Rifleman Archive
Thread: Group Template
Me: (Human)
4004 Marksman
Master Rifleman
Master Squad Leader
4004 Scout
Novice Brawler
This leaves me with 23 skill points, but don't know whatelse to put them towards.
Friend 1: (Human)
Master Bounty Hunter
Master Marskman
4040 Scout
Master Creature Handler
This leaves him with 4 skill points, and with no idea what to put them towards.
Friend 2: (and Wookie, so bonus to CH)
Master Pistoleer
0400 Marksman
4040 Scout
Master Creature Handler
3234 Medic
How is this for a group template? BTW, remember my SL gives +30 Melee and Ranged Defense.
Any Suggestions, Comments, or modifications appreciated!
DeggzaExilion wrote:
Me and my 2 RL friends play SWG all on the same server, we always hunt together, hang together, gonna start a guild together, and gonna hunt jedi together. Tell me how these templates sound
Me: (Human)
4004 Marksman
Master Rifleman
Master Squad Leader
4004 Scout
Novice Brawler
This leaves me with 23 skill points, but don't know whatelse to put them towards.
Friend 1: (Human)
Master Bounty Hunter
Master Marskman
4040 Scout
Master Creature Handler
This leaves him with 4 skill points, and with no idea what to put them towards.
Friend 2: (and Wookie, so bonus to CH)
Master Pistoleer
0400 Marksman
4040 Scout
Master Creature Handler
3234 Medic
How is this for a group template? BTW, remember my SL gives +30 Melee and Ranged Defense.
Any Suggestions, Comments, or modifications appreciated!
For PvE, I think you three can have a lot of fun. For hunting Jedi in PvP, I think you three will be dead before you know what hit you. You guys will do fine against Padawans who are still in the early stages of the grind, but unless you all get some uber weaponry, a single Knight who has a decent template should be able to cut through the three of you without blinking. Creature Handler is a fun profession, but it's completly worthless in PvP. Beyond that, all three of you are severely lacking in defenses, Squad Leader bonuses or not.
By all means, play the game to have fun, but realize that Jedi are designed to beat ranged combatants...the three of you will be at a severe disadvantage because you lack a melee' tank. Nothing is impossible, and I hope you guys can pull off your squad, but without a stacked TKM or something to that nature...I'm doubtful as to how effective you'll be against Jedi (especially if there's more than one...which is usually the case).
Just my feedback on the issue.
how would that fare against Jedi?
DeggzaExilion wrote:
Thanks...How about if i stay TKM, SL 0034, Master Scout, Ranger 0400 (Ranger And extra scout for bases, cause we're doing some RP too) Marksman 0004 and Brawler 4000 (Those two just for the elites)
how would that fare against Jedi?
Better, but it's still going to be difficult. While TKM has the best Melee' toughness in the game (one of the reasons why Jedi have trouble with them), it lacks sufficient state defenses. You might be able to stand up to adose of their damage, but you're not going to have good defenses against their state attacks. Jedi usually have a number of KD, Dizzy, Stun, etc. attacks, and you'll be vulnerable to them all...and once you're on your back...you're dead. A TKM alone is a decent profession, but to make it a tank, you have to stack it with Fencer, Pistoleer, Pikeman, Swordsman...that's what gives you the insane defenses you need.
That said, I really like this squad idea of yours...I think it's totally in the spirit of the game. However, if the three of you want to seriously hunt PvP Jedi as a sqaud( especially High Level ones) you're going to need, IMHO, something involving these professions:
-Melee' stacked tank with TKM Mastery(TKM/ M. Fencer works nicely)- To absorb the bulk of the Jedi's damage and keep on top of them. Get Master Brawler too, if possible.
-Doctor - To keep up the much needed heals and state cures
-Bounty Hunter - To pull the missions. The BH can keep hitting the Jedi with ranged BH specals. Ranged shots will connect with a Jedi...it's just hard to accomplish because of their insanely high saber block.
-Combat Medic - Not needed, but a nasty mind poison will definitely help to ruin the Jedi's day.
-Sqaud Leader - The funny thing is, I've been in Jedi huntingteams where the SL was arguably the most important member. Why? Unlimited burst runs. Once a Jedi begins to Force Run, good luck catching them on your own. With an SL to provide burst run and terrain negotiation, you can actually keep up. I think FR3 will practically outrun a Swoop, but FR1 and FR2 are more manageable.
Optional:
-Rifleman - Loot a really uber Rifle with +1000 damage and maybe a DoT..you'll only need a few hits to do major damage anyway. If not, I recommend using the DXR-6b against Jedi. I have one with +128 accuracy mods, and I swear it actually makes a difference. I've used T21's and Jawas on the same Jedi only to have those miss with just about every shot. The Disruptor would still be deflected, but it would land more overall hits than the others. That said, there may be something to our high accuracy...or I might be dreaming
Combat spam, however does not lie.
-Pikeman - Same thing as Rifleman. A looted DoT lance will greatly help your squad out.
-Another Jedi - Seriously. If you get a Jedi that RP's, that could make for a really neat storyline. And, having another Jedi to go toe to toe with the mark should probably eliminate the need for a true melee' tank.
Back to your squad as it stands though...don't give up on it, necessarily. I love Rifleman, and have been one since my first month of gaming. I love the ranged weapons in this game. PvP however, especially against Jedi, is slanted toward melee' combat though, so you must realize this before getting into PvP. In the end, play the game to have fun. If you want to roleplay, then stick with your original idea. I find that roleplaying is often much more rewarding than PvP anyway...
If you retool your original squad to have say...a Swordsman and a Doctor, you can loot huntjust about any creature in the game...Nightsisters, Krayts, GDKs...you guys should be covered. That will open up the rich world of top-notch loot hunting, which is also a rewarding activity.
I by no means profess everything I said about Jedi hunting to be gospel, but it's something I've done, and something that a few of my friends do. There are all different ways to use tactics to beat Jedi, I'm simply speaking from my experience as to what I've seen work. You wanted advice, I'm giving you mine, but it's your 15 dollars a month, so play accordingly. ![]()
But if you can get a fire dot...that's another story. Not too many master healers running around...at least not on Sunrunner. HarlequinMK19 had some good points. I wish you guys the best of luck!
BizzyNinja wrote:
Something to keep in mind, most jedi that are near or complete with their template will have 4004 healer...which means they can heal all states and including poison. Having dots such as poison will not be effective at all against them since they will immediately heal this before it even gets a chance to tick...UNLESS you are trying to outlast the jedi rather than overpower them. By this I mean, you can have someone constantly dotting the jedi, forcing him/her to either heal it...or let it tick. If the dot is uber, then it'll tick and hit him/her hard. If he/she constantly cures it, he/she will eventually run out of force...fairly quick too. Beating a jedi isn't too hard if you plan everything out and if you are the one attacking.
But if you can get a fire dot...that's another story. Not too many master healers running around...at least not on Sunrunner. HarlequinMK19 had some good points. I wish you guys the best of luck!
Yeah, the purpose of the DoT was to hopefully drain them of force, as draining their force is really the most sure way of killing them
Of course, I would recommend an uber DoT (if you're that lucky) because as Bizzy said, that will actually make them think twice and drain their force faster. He is right though, with the Healer template, they can afford to heal the DoTs...but that Force won't last forever.