Rifleman Archive
Thread: Help me out with my template
Page 1 of 1
Rocacca
Thu Mar 04, 2004 9:34 pm
#1
Ok I have two choices, I can go:
Master Rifleman
Master Teras kasi
Fencer 4,0,0,0 for great melee and ranged defense
Marksman 4,0,0,4 ranged support for supression fire and extra +4 melee and ranged defence
Medic 1,0,0,0 for basic healing
In this template I would have +192 ranged defence and +168 Melee defence
This template would give me the advantage of the longer powerboost at master tka and faster wound healing along with ranged support 4 for dizzy kd
Or I can do
Master Rifleman
Master Fencer
TKA 4,0,0,4 for meditation line and defences line
Marksman 4,0,0,0 (no ranged support)
Medic 1,0,0,0
In this template I would have +186 ranged defence and +171 melee defence along with +105 dodge and a lot of defence vs. kd, posture change, etc.
This template would give me the advantage of good dodge and other defences making me pretty much untouchable in pvp when using CoB. Although I would need to sacrifice faster healing with meditation, shorter powerboost, and no ranged support line.
What do you guys think, which of these two is better for owning in PvP and would you make any suggestions or changes to these?
Gustafus
Thu Mar 04, 2004 9:37 pm
#2
I'd do scout before medic, just so you can get some harvesting cash.
RockeyThrashio
Thu Mar 04, 2004 9:48 pm
#3
neither, by the time you finish the templete, the ranged defense mod stackingwill all be nerfed (rightly so), fencer won't be a very good combo for riflemen, so maybe you should plan ahead.
P.S. - This nerf is coming, it says so here:
http://starwarsgalaxies.station.sony.com/content.jsp?page=In%20Testing
http://starwarsgalaxies.station.sony.com/content.jsp?page=In%20Testing
Rocacca
Thu Mar 04, 2004 9:54 pm
#4
RockeyThrashio wrote:
neither, by the time you finish the templete, the ranged defense mod stackingwill all be nerfed (rightly so), fencer won't be a very good combo for riflemen, so maybe you should plan ahead.
P.S. - This nerf is coming, it says so here:
http://starwarsgalaxies.station.sony.com/content.jsp?page=In%20Testing
The defence cap only caps dodge, block, and counter attack, ranged and melee defence are uneffected, and I think medic is much more valuable than scout, sometimes you get desperate and need a heal, whereas I can just use my speederbike instead of using terrain nag
HARP00N
Thu Mar 04, 2004 10:19 pm
#5
no dude, if u wont be holding a sword u wont be gettingdefencebonouses from fencer. (correct me if im wrong)
Rocacca
Thu Mar 04, 2004 10:31 pm
#6
as far as I can see this is the only official statement about it
Added a cap to defensive skill mods (block, dodge & counterattack) to prevent near invulnerable defenders. (Correspondent Issue)
There saying there caping (block, dodge & counterattack) they did not mention melee and ranged defence. From what ive heard from other people thats the way it works too. Did I miss something in those notes?
Page 1 of 1