Rifleman Archive

Thread: Class Combination

AyerJeth
Thu Oct 16, 2003 8:28 am
#1

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.





Ayer Jeth
Second Lieutenant
Swiller
Thu Oct 16, 2003 8:36 am
#2

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.

RedEmperor666
Thu Oct 16, 2003 8:40 am
#3

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.

AyerJeth
Thu Oct 16, 2003 9:50 am
#4

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




Ayer Jeth
Second Lieutenant
Settbacca
Thu Oct 16, 2003 10:19 am
#5

Rifleman/CH works soo good for me right now. I am at 3/2/1/1 CH which allows me to handler a graul mauler. I just send him in on a the initial mob around a lair, sit back and shoot. I tap a lair once to bring out the second spawn, repeat with pet. Tap the lair a couple more time to bring out the 2nd spawn, repeat with pet. After that u can unload on the lair with no worries of more spawns.The only time I ever take any damage is if I tap the lair when something is spawing, they aggro, warp to my location and I take damage. Lately i've been able to grab 20K missions on dath for hrs at a time and never take any damage. I have dabbled in the medic line as well to raise my stim healing ability. The only thing that takes damage is my pet and I just heal him with my stim b's and petstims c's. Pets even soak up disease and poison. If my mauler is diseased/poison I set up camp, store him and bring him back out and he's fine.......disease/poison also wears off after a while. Takes a bit of time for disease/poison to do any real harm to a pet that has 9700 HAM.



Sett'bacca
TacD
Seflyn
Thu Oct 16, 2003 10:26 am
#6

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.




_________________________________________________________
Seflyn - ?? - ?? - Chimaera.
Seflyn - Master Rifleman - Master Surgeon - Tarquinas.
The lies of SOE: http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=222831
Swiller
Thu Oct 16, 2003 1:27 pm
#7

I think you only have to be 3,3,0,0 in CH to use them. I have some 9300 ham meatshields at 2,2,1,1 in CH and I don't really see the need for anything higher right now. They eat my stims like mad as it is. Iam not sure but I heard you can use maulers at 2,2,0,0, but I have not been able to find any.
AyerJeth
Fri Oct 17, 2003 12:40 am
#8

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




Ayer Jeth
Second Lieutenant
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