Rifleman Archive
Thread: Support for a Rifleman, Doc or CM?
With the upcoming KD nerf, Rifleman/Doc will be the new flavor the month
What exactly would make it flavor of the month? I don't exactly want to play something that will end up getting nerfed. Assuming I do choose Doc, would I need to master it or could I possibly forego full master for some extra points to throw into some base Scout skill? I would like to augment my solo ability with the with the terrain movement bonus(being grouped with a Squad Leaderability w/o spending pointsit seems)as well as my pockets through the harvesting. Maybe I could learn the base versions of these just to start and surrender them later when I need the skill points for mastering Doctor? Not really interested in the traps(no effect PvP I read) though I might also learn the lower camping skills to help me get around in the field more while grinding, unless scouts are abundant, these I could also surrender later.
What about CMs, no one talking of them yet? Iread they are being adjusted but I assume they will still be usefull, just no longer unbalance. The only problem I see with this is finding a balance for shooting and healing in combat. Both need to be used at range, so it seems a natural match but it seems they don't really work as efficiently together, as in a group, you would probably do more healing than shooting and likely better off with a close range ability or something else entirely.
I like CM more cause they are damage dealers as well. You can poison every pool you want.
And I think a melee class or ranger is a better combination for a rifleman than a medic class.
I think Doc/Rifleman rulls. I started with 1100 mind 600 ishfocus and willpower.WhenI hitmaster Doctor a month agoI cannow makemake Lev D enchance packs, boost my health and action 2000 points on a good use. there duration is 9600 seconds. You can solo very well with that and Lev E stim's to use on your selfin fights . I love it. "except for noT21 or laser rifleon my server yet
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Chubs - Starsider.
Master Doctor.
Novice Rifleman.
All wookiee.
Actually i've been thinking very hard about this build myself also, the problem i see is you get very little in the ways of defensive mods from the professions. Pretty much having to master medic to get doc uses up a lot of skill points. Your strenghts would be, as a doc, being able to buff your own pools (except mind,focus,will)and reviving fallen comrades and uber Health/ Action healing. Your weaknesses would be less points to spend on other profs and because of that your defensive mods would be rather lower.
Tho as it stands now, defensive mods are questionable in value. I feel they do work somewhat but unsure how high you need them to be in order to be effective. All that the lowish defense modscould be fix with Skill Enhancment Attachments (assuming they work :smileywink
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I am becming the flavor of the Month and didn't even know it ![]()
I started dropping my artisan stuff and picked up medic, on Wednesday and now I am half way through Doctor, But My Rifleman only has Intermediate Concealment Tactics...