Rifleman Archive
Thread: Class Combination
Hey all, I know there probably other posts out there about this, but I just wanted to get some feedback.
I am currently a Rifleman, medic, scout, pistoleer, master marksmen, slicer, fence, and novice commando working on heavy weapons and flame thrower lines.
I had mixed feelings about mastering anything, but after what I have read, I have decided I have to master rifleman to get the best aspects out of it. Now as of now, I want to keep Master Marksmen, novice medic, and exploration IV in scout.
Even though I wanted a heavy hitter in commando, I realize having two classes with 2.5x mod isn't good. Plus I realise I got caught up in the flame thrower crazy anyway. (my original intent was just to get heavy support to take out instillations and heavy armor).
Smuggler I am going to eliminate since I do have a second account now. What should I put the points into? I'd rather it not be a combat class, but if that is the best route to go I will consider it.
Thanks for any input.
My plan is to dropCH and my scouting skills except exploration when I get to Master Rifleman and go Doctor for the buffs and to heal diseases and posions. With the new buffs from ents and doctor buffs I would imagine that would make a Master Rifleman quite the killing machine when wearing good amour.
To heal disease alone would be worth it to me. My whole group got wiped out by it last night by diseases from some lizards on Dat.
rifleman/CH is my choice
I like setting my critters to guard me while I conceal shot something. Just incase his aggros friends catch on to me.
How about a rifleman/pistoleer combination?
The only solid classes I can think of now is:
Master Rifleman, Marksmen (4/4/0/4), Scout(4/0/0/0), and Medic (0/0/0/0)
I am not sure what to do with the rest of my skill points from this point. Based upon how I am set up it would appear that the most obvious paths would be medical, ranger, or pistoleer.
Thanks
MRM with any of these should be fairly good; CH, TKA, Doc, Swordsman,Master Marksman.
You could also go with the +defence build, which means getting master rifle + ranged defence from TKA and fencer. An idea I was thinking of trying was mRM + mMarksman + smuggler pistol line 3 for knockdown.
With any build I would suggest getting novice medic, and until mounts come in having explore 3 helps a lot.
For those of you whom went MRM/CH do you think you need to master CH or get high enough to be able to use grand maulers and such?
Thanks