Rifleman Archive

Thread: An Old Rifleman Needs Some New Template Advice (Look at Mine and Critique)

Uninformed
Wed Jun 15, 2005 5:21 am
#1

Right now, its MR, 0440 BH, 4004 Doc (I love the combat haste)


But very unsatisfying without Root. However I love Crit Shot . . . sigh.


I could go to 4404 Pistol or Master Pistol, but then I would need to drop 4xxx Scout and one line of Doc.


Please let me know what you think.

Message Edited by Uninformed on 06-15-2005 08:23 AM



General Jheball Sag/Dark Lord Malegant
Leader and Founder of the STORM Brigade
Tyyylowyspetily
Wed Jun 15, 2005 6:30 am
#2






Uninformed wrote:

Right now, its MR, 0440 BH, 4004 Doc (I love the combat haste)


But very unsatisfying without Root. However I love Crit Shot . . . sigh.


I could go to 4404 Pistol or Master Pistol, but then I would need to drop 4xxx Scout and one line of Doc.


Please let me know what you think.

Message Edited by Uninformed on 06-15-2005 08:23 AM




Let's see...

Doc 4/x/x/4 adds improved bacta shot, and improved bacta jab, both excellent with someBE clothing.

also mind andaction regen +20%, and a +40 spd boost


BH..... looks like an area attack, dizzy, stun, and a KD, along with a high damage attack in critical shot.


Right now, you have an extra 29 points tied up in scout to get you these items, and of course, BH also gets you +10 (?) general ranged speed I think for those two lines.


It's a tough call. You'll have to give up something in order to gain in an area.


You could do MBH/MRM/Combat medic 4/x/x/x. No root, but still very repectable healing, and improved duelist stance, along with a better version of critical shot.


or-

MRM

Doc 4/x/x/4

Carbines x/4/4/x

scout 1/x/x/x


With terrain negotiation skill tapes or BE mods, you'd have TN of up to 45, which is almost perfect ability to move up steep slopes, but no additional crawl speed. Carbines x/4/4/x gives a KD, and an attack as damaging as the master BH version of critcal shot, plus a fall back snare effect... all in all, pretty decent package, plus you can keep those doc skills you like. You could also simply forget about scout, and grab another complete line of doc to deal with fire, poisons, and diseases, or grab area attacks from carbs.


or-

MRM

Carbines x/4/4/x

Pistols x/x/x/3

Combat Medic 4/x/x/x

medic x/4/3/x


This gives you that root, high damage attack, KD, snares, and decent healing, but no ability to increase speed, no terrain negotiation, and no way to heal your own wounds.


It's pretty much a decision making process of figuring out what is your top priority and sticking with that. Templating choices can be pretty rough. The only thing that helps me when trying to decide what I might like to do, is seperating out the "must haves" from the "wouldn't it be nice if's". Be really hard on the "must have list". When you add up the skill points, you should still have at least50 pointsleft to spend after taking care of "must have's". It's deciding which of the "wouldn't it be nice if's" you want that be be really fun. Those you can always play around with after the fact, and decide which of those you like best.


If it were me, I'd be looking to build around carbines instead of bounty hunter. Carbines ties up less skill points, and adds a huge amount of accuracy, and the most damage you can deal standing up (improved leg shot). Alternating between the MRM head shot, and leg shot, you can really dish it out, and with two snare effects, and a KD, you should be able to deal with melee very effectively.


Good Luck.



Tyyy LowYspetily:
_______\^/_______
~ Wookiee at LarGe ~

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