Rifleman Archive

Thread: Question to you riflemen

LokSG
Mon Jul 21, 2003 8:27 am
#1

I have a trandoshan who is going for TKA master and wants to remain a master scout. If I get novice rifleman, I have 46 points left to play around with between the RWS line and the rifle tree. This means either 3 lines from rifle with RWS1 or say 2 lines with RWS4. What would you reccomend?


Note that I don't really need to do much kiting with warning shot etc, because when its in range I grind it up with TKA, so the RWS line doesn't seem all that appealing.


Thecounter sniping techniqueslook good. Do these abilities work when you are unarmed or only when you hold a rifle?


The main reasons I want rifle are:


1. To pull when things are sticky


2. To finish off something which is running from me


3. To be able to fight back against something that refuses to close


4. To have a decent attack for PvP


What build would you suggest?


Ranley
Mon Jul 21, 2003 11:27 am
#2

If you are looking for a few skills to train up in the Rifleman series for your character I would suggest the Rifle Special abilities and the Counter-Sniping Techniques for hte following reasons:


The Counter-Sniping line offers blocks and defense versus certain damage types (stuns, blind, dizzy), and has a ranged defense bonus. The Rifle Special abilities offers Melee Defense bonuses and Rifle speed increases.


Just my 2 cents.


Ranley Taren

AldeonAvardulin
Mon Jul 21, 2003 2:38 pm
#3

Id suggest atleast Sniping 2, and a bit of Counter Sniping. Sniping 2 gives you headshot 3, wich is a good deal of dmg more. At counter Sniping 3 you get defense vs, stun/blind/posture/dizzy. Rifle special abilities give you more speed. Concealment, is more or less a PvE, line. Since things such as cover only work vs NPCs/Mobs. Unless you want uber crawl speed. No reason to get straight up 2 lines in, very it a bit. Gives you more abilities. Id suggest, atleast sniper 2, Counter 3, and some Special Abilities for speed.




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Aldeon/Chadn radiant
LokSG
Tue Jul 22, 2003 6:47 am
#4

OK that helps some. My take of the 4 lines are:


sniping: gives you the headshot3 + at the top end the ranged deathblow, also accuracy and aiming which are about 5-15 per tier.


concealment: offers ranged defense (2 per tier), cover bonuses (20 per tier), crawl speed (5 per tier) and sneak.


countersniping: gives decent defenses (5 ranged, 10 stun/blind/dizzy, 30 posture change) + posture change specials, block (5 per tier)


special abilities: ups rifle speed (10 per tier) with melee defense (5 per tier)


RWS from marksman: aiming (10 per tier) and ranged defense (2 per tier) with the crowd control specials (threaten, warning , suppression)


Now it seems like the real advantage to sniping is the shot that they cant see, but this must be made from cover, and the only way to really do well with cover is to go up the concealment line, which also will let you move under cover (sneak) and ups your speed while doing so. It seems to me as if these are the tools of someone who uses the rifle as their primary means of killing, and with a big investment in TKA master I might be better off giving up on the concealment line entirely.


A good combo then would seem to be snipe up to headshot3, RWS up to warning shot, and master countersniping and special abilities, with master TKA, master scout. This would let you pump out the headshots rapidly and enjoy better defenses, and all you would give up would be say the ranged deathblow.


How useful is that ranged deathblow in PvP? Would you give up warning shot for it?

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