Rifleman Archive

Thread: Any recommendations on respec to commando/.rifle?

Odinwaa
Fri May 06, 2005 10:10 am
#1

I am considering a respec from:

Master Rifle, 4/4/2/4 CM Force sensitive

to

MAster Rifle, Master Commando + ?


Any help or do's or don'ts would be appreciated soon.

Thanks



BLUE-CLOUD ~ Master Commando~~Dharma: the Jedi Knight of good Kharma(AoF)
R / Hero of the Alliance
Felisa O'di nwaa-Master Engineer Merchant, Droid crafting, mistress of the wholesale, ex Elder Smuggler and Spice Merchant
Nytewalkyyrr-~ -"Intrepids Best" BASE KILLER -314 destroyed ~~~Sweaty, life debted employee of Blue-Cloud
O'dinwaa's Quickstop Vendor----Fayth, Corellia, 3395 -5822
Galactic Rebel HQ and Rifle Museum, Riverfayth - Corellia 4514 -6596
Barkingbantha
Fri May 06, 2005 10:32 am
#2

I'm a master rifleman/master commando/pistols 4004.


It works a treat.


You get all the rifle moves, and are able to do them with commando weapons (including the proton rifle when you find one)


With pistols, you get improved stopping shot, body shot and fan shot, as well as a better melee knockdown, and some general ranged speed mods.


This also means that when you are waiting for the cooldown timer on headshot, you can zap a bodyshot into the mix and cycle between the two.


And you get to do all that with a plasma flamethrower as well.


Heaven!
Grizart
Fri May 06, 2005 10:40 am
#3

I would have to agree, but only one branch I would change. I would make it X-4-X-4 instead. Why? Accuracy is everything. When it comes to speed, it does not matter for us. Our base speed is good enough, and as far as Special Timers go, you will have so many timers that you can spam that StopingShot, MindShot, StartleShot, Knee will keep you busy the whole time without interuption (except for action)


I have this Template (up to 0-3-0-3 due to FS Grinding) and I am getting an accuracy of 312 unbuffed/non-pup'd. I will soon be making armor and buying Weapons and Power-ups that will increase my Accuracy over 400. and remember you do .2% per point more on damage for every point of accuracy over the defense of your enemy. Makes a huge difference when it comes to HIT/MISS too.


What good is speed if you miss, besides you are a damage dealer and your Speed is already shot with the template you picked





********************
Grizart Pachoo

Trinity City, Naboo
City Council Member
Gubment_Geek
Fri May 06, 2005 11:06 am
#4






Grizart wrote:

I would have to agree, but only one branch I would change. I would make it X-4-X-4 instead. Why? Accuracy is everything. When it comes to speed, it does not matter for us. Our base speed is good enough, and as far as Special Timers go, you will have so many timers that you can spam that StopingShot, MindShot, StartleShot, Knee will keep you busy the whole time without interuption (except for action)


I have this Template (up to 0-3-0-3 due to FS Grinding) and I am getting an accuracy of 312 unbuffed/non-pup'd. I will soon be making armor and buying Weapons and Power-ups that will increase my Accuracy over 400. and remember you do .2% per point more on damage for every point of accuracy over the defense of your enemy. Makes a huge difference when it comes to HIT/MISS too.


What good is speed if you miss, besides you are a damage dealer and your Speed is already shot with the template you picked







In my template I cold only choose 2 trees from pistols as well, but I like 0044 because when all else fails and the mob closes on you that intimidate shot helps to lower the damage. Also I like to use it to help whoever is tanking from taking too much damage. Just my 2 cents.



Lasko Darkmoon - Officer - 83
SA Master Pilot
Vanda Darkmoon - Smuggler - 50
Imperial Ace
Darth_Niu
Fri May 06, 2005 11:16 am
#5

I'm going MC/TKM and Rifle 4/4/0/0. I want the TKM for the self buff/heal and the Innate Armor. I

Message Edited by Darth_Niu on 05-06-2005 02:16 PM



"Now, Witness the Power of this fully armed and operational Battle Wookiee"

- I support the CU and am grateful that we have a game that continues to evolve rather than stagnate. Join the positive voices!
StabMastah
Fri May 06, 2005 3:17 pm
#6

Master Rifle / Master Commando is horrible. I tried it for a 2 days, heres some of my findings.


1. Commando comes with no Specials, and Rifleman has too few status attacks and no area attacks.

2. As a Rifleman, a good Adv Laser Rifle or T21 will outdamage even exceptional Commando weapons. So whats the point to Commando ?

3. Grenades are pointless.

4. The ability to wear Assault Armor is nice however. But not worth all those skillpoints IMO.

5. EVERY Commando weapon has huge blast radius, and WILL agroo countless mobs in your direction.

6. Did I mention Commando has zero specials ?


Anyway, respec it and try it. In my opinion, Master Rifleman / Master Carbineer is WAY better then Rifleman / Commando. I tried it and Im loving it. I don't think I need to respec again. This is the ultimate FOTM template !
Warmaker01
Fri May 06, 2005 4:33 pm
#7






StabMastah wrote:

Master Rifle / Master Commando is horrible. I tried it for a 2 days, heres some of my findings.


1. Commando comes with no Specials, and Rifleman has too few status attacks and no area attacks.

2. As a Rifleman, a good Adv Laser Rifle or T21 will outdamage even exceptional Commando weapons. So whats the point to Commando ?

3. Grenades are pointless.

4. The ability to wear Assault Armor is nice however. But not worth all those skillpoints IMO.

5. EVERY Commando weapon has huge blast radius, and WILL agroo countless mobs in your direction.

6. Did I mention Commando has zero specials ?


Anyway, respec it and try it. In my opinion, Master Rifleman / Master Carbineer is WAY better then Rifleman / Commando. I tried it and Im loving it. I don't think I need to respec again. This is the ultimate FOTM template !





I have thought about something similiar: Mastering Marksman, Carbineer, and Rifleman.


Rifleman gives me the stealth, range, and hitting power.


Carbineer provides area attacks likeImproved Full Auto Area (standard, damaging AOE)and Improved Suppression Fire (AOE to limit enemy movement). Also, Carbineer's attacks in the Post-CU world limits the movement of a target(s).


At the 45-64m range: Stealth & power is provided by your Rifle skills.


Once below at about 30-35m, Carbineer's skills couldhinder the movement of your attacker(s) while you move away to safer distances.


I haven't tried this myself, but it is interesting to me.


PyscoJuggalo
Fri May 06, 2005 7:01 pm
#8

"Bah, State attacks, I want State attacks!"


I'll give you sheet loads of Speed(DPS), State Attacks , and Still being a Master Rifleman/Commando:


Mesa Template (I love Gungans, like I have said before, they add Gungan Player Race and you will see a l337 Gungan Dark Jedi Master)Anywho:


Master Rifleman/Commando/4-0-0-4 Smuggler


Specials:


You get, Panic Shot, Last Ditch (mmm, can't wait until they fix that AOE Commando weapon damage), Concussion Shot, and one ortwo other shot/s I forget. Oh and every State recovery except intimidate.


Compared General Stats with instead Pistoleer 0-4-0-4:


If you take Pistoleer 0-4-0-4 you get


General Accuracy: 225

General Speed: 40

Ranged Defence :185

Melee Defence : 165


If you take Smuggler 4-0-0-4 you get



General Accuracy: 200

General Speed: 55

Ranged Defence :175

Melee Defence : 130


It's pretty comparable to pistols 0-4-0-4, your only loosing 25 Gen accuracy,10 Ranged Defence, and35 melee defence(with snare and your ranged kiting who cares? Even if they get close use advanced Startle and Panic Shot). On Top of the nice specials, you get 15 extra general speed, which does make a diffrence. Also, you avoid the pain when developers nerf root due to Jedi's saying it should be weakened.



I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
jalexu
Sat May 07, 2005 6:00 am
#9

I'm currently master rifle / master commando / master marksman / carbs 0030. I got kd, snare, no root though (would've been nice).


Pros:



  • great accuracy /speed

  • good damage capability(alternate headshot with legshot)

Cons:



  • currently there's no need to use a commando weapon, even mediocre rifles outdamage them (although commando weapons are fun )

  • lack of diversity in specials (can live with this one), and even worse, some ofthe few available are broken / ineffective





Arano Darkmoon
\\Rebel Elite Corps
MoonStorm
//Padawan Learner
» Wanderhomies.com - Wanderhome community website
» On leave indefinitely

StabMastah
Sat May 07, 2005 7:48 am
#10

"

I have thought about something similiar: Mastering Marksman, Carbineer, and Rifleman.


Rifleman gives me the stealth, range, and hitting power.


Carbineer provides area attacks likeImproved Full Auto Area (standard, damaging AOE)and Improved Suppression Fire (AOE to limit enemy movement). Also, Carbineer's attacks in the Post-CU world limits the movement of a target(s).


At the 45-64m range: Stealth & power is provided by your Rifle skills.


Once below at about 30-35m, Carbineer's skills couldhinder the movement of your attacker(s) while you move away to safer distances.


I haven't tried this myself, but it is interesting to me. "



Try it, I think you will love it. My full template is Master Rifleman, Master Carbineer, and 4/0/0/0 TK. I would love to go with Master Marksman, but the TK meditate tree is just TOO GOOD to give up. Heal my own wounds, and powerboost rocks. Plus you get some nice defenses.


Basically I never actually use a Carbine. Just my Krayt T21 or Krayt Advanced Laser rifle. The Carbine specials though rock. The knockdown seems to work EVERYTIME and the AOE attacks rock. I cleared out Fort Tuskan myself lastnight by getting a mob of them arround me and spamming Full Auto Area untill they all died. Such fun lol. Reminded me of the old days.


Against high level mobs, Carbineer skills are crutial IMO. In the new system you just can't stand toe to toe with some of these things. Being able to root, snare, and kite them is a must have.


Page 1 of 1
Previous Next