Rifleman Archive
Thread: If I was to chose two branches to go up.
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Posstak
Sun Apr 18, 2004 6:14 am
#1
I am master fencer and have just got novice rifleman, I have points spent elsewhere and have just about enough to go up two branches of rifleman, what would be the best two to go up? or is it not worth it if your not going to master?
XaverriJade7
Sun Apr 18, 2004 6:58 am
#2
Posstak wrote:I am master fencer and have just got novice rifleman, I have points spent elsewhere and have just about enough to go up two branches of rifleman, what would be the best two to go up? or is it not worth it if your not going to master?
Sorry, it really isn't worth it. I'm sure you can find a better place to spend those skill points. Even a Rifleman 4/4/4/4 is tough to work with. Maybe if you wanna share where you have the rest of your skills, we can help ya decide what to do with what's left
Posstak
Sun Apr 18, 2004 9:19 am
#3
It's ok, I've decided to drop my other proffession and go up one ranged tree, not sure which though. you could help me decide which is best to go with master fencer?
XaverriJade7
Sun Apr 18, 2004 9:33 am
#4
Posstak wrote:
It's ok, I've decided to drop my other proffession and go up one ranged tree, not sure which though. you could help me decide which is best to go with master fencer?
So you want to know if you should go with pistols, carbines, or rifles? Well, the answer used to be quite easy- Pistoleer, so you could stack Dodge. Honestly, it comes down to what YOU want.
Rifles are quite nice (since we do have a mostly functional profession) and I would never give it up
Pistoleers say they are very broken, but I cannot say for myself if that's true.
Carbines used to be the absolute worst choice (unless combined with BH), but I have been told that they are fixed now o_O
With pistols, you will have the choice of melee or 'ranged' while always fighting close to your enemy. In addition, both classes get excellent status defenses.
With carbines, you get some nice specials, but little defense. I dunno what sort of changes have been made recently, so you may wanna head on over to that forum and ask
With rifles, you get a correspondent who knows how to get some love from the Devs (last correspondent here did the same). It's a tough road to MR, but once you get there, I am sure you will see that it was worth it. However, until then, you may consider yourself fairly outgunned.
Good luck in deciding!- I hope you find this helpful
Chickenlad
Sun Apr 18, 2004 10:23 am
#5
It wasn't just the defense stacking that made fencer/pistoleer so atractive, it was also the fact that they were the only pair of ranged/melee professions thatcould choose to dodamage to the same pool WHILE being able to stack secondary defenses. To illustrate:
Pistol/Fencer: Health Pool Damage / Dodge
Carabiner: Action Pool Damage / Counterattack
Pikeman: Action Pool Damage / Block
Rifleman: Mind Pool Damage / Block
Swordsman: Mind Pool Damage / Counterattack
If you want to keep fencer, then I would suggest pistols - even if they are broken at this point, if you can get a few specials, you'll be ok. My understanding is that Body Shot 3 (available at Pistols 3xxx) does less damage than Body Shot 2, available at Pistols 3 in the marksman tree. You'll be able to single pull from a group (if kneeling and far enough away) using Health Shot 1 (Marksman, pistols 4), or soften up a beastie using body shot, which targets the health pool. This sets them up for some nice fencer specials that target the Health pool to finish them when they get in melee range.
XaverriJade7
Sun Apr 18, 2004 10:26 am
#6
Chickenlad wrote:It wasn't just the defense stacking that made fencer/pistoleer so atractive, it was also the fact that they were the only pair of ranged/melee professions thatcould choose to dodamage to the same pool WHILE being able to stack secondary defenses. To illustrate:Pistol/Fencer: Health Pool Damage / DodgeCarabiner: Action Pool Damage / CounterattackPikeman: Action Pool Damage / BlockRifleman: Mind Pool Damage / BlockSwordsman: Mind Pool Damage / CounterattackIf you want to keep fencer, then I would suggest pistols - even if they are broken at this point, if you can get a few specials, you'll be ok. My understanding is that Body Shot 3 (available at Pistols 3xxx) does less damage than Body Shot 2, available at Pistols 3 in the marksman tree. You'll be able to single pull from a group (if kneeling and far enough away) using Health Shot 1 (Marksman, pistols 4), or soften up a beastie using body shot, which targets the health pool. This sets them up for some nice fencer specials that target the Health pool to finish them when they get in melee range.
Well, yeah, that too.....
XaverriJade7
Sun Apr 18, 2004 11:11 am
#8
Jerele wrote:
Doesn't block not work?
It's iffy :/
Maybe it does, maybe not. Supposedly, it does work, but shows up properly in others' combat logs. In yours, it may say 'counterattack'. Whatever the case, it needs a fixin'
Posstak
Mon Apr 19, 2004 12:46 am
#9
Ty for your help, I will take what you've said into consideration, though by what you've said I think I'll go for pistols.
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