Rifleman Archive
Thread: Post your Rifleman templates here!
Post your Rifleman templates here!
This is a thread in which I would like to gather all of the player thought Rifleman templates.
If we get enough, people could visit this thread, and match what they want to do, with a template in here.
Please post the template and a short description if you can.
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Rifleman/Doctor: Able to keep your Mind Stats maxed, and your Health and Action Bars low, since you can buff them.
Rifleman/Combat Medic: Able to use the /healmind command.
Rifleman/CH: Able to "tank" with pets, and fire away freely.
Rifleman/TKA: Able to go melee when being chased. Advantage of the Meditate tree and KD/Dizzy.
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I'll let you guys come up with more.
rifleman/swordsman
swordsman for when they get close, power hammer is sorta like a t21, only melee... i often use 2h head hit 2/2h hit2for 2.5k
Master Rifle/Doc - Like you said the big bonus is the ability to maximize the mind stats, which means that as long as I use food there really is no need for spices, which keeps the down time at a minimal. Also without the 2.5x modifier now I am able to take a lot more damage with my buffs. The one really annoying thing is that at close range I am as effective against very hard mobs and also the lack of a pet to tank for me makes it so I cant likely tackle the harder mobs that MCH/Rifleman can take. Of course as a sidenote to that with the stim E's I have I can heal my MCH friends pets for 2-3k a pop which makes our groups more effective. Essentially I would say the Master Rifle/ Doc is ideal for rifleman that plan on grouping cause I can put more than enough damage to contribute to the group as well as buffing and reviving players.
Master brawler, Master swordsman, Master rifleman. ranged support 4.
Tons of bleeds, big melee damage/tanking ability, ranged dizzy and posture down.
Human, with 1000/900/900 mind/foc/will
(still xpin up the rifleman atm)
Other account is a master doc/master dancer, so i can run around with huge buffs and stats, in armor.
You have several options. You can go 0 4 4 0 Doc, 3 0 0 4 CM. Here, you get the best buffs you can without being a master doctor, revive, get 75 combat med use, and have fairly descent poison/disease range and power. If you want to get better poison/disease ranges, you can go with a 0 4 3 0 Doc, and a 4 0 0 4 Combat medic.
Right now i am doing the second, and using enhance c's, getting about 500-1500 per buff. I am strongly considering going to med use 90 and D buffs, with the shorter combat medic range. The extra range and effectiveness of your poisons make the second build better for the ranged combat medic style, as you dont need to spend as long running into and out of range of the enemy to toss your poisons. On the other hand, you dont even get close to the buffs that are possible with buff D's.
The template leves 1 point left over, and needs 1 more point to be able to be amazing with no gaps. If i could buy one more skill point, i would pay 10 million credits. Ugg, boy do i wish those tapes existed. Oh well, thats the way it goes, right?
Master Marks, MCH, Rifle 4/4/1/4 (only1 mil more exp needed). i'l end with master of those 3 and scout 4/1/4/1.
pets tank when i pull the mob then i plink away.
Master Rifleman
Master Pikeman
Pistoleer 0-0-4-1
Medic 2-2-0-0
Message Edited by Reham on 04-11-2004 08:59 PM