Rifleman Archive

Thread: Rifleman Template to Ponder

Traden_Myr
Sat Feb 19, 2005 12:49 pm
#1


Here's a little PVE/PVP template I wanted some opinions on. A bit all over the board, but check it out:


Brawler 0404

Marksman 4400

Medic 2000

Fencer 2440

Pikeman 0020

Pistoleer 0040

Rifleman Master

Enhanced Reflexes 0300


Stats:

Block +135
Defense Vs. Blind +100
Defense Vs. Dizzy +100
Defense Vs. Intimidate +20
Defense Vs. Knockdown +110
Defense Vs. Posture Change (Down) +80
Defense Vs. Posture Change (Up) +30
Defense Vs. Stun +60
Dodge +100
Melee Defense +107
Ranged Defense +121

Plus Ranged Mitigation 3 and Melee Mitigation2. Why this template? Rifles is the main damage, with access to T-21, DXR, and Jawa. Capped Block as well. If you need to be in close, pull out a Stun Baton and go to town with +100 Dodge. Awesome states, great Melee and Ranged Def, plus Mitigations for fun. Medic for Bleeds. Needs aBE shirt for the Stun defense up, but otherwise, hows it look?






Traden Myr
Severed Shade
Starsider
Master Rifleman, Master Doctor
Jmkar
Sat Feb 19, 2005 12:56 pm
#2

Best rifleman template is with a melee master either fencer or tkm or POSSIBLY pikeman. But I can rifle tank elders/krayts and anything below that alone because of TKM/Rifleman/Pistoleerxx4x/Medic41xx. That is my template and I am sticking to it! I do almost anything solo and if ever needed I can tank for a bit with great +57 toughness on tkm, and I do the heavy dmg needed!



Karr Jolaw | Swashbuckler

N i P Syndicate



Jmkar
Sun Feb 20, 2005 10:59 am
#3



SKinnerHAF wrote:
Ive tried this template....
Fencer 0/4/4/0
TK 4/4/0/0
Master Rifleman
Marksman 4/4/0/0
Brawler 4/4/0/0
Pistoleer 0/0/4/0
Everything else into medic..
This template gives an insane amount of defense versus everything, with around 100 MD and 100 RD. It is a tank profession to say the least.





You cant tank anything without the melee mit3 from master melee profession and tkm for the +57 toughness.



Karr Jolaw | Swashbuckler

N i P Syndicate



SKinnerHAF
Sun Feb 20, 2005 1:15 pm
#4

Ive tried this template....


Fencer 0/4/4/0

TK 4/4/0/0

Master Rifleman

Marksman 4/4/0/0

Brawler 4/4/0/0

Pistoleer 0/0/4/0

Everything else into medic..


This template gives an insane amount of defense versus everything, with around 100 MD and 100 RD. It is a tank profession to say the least.



IGN - SkinnerHAF

- Cancelled 5/5/05.
Aajax
Mon Feb 21, 2005 9:54 am
#5

Melee Damage mitigation3 does nothing against high end mobs really... As it only lowers the damage difference between the min and max damage of a weapon..High end mobs have min and max damage very close together.... So it's not worth having



Aajax Hammer - Jedi Noob....

"If you happen to get chased by a police dog... Make sure you don't run through a tunnel, or go over a little see-saw, or jump through a hoop, coz they're trained for that..."
HayabusaN
Mon Feb 21, 2005 6:37 pm
#6

I own everyone with my Template


Master doctor

Master rifleman-speed capped with a 550 jawa ion

Novice brawler - so i can warcry and heal, And the intim comes in handy with other rifleman because i never wear stun armor.


I kill TKM, Rifleman, Swordsman, Fencers, Pikeman, Sometimes Pistoleers, carbineers, and basically every other profession



xxxxxxXxxxxxx
Threko Savo
s I stole this sig.
s WaNnA gEt OnE sHoTtEd?s
You don't know the power of the WaR side


grifta
Mon Feb 21, 2005 7:13 pm
#7



Aajax wrote:
Melee Damage mitigation3 does nothing against high end mobs really... As it only lowers the damage difference between the min and max damage of a weapon..High end mobs have min and max damage very close together.... So it's not worth having





Thats why when I tank with rifles they hit me for 150 while intimidated, and for 30 when I go tka?



Ackehece
Mon Feb 21, 2005 8:10 pm
#8






grifta wrote:





Aajax wrote:

Melee Damage mitigation3 does nothing against high end mobs really... As it only lowers the damage difference between the min and max damage of a weapon..High end mobs have min and max damage very close together.... So it's not worth having







Thats why when I tank with rifles they hit me for 150 while intimidated, and for 30 when I go tka?





that and tk toughness....

Message Edited by Ackehece on 02-21-2005 11:53 PM



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




grifta
Mon Feb 21, 2005 9:50 pm
#9

lol when did melee defense reduce dmg?



Ackehece
Mon Feb 21, 2005 11:49 pm
#10






grifta wrote:
lol when did melee defense reduce dmg?






not directly.. it reduces the number of hits you take so it reduces damage indirectly...


misunderstood the question orginally.


melee mitigation reduces damage and tk toughness do.




"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Ackehece
Mon Feb 21, 2005 11:52 pm
#11


Utess wrote:


First layer: Melee and Ranged defense - This determines your chance of getting hit by those types of attacks.

Second layer: Dodge/Block/Counterattack/Defensive Acuity - If you do get "hit", these mods determine your chance of avoiding/countering the damage. In our case as TKAs, this layer is very weak for us because defensive acuity has a very low chance of success.

Third Layer: Melee/Ranged mitigation - These shrink the damage range of those types of attacks. Making it so you get hit closer to the minimum damage instead of the max damage of a weapon/creature.

Fourth Layer: Armor - This absorbs some of the damage you take.

Final Layer: Toughness mods - This acts as a natural armor that absorbs even more damage. In the case of TKAs, ours works on melee damage.


One other thing worth mentioning: Dodge/Block/Etc and Toughness are based on the weapon you are holding. You will use the mods appropriate for that profession. Also, mitigation just simply picks the highest melee and ranged mod you have and always uses that. Melee and ranged defense stack regardless of profession.

And, of course, all this could very well change once the CURB happens But, this is how it works right now.



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Yomigaere
Wed Feb 23, 2005 1:44 am
#12



Ackehece wrote:
Utess wrote:
First layer: Melee and Ranged defense - This determines your chance of getting hit by those types of attacks.

Second layer: Dodge/Block/Counterattack/Defensive Acuity - If you do get "hit", these mods determine your chance of avoiding/countering the damage. In our case as TKAs, this layer is very weak for us because defensive acuity has a very low chance of success.

Third Layer: Melee/Ranged mitigation - These shrink the damage range of those types of attacks. Making it so you get hit closer to the minimum damage instead of the max damage of a weapon/creature.

Fourth Layer: Armor - This absorbs some of the damage you take.

Final Layer: Toughness mods - This acts as a natural armor that absorbs even more damage. In the case of TKAs, ours works on melee damage.


One other thing worth mentioning: Dodge/Block/Etc and Toughness are based on the weapon you are holding. You will use the mods appropriate for that profession. Also, mitigation just simply picks the highest melee and ranged mod you have and always uses that. Melee and ranged defense stack regardless of profession.

And, of course, all this could very well change once the CURB happens But, this is how it works right now.





very well explained
Yomigaere
Wed Feb 23, 2005 1:58 am
#13


SKinnerHAF wrote:
Ive tried this template....
Fencer 0/4/4/0
TK 4/4/0/0
Master Rifleman
Marksman 4/4/0/0
Brawler 4/4/0/0
Pistoleer 0/0/4/0
Everything else into medic..
This template gives an insane amount of defense versus everything, with around 100 MD and 100 RD. It is a tank profession to say the least.





Looking over your temp...I dont see how you get 100MD, Im not at PC but if im not mistaken is TK xxx4 and Fencer 4xxx are the defence lines...and you dont have those...Rifleman doesnt give you much, neither does Pistoleer

Message Edited by Yomigaere on 02-22-2005 12:59 PM

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