Rifleman Archive

Thread: Vets, please verify this.

DVader539
Fri Nov 14, 2003 12:29 pm
#1

Veteran Riflemen, please verify this train'o'thought.

It used to be the suggestion for beginning Riflemen was to first go 1/0/0/0, then work up to 1/0/3/0.

But now that Conceal Shot finally works, where does it fall in the mix? Would you suggest 1/0/0/0, then 1/1/0/0, then 1/1/3/0? Or perhaps 0/1/0/0, then 1/1/0/0, then 1/1/3/0? Or would you suggest to stick with the original formula?

Since I can't speak from experience, I can't be certain about this. But based upon observations of others and logic, I'd say Conceal Shot could be more valuable than MS2.



Click here for proof that the Devs hate Riflemen. And here's the kicker! (Seperate thread)
Making a controversial point: Ignored
Making a good controversial point: Locked
Making a great controversial point no one can argue: Thread Deleted
There are few things you can post, for everything else, there's a CSR waiting.

VolstedGridban
Fri Nov 14, 2003 6:04 pm
#2

I would definitely say that any Novice Rifleman should get 0/1/0/0 first at this point, and assuming that Conceal Shot continues to work as it does. The key to advancement is being able to kill things. As an 0/0/0/0 Rifleman, you will not be able to hunt BAF critters. Conceal Shot fixes that, and vastly increases your target selection. You will get XP more quickly simply and solely because you won't have to run past every BAF spawn you see just to get to a non-BAF spawn.



Volsted Gridban
4/4/4/0 Ranger, Master Rifleman,
Surveyor of planetary resources. Purveyor of animal resources.
Author of Volsted's Weapon Analysis Guide, Volsted's Power Fishing Guide,
and Volsted's Animal Resource Guide

Draining MMORPG combat mechanics through the Mighty Sieve of Mathematics since 1999
PyscoJuggalo
Fri Nov 14, 2003 6:21 pm
#3

The way I see it no matter what you want to go 1-1-0-0 first.


Conceal shot and Mind shot 2 are too useful not to.


I would go 0-1-0-0 first though because now you can grind medium difficulty pack MOB's with realative ease and quickness.


Then I'd go 1-1-0-0 to pick up Mind shot 2.


And last I would get 1-1-3-0 and then grind out to master any way you want.




I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
Sotaudi
Fri Nov 14, 2003 6:29 pm
#4

I would go:


0-1-0-x to pick up Concealshot first. Concealshot will allow you to solo things you will have no chance to solountil much, muchlater in the tree.


(Note: Rifle Special Abilites uses combat XP, so it does not affect your choices here).


Next go 1-1-0-x to pick up Mindshot2. Counter-Sniping I gives you Flushingshot1 which will stun and startle, but the posture up effect will be most effective when used with Flurryshot1 from Special Abilities which will dizzy them and create a chance of a knockdown with a posture change. But since this is only a chance, the bleed stacking of Mindshot1 and Mindshot2 will be effective whether the target gets knockdown or not.


Next go 1-1-1-x. Headshot3 does more damage but it also costs more HAM. Many people do not even use it. The only caveat is that, with a low HAM rifle like the E11 or the Jawa and properly aligned stats, HS3's higher HAM use is irrelevant. Still, by now you will have Flurryshot1 or be very close to gettting it, so having the posture change effect of Flushingshot is important.


Next go to 1-1-3-x. This will give you Flushingshot2. It is high damage and area effect.


From there, go to 2-1-3-x. Pickup Headshot3. As indicated, it is useful in the right circumstances.


Next, if you are going to use Supriseshot and you do not engage in PvP (much), I would recommend going to 2-3-3-x first. Supriseshot requires /Takecover (although some people report using it out of cover, something that will likely eventually be fixed). You will get bonuses to cover from this line, but Concealment III gives you Sneak. Until you get sneak, you are immobile in cover. Since Concealshot can be used from cover, I would rather have the ability to move first, rather than the extra damage of Supriseshot.


From there, go to 4-3-3-x for the accuracy bonuses, then 4-3-4-x then 4-4-4-x.





Sotaudi Crestlighter
Master Rifleman / Master Combat Medic
"The Physician's Pain Reference"

Former Professions
Master Doctor | Master Swordsman | Master Brawler
Master Scout | Ranger



DVader539
Fri Nov 14, 2003 7:31 pm
#5

So the 0100 route would be advisable to novice riflemen? Though 1000 could also be reccomended?

Perhaps this should be put in the new FAQ or Styles posty-thread the Correspondant hinted at.



Click here for proof that the Devs hate Riflemen. And here's the kicker! (Seperate thread)
Making a controversial point: Ignored
Making a good controversial point: Locked
Making a great controversial point no one can argue: Thread Deleted
There are few things you can post, for everything else, there's a CSR waiting.

CaLVines
Sat Nov 15, 2003 1:46 am
#6

Well, I woudl say now there are 2 templates, one with pets and one without (both assuming you want to level fast).

The one with pets should try to get flushing II as soon as possible, but given that bleeding works so good with a tank you would probably go 1000 and then 1030. Same applies if you are grouping most of your time and have other tanks.

And then there is the solo player, who does not use pets and usually does not group. He has not much alternatives other than to go 0100.


And on a side note, I'd still say that leveling CH AND rifleman will dramatically speed up your advancement in rifleman.
Page 1 of 1
Previous Next