Rifleman Archive
Thread: Any recommendations on respec to commando/.rifle?
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
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.
Message Edited by Darth_Niu on 05-06-2005 02:16 PM
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.
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
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.