Rifleman Archive
Thread: How important is it to have novice Medic?
WeiQuin wrote:
Once I Master Rifleman, I was considering dropping Medic to pick up 16 boxes of FS skills (range & melee defense and ranged acc & speed).
Does this sound like a good idea for a Master Ranger/Master Rifleman, or is keeping novice Medic a necessity?
medic is always useful but your current build is pretty selfsufficent in that you will be aggro'd but rarely and with the range and melee defence lines and the more ranged speed and accuracy not much will live to get to you if you are aggro'd.
myself I ran for 2/3 of my time in game so far without medic (just had it lately cause I am trying out CM but after I finish CM I am going back to SL as I can't stand medico crafting >_<![]()
the 12 extra melee defense will not help much, due to the 2.5x to hit mod against you for holding your rifle, so, i would suggest spending it somewhere a bit more usefull.
dimmu-borgir wrote:
in all honesty, (im assuming you only use rifles, based on your post)
the 12 extra melee defense will not help much, due to the 2.5x to hit mod against you for holding your rifle, so, i would suggest spending it somewhere a bit more usefull.
I don't believe that the melee hit bonux is 2.5X . If that were the case even a melee defense stacked Rifleman would almost always be hit (accuracy caps at 95%).
Melee defense caps at +125. TKA would have an accuracy of over +500, Pikeman at +375, Fencer +425, and Swordsman at +325. Which would leave even the lowest mod at +200.
Not sure where this rumor of the to hit mod being 2.5X. Only thing I can think of is that it relates to the old 2.5X damage penalty we took from melee. But it is highly doubtful that this is the mod now.
Those 4 boxes of medic and TKA Meditation will never be dropped from my template.