Rifleman Archive
Thread: Rifle specials: pleae help
NormalNiceGuy wrote:
Is the special you gain at 3/x/x/x a concealed shot? I think the name of it is surprise shot or something like that. Just wondering if I can skip getting conceal shot in the x/1/x/x line. I'm low on skill points.
XaverriJade7 wrote:
NormalNiceGuy wrote:
Is the special you gain at 3/x/x/x a concealed shot? I think the name of it is surprise shot or something like that. Just wondering if I can skip getting conceal shot in the x/1/x/x line. I'm low on skill points.
It indicates that it can be used as a 'concealed' shot, but I don't think it actually works as such. I never got it to anyways(only tried once or twice though). If you are 'low on skill points', may I ask what you are intending to accomplish? Getting any Rifleman skills wihout the Master box is very likely going to be a waste of points.
Ok, that helps a bit. It looks to me like you are focusing on the Commando'sflamethrowerand building things around that? I think that Rifleman will not be what suits you best here. My advice would be to drop all of the Rifleman skills and replace them with more defenses(Fencer 3/4/0/0 and Novice Medic for example). Using TKM and MRwithout Commando is a great idea if you aren't that commited to Commando. The idea of using strong professions that are tied to your prerequisites is a fantastic one, but it won't work too well in this case as you run out of skill points before it gets to be as effective as it probably should be.
NormalNiceGuy wrote:
Well, I'm trying to go for a balance between PvE and PvP. I also chose TKA because I was sick of being ganked by darkjedi at Ancorhead while I was trying to do missions. My idea for a template is:
Commando 0/0/4/0
Rifleman 4/0/3/4
TKA master (4/4/4/4)
Tell me if this is foolish (it will use up all 250 points because of unarmed brawlerand marksman).
XaverriJade7 wrote:
Ok, that helps a bit. It looks to me like you are focusing on the Commando'sflamethrowerand building things around that? I think that Rifleman will not be what suits you best here. My advice would be to drop all of the Rifleman skills and replace them with more defenses(Fencer 3/4/0/0 and Novice Medic for example). Using TKM and MRwithout Commando is a great idea if you aren't that commited to Commando. The idea of using strong professions that are tied to your prerequisites is a fantastic one, but it won't work too well in this case as you run out of skill points before it gets to be as effective as it probably should be.
Well, this here takes up all 250 skill points:
Brawler 4/0/0/0,Marksman master (4/4/4/4), Commando 0/0/4/0, Rifleman 4/0/3/4, TKA master (4/4/4/4)
That's the whole deal. That's what I'm thinking of as the final template (i not anywhere near it yet). Do you think there's a way I can improve this idea? I want to be able to kill Jedi, but still use a ranged weapon.
NormalNiceGuy wrote:
Well, this here takes up all 250 skill points:
Brawler 4/0/0/0,Marksman master (4/4/4/4), Commando 0/0/4/0, Rifleman 4/0/3/4, TKA master (4/4/4/4)
That's the whole deal. That's what I'm thinking of as the final template (i not anywhere near it yet). Do you think there's a way I can improve this idea? See above reply.I want to be able to kill Jedi, but still use a ranged weapon. TKMs can kill Jedi and the flamethrower is a ranged weapon. Am I missing something?
XaverriJade7 wrote:
NormalNiceGuy wrote:
Well, this here takes up all 250 skill points:
Brawler 4/0/0/0,Marksman master (4/4/4/4), Commando 0/0/4/0, Rifleman 4/0/3/4, TKA master (4/4/4/4)
That's the whole deal. That's what I'm thinking of as the final template (i not anywhere near it yet). Do you think there's a way I can improve this idea? See above reply.I want to be able to kill Jedi, but still use a ranged weapon. TKMs can kill Jedi and the flamethrower is a ranged weapon. Am I missing something?