Rifleman Archive
Thread: -=State of the Rifleman Address=- AUG 8 2005
QuantumArtist wrote:
Deuterium Pyro (I think this is the name? its a food for +200 accuracy)just before a KD and damage spam helps alot with that def stacking. Cant help saber block, except to shell out more shots, which is the idea with speed. The percentage of blocks wont change, but because you're firing faster, you're increasing your odds of gettingshots through. With a nice rifle, you can do this with little action cost and with the right foods, you may even be able to do it nearly indefinetly. Mostly its about using ranged shot to save action until you can KD them again and expend all that saved action as fast as you can.
As far as your accuracy, your template build will have alot to do with that, and the food you eat can help. Also, if you have a droid arm, use that accuracy power it has. Every bit helps.
Message Edited by QuantumArtist on 08-25-2005 04:03 AM
if you use a driod arm, be prepared for the jedi to 2-shot when advanced saber throw lands on the arm for 2000+ damage.. The accuracy is nice, and yes the speed helps, but a jedi or swordsman can swing nearly the same speed you can, can speed buff themselves still further, and can armor break in order to do double the amount of damage you can, not to mention hit far more often even with your accuracy stacked up, due to the difference in defense.
AxilX wrote:
QuantumArtist wrote:
Deuterium Pyro (I think this is the name? its a food for +200 accuracy)just before a KD and damage spam helps alot with that def stacking. Cant help saber block, except to shell out more shots, which is the idea with speed. The percentage of blocks wont change, but because you're firing faster, you're increasing your odds of gettingshots through. With a nice rifle, you can do this with little action cost and with the right foods, you may even be able to do it nearly indefinetly. Mostly its about using ranged shot to save action until you can KD them again and expend all that saved action as fast as you can.
As far as your accuracy, your template build will have alot to do with that, and the food you eat can help. Also, if you have a droid arm, use that accuracy power it has. Every bit helps.
Message Edited by QuantumArtist on 08-25-2005 04:03 AM
if you use a driod arm, be prepared for the jedi to 2-shot when advanced saber throw lands on the arm for 2000+ damage.. The accuracy is nice, and yes the speed helps, but a jedi or swordsman can swing nearly the same speed you can, can speed buff themselves still further, and can armor break in order to do double the amount of damage you can, not to mention hit far more often even with your accuracy stacked up, due to the difference in defense.
Well, thats Jedi for ya. I use an anti decay kit on my recon armor (glow bats do energy damage)and apply a full armor break reduction slice to it. Thats 75% reduction to the effectiveness of their armor break. Really puts a cramp in their style!
All around though, Jedi are intended to be 1.5 x as strong as any normal template. You have to compensate with superior tactics. Thanks for the heads up about saberthrow. Yes Jedi and melee can hit as fast. Truth is, anyone can with a speed slice. Its especially important for melees to pack on speed. This is a rifleman thread however, so I'll not get into that.
With melees its important to save your KD shot for when they get close. Most people open with a KD shot, which is dumb to do against a melee. Open with a snare, any DOT and then kite them. When they get close... THEN KD them. Save it for when you're likely to feel the melee smack down on you. This way you can deny them thier moment of oportunity,gain distance again, as well as hurt them pretty bad while they're KD.
Message Edited by QuantumArtist on 08-25-2005 11:30 PM
I've hunted with MCarbs, MPistols, Jedi Knights, TKMs, MPikes, MSwords, Fencers all since the combat upgrade. PvE I outdamage them all by a large margin (less so for carbs, but I still do more damange). Every time. My T-21 isn't even that great. I'm not big into PVP, but PVE we're pretty damn good. I like the feel of the profession, and with MDoc in my template I make a pretty good tank when melee types get close.
We don't have a powerful snare, but kneecap shot gives me at least one more shot before the MOBs close. And with Rifleman, one shot is a big deal.
I would like to see some better defensive capabilities, but really cover up gives us the ultimate defense - nobody can see us to hit us. So even in that, we're pretty good (broken skills asside). I think the profession is pretty well ballanced as it is. Strengths and weaknesses. And most of those weaknesses (all perhaps) can be countered with your extra skill points.
We can't look at rifleman in a vacuum. Sure, by itself, compared to another solo profession, there might be problems. But I think making any adjustments to how it is now only makes us overpowered (because most people *do* mix and match skills from other templates). Don't like our kneecap shot? You have over a hundred skill points to pick something better from another prof.
Make a single-prof rifleman stronger, and you make all the mix-prof riflemen overpowering. That's the nature of the game.
My 2 creds.
Chaosium_451 wrote:
I've hunted with MCarbs, MPistols, Jedi Knights, TKMs, MPikes, MSwords, Fencers all since the combat upgrade. PvE I outdamage them all by a large margin (less so for carbs, but I still do more damange). Every time. My T-21 isn't even that great. I'm not big into PVP, but PVE we're pretty damn good. I like the feel of the profession, and with MDoc in my template I make a pretty good tank when melee types get close.
We don't have a powerful snare, but kneecap shot gives me at least one more shot before the MOBs close. And with Rifleman, one shot is a big deal.
I would like to see some better defensive capabilities, but really cover up gives us the ultimate defense - nobody can see us to hit us. So even in that, we're pretty good (broken skills asside). I think the profession is pretty well ballanced as it is. Strengths and weaknesses. And most of those weaknesses (all perhaps) can be countered with your extra skill points.
We can't look at rifleman in a vacuum. Sure, by itself, compared to another solo profession, there might be problems. But I think making any adjustments to how it is now only makes us overpowered (because most people *do* mix and match skills from other templates). Don't like our kneecap shot? You have over a hundred skill points to pick something better from another prof.
Make a single-prof rifleman stronger, and you make all the mix-prof riflemen overpowering. That's the nature of the game.
My 2 creds.
one thing that must be kept in mind when looking at rifle damage in PvE as opposed to PvP is that most PvE mobs aren't sporting near the defenses or the armor that most melee-PvP'ers are. Therefore our large maximum damage actually means somthing, and armorbreak isn't quite as important.
I've hunted with MCarbs, MPistols, Jedi Knights, TKMs, MPikes, MSwords, Fencers all since the combat upgrade. PvE I outdamage them all by a large margin (less so for carbs, but I still do more damange). Every time. My T-21 isn't even that great. I'm not big into PVP, but PVE we're pretty damn good. I like the feel of the profession, and with MDoc in my template I make a pretty good tank when melee types get close.
We don't have a powerful snare, but kneecap shot gives me at least one more shot before the MOBs close. And with Rifleman, one shot is a big deal.
I would like to see some better defensive capabilities, but really cover up gives us the ultimate defense - nobody can see us to hit us. So even in that, we're pretty good (broken skills asside). I think the profession is pretty well ballanced as it is. Strengths and weaknesses. And most of those weaknesses (all perhaps) can be countered with your extra skill points.
We can't look at rifleman in a vacuum. Sure, by itself, compared to another solo profession, there might be problems. But I think making any adjustments to how it is now only makes us overpowered (because most people *do* mix and match skills from other templates). Don't like our kneecap shot? You have over a hundred skill points to pick something better from another prof.
Make a single-prof rifleman stronger, and you make all the mix-prof riflemen overpowering. That's the nature of the game.
My 2 creds.
The snare is not there to alleviate a Rifleman of needing the assistance of other combat professions and the dynamics they offer.
Snares are fine as they are. In a well formed group, its a huge skill that simplifies things alot for melee players and tanks alike.
da-bro wrote:
The idea of the specials within a profession is not so that when you master, you can effectively solo creatures. For example, if the snare slowed down creatures enough for you to kite without damage, then you no longer need the help of a healer or tank. The diea wiht the snares is that it makes it easy for tanks and melee combatants to stay in range of the target and do their thing. Should you not have melee or tanks in the group, then you would require a healer to keep healing you and the snare would provide a longer time before your target can catch you.
The snare is not there to alleviate a Rifleman of needing the assistance of other combat professions and the dynamics they offer.
Snares are fine as they are. In a well formed group, its a huge skill that simplifies things alot for melee players and tanks alike.
The snare does nothing so why not make it another Direct Damage shot on the order of Critical Shot or leg shot?
If us having a functioning snare is imbalancing then give us a DD instead.