Rifleman Archive
Thread: Help getting Rifle Abilities 4
i am working on rifle abilities 4 as well. last night i took a couple of piket missions on dant, i would bleed one then get on my bike and zip around while his mind ticked down. When he reached 1 mind pool point, I'd chuck a nade at him, about 3200xp per piket.
1st important point make sure to unequip your rifle as soon as you shoot, so your auto-fire does not kick-in. 2nd point - stay far enough away so that you don't default to unarmed (if you have it). Any damage given to the piket other than the nade will screw up your xp type.
good luck
I've nearly got level 4 in Rifle Abilities before I've got any other of my skills anyway near, and not because I've had a stack of Combat XP saved up from before, but due to my combat medic skills. Poisons like grenades give pure combat XP. So area poisoning and running away on a group of pikets then coming back to do one shot kills on all of them again gives over 3k combat XP per kill. Fort Tusken with area mind poisons was something else. Earned well over 50k combat XP in a very short space of time in there...
This doesn't help non-Combat Medics I know, but is it's a skill you've dabbled in you can use it to your advantage.
I made a macro:
/mindshot2
/mindshot1
/pause 2
/peace
Targeted a piket, hit that, then jumped on my speeder and ran around till it had 1 mind, get off, lob a few gernades, insta 4k combat xp
Eaca..
Did that macro work for you at Master? I'm currently doing something similar myself with bleeds to help gain some unarmed XP.. I was playing around with some settings last night and just couldn't tweak it so that I wouldn't get a shot off after stacking the bleeds. I ended up having to hit the Peace hotkey manually.
As a Master Rifleman, I used rifle bleeds in a similar way to level Swordsman. Mindshot2 + Mindshot1 then Peace, switch to Sword then wait for it to aggro.
While it is possible to do it with amacro that pauses before going Peace, I found it to be just more reliable to have my macro do the Mindshots and time it myself. Doing it with a pause resulted too often with only one bleed firing or with it going to autofire before the peace. Doing it manually, you basically just wait for the first shot to fire, then hit peace After a few times, you get a feel for the right timing.
It occurred a couple of nights ago, that the better way to do may be to add a /Aim or two into the mix. But not where you would normally do it. Put it on the end, like so:
/MindShot2;/Mindshot1;/Aim;/Aim;/Pause 3;/Peace;
To make this work properly you have to use peace twice. The first peace will stop you from attacking again. The second will stop you attacking if anything then agros you (the peace icon will appear will appear beside your ham to show this). At this point, no matter how many things you agro, you won't fight back (not always a good thing though).
I've not personally tried using genades for getting combat xp, but I've heard that genades are not very acurate and you may have to start spamming loads to make full use of it. So I've come up with an alternative (or at least stumbled on it by accident)...
Traps
Use the same tactic as before, but throw a few traps at it (like the sharp bone spur of traps 1 as it does mind damage). Kite, jump on a speeder or just take the hits (I love my Ubese), but when when the critter has no mind left, shoot it with whatever you feel like (most likely a rifleI guess). When grouped with my mount, I was getting about 2000 rifle xp and 1600 combat xp of savage quenkers. If you've maxed your rifle xp, then get your pet to attack it. As the critter has no mind, it dies in one hit, and you will get all the glorious combat xp (about 3900 xp per kill).