Rifleman Archive

Thread: When can I start soloing savage quenkers?

JaimesII
Sun Mar 07, 2004 8:13 pm
#1

I hear all this great stuff about the savage quenkers on Datooine.. I am a Novice Rifleman with 155k exp going towards Concealment I (unless another skill is better?), with a 44-406 Laser Rifle. What skills/what kind of weapon do I need to do these solo?



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- Solidago Salvador of Lowca



KnightClaydoc
Sun Mar 07, 2004 8:21 pm
#2

just get concealshot and you'll do ok


just make sure you /maskscent, are /prone, and are at optimal distance





Curtis Stamper Master Rifleman/TKM/Master of the Universe
you + my rifle = pwned
JaimesII
Sun Mar 07, 2004 8:29 pm
#3

Hrm cool.. I'm holding you to your word though, y'hear?



________________________________________________


- Solidago Salvador of Lowca



NerfHurdler
Sun Mar 07, 2004 8:41 pm
#4

Add in some /takecover action after you go /prone, and you'll have an even better chance of not getting noticed
CairnTrenor
Sun Mar 07, 2004 9:08 pm
#5

Even a novice brawler or marksman can take on quenkers with armor and buffs. That's what I did when going from Rifles I-IV in the marsksman tree and almost all of my other combat profs.

Cairn Trenor
Master Carbineer



Cairn Trenor
Master Bounty Hunter
Master Carbineer
HARP00N
Sun Mar 07, 2004 10:58 pm
#6

you're not really soloing them per se, you go prone and get father wayand you can get off three to four shots before they aggro. You just need a good gun. With headshot3 (you can do this with headshot2 as well just make sure ur gun is good)i could hit them for like 3000 damage maximum when i had a damage powerup. Needless to say those were rare hits, but quenkers have like 4600 HP I think so even if you hit low rolls like 600 damage, you still have often four shots on them before they charge and often you kill them before they can get to you (four hits before aggro, usually you can get one more shot at them while they charge you before they get in your face).. use /aim (stack up several for more accuracy) at close range if you can't hit (i still had trouble hitting at close range even with 4 boxes in sniping accuracy), and throw in aims during ur initial shots since they dont take up an attack round.

and use brandy otherwise you have to wait in between kills to get your mind back especially with headshot3

dmax999
Sun Mar 07, 2004 11:10 pm
#7

Brandy is good (Most likely a must for most)


Have muon gold on a hot key (I found out you can't pull it froma a crayt when in combat, oops) and have novice medic with stims ready as well. There will be cases where you will miss 5 shots in a row and they will be all over you. When they charge you move back so others won't aggro on you either. Also only shoot at closest one ever.


I did them at novice rifleman without buffs, but it was not easy (At least they don't DB) As you get more accurate it gets easier. I also had Ubese armor with 50% kinetic with no helmet which I think helped a lot when they ran up to me.



LLJK_Griz
Sun Mar 07, 2004 11:21 pm
#8

I didn't learn about quenkers until I already had 4103 rifleman. Conceal shot took too long because it's random pool so I used headshot2 prone at 64m, and the high concealment chance at sniping 4 meant I never had the whole group aggro on me. If you're buffed and armored, you can take on the entire lair at once using area attacks which is even faster.



POKEY THE PENGUIN SIG REMOVED BY GARVA BECAUSE "Just because you are crafty enough to get around the technicality of it being a .jpg or .gif does not mean it is not an image, it is not ascii art, it is an image" SO HERE IS MY NEW SIG.
HUGE UGLY SIG
Tosc
Mon Mar 08, 2004 9:26 am
#9

I was able to solo Savage quenkers from 1/0/0/0 pikeman all the up to master, and have been doing the same thing since I dropped pikeman and started up Rifleman. After 1 full day of Rifleman, I am now at 2/0/0/2.


Just make sure you have some good buffs and decent armor (70% base at least). Brandy is a must becuase you can stack it, and muon for a quick boost, or when you get into a bad situation.


just my thoughts.




Tosc Tei'liein
Elder Jedi
The Holder of Grudges since 2003
Ask me if I am a tree...



xDuncan
Mon Mar 08, 2004 9:27 am
#10

How much XP give each quenker?. I was hunting gurks in lok, 2700 to 3900 xp each one



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xDuncan

(retired master CH), Master Doctor, Master Rifleman

Aes Sedai, Inquisidor and co-founder
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Skye_Trig
Mon Mar 08, 2004 9:31 am
#11

Dantooine Quenkers are 3k XP (4k if grouped with pet). Lair give 2.5-3k i think. At least that is what I am getting at 2102.


/Nintech





-ARCONA Inc-Shop at -4250, 2950. SW of Theed, Naboo on Farstar
Tenjiwi - Master Architect / Master Tailor / Master Artisan At Your Service
dimmu-borgir
Mon Mar 08, 2004 3:27 pm
#12


concealshot isnt worth it, get a decent t21, prone at 60m and hs2 and eventually hs3... if you are more than 40 meters away and prone, you get three free shots, thats generally enough to drop a quenker.





Dimmu Borgir

I art in thine base

Slaying thine doodz

OneHung
Mon Mar 08, 2004 3:35 pm
#13

Like every profession I get, when i get novice i usually solo quenkers immediately. Get good armor and/or buffs and you'll be set.



RETIRED
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