Rifleman Archive
Thread: OUT OF DATE FAQ (some good info still here but most rifle info is precu)
SethlinNetril wrote:
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
this question is actually very hard to answer for a number of reasons:
- depends on server - resource differences lead to quality differences across servers
- more pvp or more pve?
- do you have the money for multiple suits?
- is this the right thread to be asking this in? (or even the right forum)
I would recommend 80%+ efficiency vs damage types andkeep paying till you geta slice that increases efficiency to the 90% (will require many pieces of suits of armor) range. Get a suit with a stun layer that hits around the 38%+ range for effectiveness and a psg with a 60%+ stun range . Even with this ... you will still be killed in PvP unless you have a means to counter dots and a means of dealing huge damage and dots to your opponents. As always stun layers and high efficiency armors have huge encumbrance ratings and that will chew away at your stat bars.
This really is not the right thread to be asking about PVP in (if you read the first page it is stated that this thread does not cover more then just a cursory overview of pvp for newbs)
SethlinNetril wrote:
Money is no problem.
I think this question is very good for a FAQ
Im a Rifleman/Combat Medic with a line in Combat Prowress.
I have armor for PVE, thats not a problem
In fact heres a good piece of info for anyone looking for PVE armor
If your fighting an animal, all you need is Ubese Set with 75% KINETIC. If your fighting NPC's, I advise low encumbrance composite. The only armor I use on Nightsisters is 40% stun, 66% base, 80% kinetic.
PVP though is what im in dark about when it comes to rifleman combat tactics for armor. Do I need 40% stun ? Or can I go for a lower %? Do I only need to wear helmet, chest, gloves, boots? Do biceps and bracers help any?
What is going to be my biggest % to get? I think kinetic since I will have ranged mitigation and that will help against other ranged professions
PvP is nasty - get as high of stun % as you can get same with all the other resists trying for 90% for most resists is what the type pvp'rs have. PSG on top of the stun resist armor 60% or so...
wear the full suit as in pvp players seem to have a higher chance to hit the nonsuited areas. the four piece armor is a bug and that is going away (but 9 piece is also changing as hands and feet after the curb will not be a hit location). ranged mitigation does not stop damage from occuring it just lessens thedamage band so it is good to have both melee and ranged up there.
NinjaVai wrote:
is there any way to hit a lair and not have the creatures argo you ? im a little confused on this issue some ppl have told me they have. is it a Perk at Master Rifelman ?
Waste93 said:
Creature lairs have three waves. You have the original wave of creatures when you get there. As soon as the lair is damaged once, it causes another spawn. You get a third spawn right before the lair hits 50%. (correction give - happens at 66%)
If you hit a lair, then any creatures associated with that specific lair that are already out (spawned) will aggro you. What you can do is clear the first wave. Hit the lair once and then peace immediately. You will then get the second wave to spawn. When they spawn they come singlely. So it is possible to kill one of the spawns before the next appears.
After you kill off the second wave. You hit the lair until you are near the 50% 66%point. Then tap it and peace again.
Just so you know. There is a small chance that some lairs will spawn a high end version of the creature after the third wave. This is a single creature of enhanced stats than the regular MOBs you were killing at that lair.
Message Edited by Ackehece on 02-22-2005 12:06 AM
Ackehece wrote:
SethlinNetril wrote:
Money is no problem.
I think this question is very good for a FAQ
Im a Rifleman/Combat Medic with a line in Combat Prowress.
I have armor for PVE, thats not a problem
In fact heres a good piece of info for anyone looking for PVE armor
If your fighting an animal, all you need is Ubese Set with 75% KINETIC. If your fighting NPC's, I advise low encumbrance composite. The only armor I use on Nightsisters is 40% stun, 66% base, 80% kinetic.
PVP though is what im in dark about when it comes to rifleman combat tactics for armor. Do I need 40% stun ? Or can I go for a lower %? Do I only need to wear helmet, chest, gloves, boots? Do biceps and bracers help any?
What is going to be my biggest % to get? I think kinetic since I will have ranged mitigation and that will help against other ranged professions
PvP is nasty - get as high of stun % as you can get same with all the other resists trying for 90% for most resists is what the type pvp'rs have. PSG on top of the stun resist armor 60% or so...
wear the full suit as in pvp players seem to have a higher chance to hit the nonsuited areas. the four piece armor is a bug and that is going away (but 9 piece is also changing as hands and feet after the curb will not be a hit location). ranged mitigation does not stop damage from occuring it just lessens thedamage band so it is good to have both melee and ranged up there.
Wait till the CURB before you base your play style on a certain damage area or weapon, everythings changing.
You will be slow while you will also be shooting at range.Creatures despawn after you kill them but before you kill their aggro buddies.This makes it so you lose the loot
So a basic solution if you use conceal shot:
- Conceal shot till the target is almost dead
- lay a bleed on your target
- peace
- move back 20m
- creature will aggro you but will only come himself and not bring his buddies
- max sure to be at least 70m away from his friends
- kill using what every shot will kill target fastest based on pool damage
special thanks to GrafvonSoden and HanzoRegana
Message Edited by Ackehece on 03-13-2005 06:02 PM
Message Edited by Ackehece on 03-13-2005 07:07 PM
- The attack itself
- The weapon used (note that all weapons have health, action and mind values when you examine them)
- How high your secondary stats governing drain are at the time (the stats in question being strength, quickness and focus)
If you are wearing armour then the encumberance value of that armour will be deducted from your secondary stats, resulting in a larger amount of HAM usage by specials. Additionally, if the encumberance values are not spread equally across all three pools (for example if the action encumberance is higher than the health encumberance) then it can skew the resulting HAM drain towards a particular pool (in this case, if the damage numbers when using a special are yellow when unarmoured, then the greater action encumberance when wearing the armour can move the emphasis onto the action pool, therefore changing the damage numbers to green).
Any buffs or food affecting the secondary (drain) stats will have the opposite effect to armour, reducing the HAM usage by special attacks. It's worth noting that if you increase a particular secondary stat to a value of 1500 or higher, then it's associated HAM pool will incur zero damage from special attacks, so it's possible to completely eliminate special attack costs by increasing each of your strength, quickness and focus stats to a net value of at least 1500.
Finally, I thought I should just mention that the secondary stats that I haven'tcovered above(constitution, stamina and willpower) determine the rate at which you regenerate your HAM, and are similary affected by armour and food/buffs. Although they do not have an immediate effect on the cost of special attacks, they obviously can still be of help (particularly in a longer fight) and shouldn't be forgotten!
take from the marksmen forum :
Question by Orimo
Answer by Craphamster
Message Edited by bindzor on 09-02-2005 11:20 PM
Message Edited by bindzor on 09-02-2005 11:47 PM
Message Edited by bindzor on 09-02-2005 11:48 PM