Rifleman Archive
Thread: Riflemen/Commando? A template delema
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BlakeNoreht
Sat Jul 24, 2004 6:47 am
#1
Let me first say that i know these posts can be annoying or "noobish." But i promise, it will be the last time i post something like this
.
With that said, let me say Thank you very much. The forums where very useful in helping me with my desicion. Howeveri went to http://swgcb.yogn.net/swg-cb.php?rs=35&t=0and made a few templates and now I have a hard desicion between two professions. Please give any and all of your input on these templates, and/or give a final opinion... which one would you think is a better overall alternative?
This is my favorite one because I will be able to destroy and anihilate anything in PvE (Commando), while still being strong in PvP (Riflemen). In addition to that, its just cool 
Master Riflemen
Master Marksmen
Teras Kasi 4-3-0-4
Commando 0-4-4-0
And the following is the skill mod summary of what this piticular template would yield. Its a shortened version to only show what will matter (Example: There isn't anything in this list about my carbine weapon speed because i wont be using it, even though i get some from master marksmen)
Skill mod Summary:
Alertness+10
Block+70
Alertness+10
Block+70
Combat Equilibrium+40
Cover+80
Cover+80
Defense Acuity+71
Defense vs Blind+20
Defense vs Blind+20
Defense vs Dizzy+15
Defense vs Knockdown+20
Defense vs Knockdown+20
Defense vs Posture Change+60
Defense vs Stun+25
Defense vs Stun+25
General Ranged Aiming+30
Meditate+75
Melee Defense+104
Meditate+75
Melee Defense+104
Melee Mitigation+2
Ranged Defense+132
Ranged Defense+132
Ranged Mitigation+3
Rifle Accuracy+170
Rifle Speed+95
Rifle Accuracy+170
Rifle Speed+95
Then I have this template which would be far superior in PvP. Although its power in PvE wouldn't be up to that of the Riflemen/Commando, it can still hold its own and be a dangerous threat in PvE.
Master Riflemen
Master Pikemen
Fencer 4-4-4-0
And the following is the skill mod summary of what this piticular template would yield. Its a shortened version to only show what will matter (Example: There isn't anything in this list about my carbine weapon speed because i wont be using it, even though i get some from master marksmen)
Skill mod Summary:
Block+185
Cover+80
Block+185
Cover+80
Defense vs Blind+70
Defense vs Dizzy+90
Defense vs Dizzy+90
Defense vs Intimidate+20
Defense vs Knockdown+70
Defense vs Knockdown+70
Defense vs Posture Change+110
Defense vs Stun+60
Defense vs Stun+60
Dodge+90
Melee Defense+139
Melee Defense+139
Melee Mitigation+5
Ranged Defense+166
Ranged Defense+166
Ranged Mitigation+3
Rifle Accuracy+160
Rifle Speed+90
Rifle Accuracy+160
Rifle Speed+90
Basically its a dicision of
"AmI willing to sacrifice a little protection for a little offence(Option one with the commando)?
OR
"Do I want the ultimate defenses(Option two with the pikemen)?
What do you think?
Thanks for any and all replies and opinions! It really does help me.
SpawnofHell
Sat Jul 24, 2004 6:59 am
#2
block has done nothing it only half damage taken so it pritty useless in my eyes if i was to go any template like the master rifleman/pikeman id swap pikeman for master sword both profs do damage to mind with ok speeds and have strong defenses. though if u like pikeman take it but i only see a handfull that r actual master most just take what they need for vibro lance with dot etc.
lammergeier
Sat Jul 24, 2004 10:57 am
#3
block has problems. be aware of this, and be warned.
all defenses cap at +125. a melee defense/ranged defense of +139/+166 means you're wasting skill points, as does the block mod of +185.
I don't even CONSIDER block mods... you're spending a lot of skill points there on a secondary defense that isn't working. unless you're a statistician logging every combat queue, you're unlikely to notice a significant difference between, say, ranged/melee defense of +110 and +125 (or +139/+166, which are still +125).
remember also that you can get +5 ranged defense rings as loot, and wear two of them. they're not common, but a trip to talus might pay off for you.
keep the caps in mind, and try reworking the template. you've got a lot of points sunk into redundant or nonworking skillmods which could be freed up to spend elsewhere.
and most of all: no 'template' will win every fight. no set of skillmods is inherently better than any other. winning and losing depends more on the person behind the screen than the little toon drawn ingame.
all defenses cap at +125. a melee defense/ranged defense of +139/+166 means you're wasting skill points, as does the block mod of +185.
I don't even CONSIDER block mods... you're spending a lot of skill points there on a secondary defense that isn't working. unless you're a statistician logging every combat queue, you're unlikely to notice a significant difference between, say, ranged/melee defense of +110 and +125 (or +139/+166, which are still +125).
remember also that you can get +5 ranged defense rings as loot, and wear two of them. they're not common, but a trip to talus might pay off for you.
keep the caps in mind, and try reworking the template. you've got a lot of points sunk into redundant or nonworking skillmods which could be freed up to spend elsewhere.
and most of all: no 'template' will win every fight. no set of skillmods is inherently better than any other. winning and losing depends more on the person behind the screen than the little toon drawn ingame.
BlakeNoreht
Sun Jul 25, 2004 5:33 am
#4
Cool ... thanks guys! That was very informative... Really...
/bow4
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