- Smoothed (Point Blank Attack Mod)
- Taper-Bored (Wound Chance Increase)
- Missing
- Secondary:
- Alignment (Ideal Range Attack Mod)
- Concentration (Max Damage Increase)
- Dampening (Mind Cost Reduction)
- Condensing (Ideal Range)
Coupler
- Primary:
- Short-Circuit (Min Damage Increase)
- Quick-Charge (Attack Speed)
- Hot-Wired (Max Damage)
- Tweaked (Pup wpn action cost aka 'Action Cost'))
- Secondary:
- Overpowering (Idea Range)
- Compensation (Mind Cost)
- Searing (Point Blank Attack Mod)
- Missing
Grip
- Primary:
- Hair-Trigger (Attack Speed)
- Ergonomic (Ideal Range Increase)
- Lightened (Pup wpn attack cost aka 'Action Cost')
- Fitted Grip (Idea Range Attack Mod)
- Secondary:
- Aiming (Min Damage Increase)
- Steadying (Max Range Attack Mod)
- Reckoning (Wound Chance Increase)
- Recoil-Deadening (Health Cost Reduction)
Muzzle
- Primary:
- Scattered (Point Blank Mod)
- Muffled (Mind Cost Reduction)
- Polished (Wound Chance)
- Tuned (Max Damage)
- Secondary:
- Braking (Health Cost)
- Focusing (Max Range Mod)
- Sighting (Min Damage)
- Flaring (Point Blank Attack Mod)
Scope
- Primary:
- Powered (Mind Cost Reduction)
- Ranged (Ideal Range Attack Mod)
- Calibrated (Max Range Attack Mod)
- Precision (Min Damage Increase)
- secondary:
- Pin-Pointing (Wound Chance Increase)
- Targeting (Attack Speed)
- Tracking (Pup wpn attack cost action aka 'Action Cost')
- Missing
Melee
- Primary:
- Extending (Ideal Range)
- Balancing (Heath Cost Reduction)
- Compensating (Mind Cost Reduction)
- Barbing (Point Blank Attack Mod)
- Secondary:
- Accuracy (Ideal Range Attack Mod)
- Control Enhancement (Speed)
- Wounding (Wound Chance)
- Refining (Max Damage)
Effects
It's all well and good knowing what each phrase means, but what exactly do these boosts do??
It's all well and good knowing what each phrase means, but what exactly do these boosts do??
HAM Stats
Health Cost - Reduces the cost of RED (Health) energy when using a Special Move with your weapon (e.g. OverShot 1 etc).
Mind Cost - Reduces the cost of BLUE (Mind) energy when using a Special Move with your weapon (e.g. OverShot 1 etc).
Pup wpn attack cost (aka 'Action Cost') - Reduces the cost of GREEN (Action) energy when using a Special Move with your weapon (e.g. OverShot 1 etc).
Health Cost - Reduces the cost of RED (Health) energy when using a Special Move with your weapon (e.g. OverShot 1 etc).
Mind Cost - Reduces the cost of BLUE (Mind) energy when using a Special Move with your weapon (e.g. OverShot 1 etc).
Pup wpn attack cost (aka 'Action Cost') - Reduces the cost of GREEN (Action) energy when using a Special Move with your weapon (e.g. OverShot 1 etc).
Combat
Wound Chance - Increases the chance of wounding your enemy
Max Damage - Increases the maximum damage your weapon is capable of
Min Damage - Increases the minimum damage your weapon will do
Attack Speed - Reduces the time between reloads (allows you to fire more often in a given time period)
Wound Chance - Increases the chance of wounding your enemy
Max Damage - Increases the maximum damage your weapon is capable of
Min Damage - Increases the minimum damage your weapon will do
Attack Speed - Reduces the time between reloads (allows you to fire more often in a given time period)
Range
Ideal Range Attack Mod - Increases the power of your gun at its 'Ideal Range' (your gun's 'Ideal Range' is a set distance that it supposedly works best at, e.g. 14 meters)
Ideal Range - Increase your guns 'Ideal Range'
Point Blank Attack Mod - Increase the power of your gun at point blank range
Ideal Range Attack Mod - Increases the power of your gun at its 'Ideal Range' (your gun's 'Ideal Range' is a set distance that it supposedly works best at, e.g. 14 meters)
Ideal Range - Increase your guns 'Ideal Range'
Point Blank Attack Mod - Increase the power of your gun at point blank range
So an Ergonomic Grip of Recoil-Deadening will Increase Ideal Range and Reduce Health Costs.
Ackehece
Wed Feb 16, 2005 3:47 am
#90
Definitions:
rooted = to be forced to stay in one place until ones action is complete
fotm = Flavor of the month - term used to describe how powergamers flock to what they view as the strongest class everytime something changes
psg= personal shield generator
buff = enhancements external to the character that can affect skills, states, or stats
Skills= abilities granted by professions or by race
States = affects that can increase or decrease affect of skills or stats and combat ability
Stats = the basic numeric description of your character
dot= damage over time
Loot = Items obtained by adventuring
Pet = npc that can be controlled to an extent by players
Factional Pet = same as above but related to the GCW
gcw= galactic civil war
pvp = player versus player
pve = player versus enemy/environment
corv = corvette - currently the only instanced adventure location in the game
Instanced = a location that is created specifically for a group to adventure in that no one other then the group can enter
dungeon = adventure location
RPG = (primary)roleplaying game /(secondary usage)rocket propelled grenade
MMORPG = Massively Mulitplayer Online Role Playing Game
Grind = to work with out ceasing to level to highest abilities - a bad thing for most players but powergamers like to do it
L33T = players who tend to pvp but are generally younger and do it only to grief not to roleplay. Tend to say things like1Pwn'dUrR0xx0r etc...
location abbreviations:
cor = corellia
dant = dantooine
dath = dathomir
tat = tattooine
tal = talus
boo = naboo
SWG - star wars galaxies
RP- roleplay
AFK- away from keyboard
The Village - no not M Night Shyamalyan's epic- A location where the quests for jedi starts in the game after you get glowy status
Glowy - Once you do a significant amount of activities (covered in the Force Senstive forums) you glow with force
Glow-Bat - Light saber
FRS - Force Ranking System - a system where Jedi can gain power by killing others *truly an invention of the dark side!*
HUD - heads up display - the info displayed on your screen
Old Man - creepy guy who tells you that you are ready to become a Force Sensitive person - stalks you - er finds you a few days generally after you gain glowy status.
Camp - to stay in on place to keep killing the spawn over and over
Spawn - a location where NPC/Creatures appear in the game
FAQ - frequently asked questions _ READ THESE FIRST!_
AR - Armor Resistance / Rating (levels 0-3)
AP - Armor Piercing or alternatively Apprentice Points (used for mastering professions)
CURB - Combat Upgrade Revamp Balance
JTL - Jump To Lightspeed
PA - Players Association (guild)
FS - force sensitive
XP - experiance points
AOE - Area of Affect (usually referring to a special) Melee can have 360 specials, whereas most marksmen specials are a cone
Cpl_Fishers additions:
jebi= jedi
Jebay = a bought account
BRT = be right there
OMW = On my way
SethlinNetril
Wed Feb 16, 2005 7:40 pm
#91
SethlinNetril wrote:
Great faq people
One thing I have question on
In PVP what armor works best for us, meaning what parts need to be stun and what does that % need to be so its effective
Also what stats on the armor are best to look at, im looking for overall protection from kinetic and energy and i will have a PSG to add some stun as well
Is it best to have 2 sets, one for kinetic/energy/electric and one for stun, and other stats, or is there a different approach
can someone answer my previous question
im about to start pvp here soon and this would really help me out
ie what %'s should I get on my comp to best protect in pvp
example 1 suit would be 80% energy 40%stun, 66% base or 80%kin #%stun #%energy
i carry psg's as well but I need some armor to compliment