Im a Rifleman/Combat Medic with a line in Combat Prowress.
I have armor for PVE, thats not a problem
In fact heres a good piece of info for anyone looking for PVE armor
If your fighting an animal, all you need is Ubese Set with 75% KINETIC. If your fighting NPC's, I advise low encumbrance composite. The only armor I use on Nightsisters is 40% stun, 66% base, 80% kinetic.
PVP though is what im in dark about when it comes to rifleman combat tactics for armor. Do I need 40% stun ? Or can I go for a lower %? Do I only need to wear helmet, chest, gloves, boots? Do biceps and bracers help any?
What is going to be my biggest % to get? I think kinetic since I will have ranged mitigation and that will help against other ranged professions
PvP is nasty - get as high of stun % as you can get same with all the other resists trying for 90% for most resists is what the type pvp'rs have. PSG on top of the stun resist armor 60% or so...
wear the full suit as in pvp players seem to have a higher chance to hit the nonsuited areas. the four piece armor is a bug and that is going away (but 9 piece is also changing as hands and feet after the curb will not be a hit location). ranged mitigation does not stop damage from occuring it just lessens thedamage band so it is good to have both melee and ranged up there.
is there any way to hit a lair and not have the creatures argo you ? im a little confused on this issue some ppl have told me they have. is it a Perk at Master Rifelman ?
Waste93 said:
Creature lairs have three waves. You have the original wave of creatures when you get there. As soon as the lair is damaged once, it causes another spawn. You get a third spawn right before the lair hits 50%. (correction give - happens at 66%)
If you hit a lair, then any creatures associated with that specific lair that are already out (spawned) will aggro you. What you can do is clear the first wave. Hit the lair once and then peace immediately. You will then get the second wave to spawn. When they spawn they come singlely. So it is possible to kill one of the spawns before the next appears.
After you kill off the second wave. You hit the lair until you are near the 50% 66% point. Then tap it and peace again.
Just so you know. There is a small chance that some lairs will spawn a high end version of the creature after the third wave. This is a single creature of enhanced stats than the regular MOBs you were killing at that lair.
Im a Rifleman/Combat Medic with a line in Combat Prowress.
I have armor for PVE, thats not a problem
In fact heres a good piece of info for anyone looking for PVE armor
If your fighting an animal, all you need is Ubese Set with 75% KINETIC. If your fighting NPC's, I advise low encumbrance composite. The only armor I use on Nightsisters is 40% stun, 66% base, 80% kinetic.
PVP though is what im in dark about when it comes to rifleman combat tactics for armor. Do I need 40% stun ? Or can I go for a lower %? Do I only need to wear helmet, chest, gloves, boots? Do biceps and bracers help any?
What is going to be my biggest % to get? I think kinetic since I will have ranged mitigation and that will help against other ranged professions
PvP is nasty - get as high of stun % as you can get same with all the other resists trying for 90% for most resists is what the type pvp'rs have. PSG on top of the stun resist armor 60% or so...
wear the full suit as in pvp players seem to have a higher chance to hit the nonsuited areas. the four piece armor is a bug and that is going away (but 9 piece is also changing as hands and feet after the curb will not be a hit location). ranged mitigation does not stop damage from occuring it just lessens thedamage band so it is good to have both melee and ranged up there.
Wait till the CURB before you base your play style on a certain damage area or weapon, everythings changing.
Medaus Estar Mandalorian Rangers Rifle Specialist Poison A Crack Rebel Rifleman and Chemical Warfare Specialist
You will be slow while you will also be shooting at range.Creatures despawn after you kill them but before you kill their aggro buddies.This makes it so you lose the loot
So a basic solution if you use conceal shot:
Conceal shot till the target is almost dead
lay a bleed on your target
peace
move back 20m
creature will aggro you but will only come himself and not bring his buddies
max sure to be at least 70m away from his friends
kill using what every shot will kill target fastest based on pool damage
AP - Armor Piercing or alternatively Apprentice Points (used previously for mastering professions)
AOE - Area of Affect (usually referring to a special) Melee can have 360 specials, whereas most marksmen specials are a cone
Aurelia - (See Village , Glowly , Old Man)
B
BRT = be right there
Bat - Light Saber (see also Glow-Bat, Glow Stick)
buff = enhancements external to the character that can affect skills, states, or stats
C
Camp - to stay in on place to keep killing the spawn over and over
CURB - Combat Upgrade Revamp Balance
corv = corvette - currently the only instanced adventure location in the game
Corvette - Instanced Adventure Location
cor = corellia
Corellia - Central Planet in SWG
D
dot = damage over time (usually Poison, Disease, Bleed, or Fire)
dungeon = adventure location
Dant = dantooine
Dantooine = An Adventure Planet
Dath = dathomir
Dathomir = Planet that is dangerous and is rumored to have Night Sister Force witchs on it
E
F
FAQ - frequently asked questions _ READ THESE FIRST!_
FRS - Force Ranking System - a system where Jedi can gain power by killing others *truly an invention of the dark side!*
FS - Force sensitive - Means you are ready to take the path to Jedi
fotm = Flavor of the month - term used to describe how powergamers flock to what they view as the strongest class everytime something changes
Factional Pet = See pet but related to the GCW
G
Glowy - Once you do a significant amount of activities (covered in the Force Senstive forums) you glow with force
Glow-Bat - Light saber (See also Glow-Stick, Bat)
Glow-Stick - light saber (see also Glow Bat, Bat)
GCW - Galatic Civil War (the Rebellion vs the Empire)
Grind = to work with out ceasing to level to highest abilities - a bad thing for most players but powergamers like to do it
H
HUD - heads up display - the info displayed on your screen
I
Instanced = a location that is created specifically for a group to adventure in that no one other then the group can enter
J
JTL - Jump To Lightspeed (expansion 1)
K
L
Loot = Items obtained by adventuring
L33T = players who tend to pvp but are generally younger and do it only to grief not to roleplay. Tend to say things like 1Pwn'dUrR0xx0r etc...
M
Mezzing - A term used to indicate a a target has been affected by a special action that locks a mob up under a set duration
MMORPG = Massively Mulitplayer Online Role Playing Game
N
O
OMW = On my way
Old Man - creepy guy who tells you that you are ready to become a Force Sensitive person - stalks you - er finds you a few days generally after you gain glowy status.
P
PA - Players Association (guild)
psg = personal shield generator
Pet = npc that can be controlled to an extent by players
pvp = player versus player
pve = player versus enemy/environment
Q
R
RP- roleplay
ROTW - Rage of the Wookiees (expansion 2)
rooted = to be forced to stay in one place until ones action is complete
RPG = (primary)roleplaying game /(secondary usage) rocket propelled grenade
S
SWG - star wars galaxies
Spawn - a location where NPC/Creatures appear in the game
Skills = abilities granted by professions or by race
States = affects that can increase or decrease affect of skills or stats and combat ability
Stats = the basic numeric description of your character
T
tat = tattooine
Tattooine - Planet seen in the movies - desert world - home of the Famous and Dangerous Krayt
tal = talus
Talus - A Moon of the Planet Correllia
U
V
The Village - no not M Night Shyamalyan's epic - A location where the quests for jedi starts in the game after you get glowy status
AP = Armor Piercing (Rifleman speciality as we have the most common uber ap weapon)
AR = Armor Resistance
Four levels of each
AP none light medium heavy
AR none light medium heavy
if AP>AR by 1 level you get a 25% damage bonus and if by 2 levels you get a 25% +25% damage bonus
if AR>AP by 1 level you get a 50% damage reduction and if by 2 levels you get a 50% + 50% damage reduction
so AP >= the AR of your target is a good thing
1 thing - if the target is vulnerable to the damage type of the weapon you are firing or does not have armor at all ArmorPiercing has no effect and is treated as the base case.
When I use skills like Overcharge Shot 1 and Body Shot 1, is it supposed to use my Action meter? I remember a week ago it didnt, it used some pool that i couldn't find (the numbers appeared yellow)?
Answer:
Ok, firstly, if the damage numbers when using a special appear yellow, then that means that the special has used both health and action (under the RGB colour system red + green = yellow).
Secondly, the amount of HAM used by a particular special attack is dependant on several factors:
The attack itself
The weapon used (note that all weapons have health, action and mind values when you examine them)
How high your secondary stats governing drain are at the time (the stats in question being strength, quickness and focus)
If you are wearing armour then the encumberance value of that armour will be deducted from your secondary stats, resulting in a larger amount of HAM usage by specials. Additionally, if the encumberance values are not spread equally across all three pools (for example if the action encumberance is higher than the health encumberance) then it can skew the resulting HAM drain towards a particular pool (in this case, if the damage numbers when using a special are yellow when unarmoured, then the greater action encumberance when wearing the armour can move the emphasis onto the action pool, therefore changing the damage numbers to green).
Any buffs or food affecting the secondary (drain) stats will have the opposite effect to armour, reducing the HAM usage by special attacks. It's worth noting that if you increase a particular secondary stat to a value of 1500 or higher, then it's associated HAM pool will incur zero damage from special attacks, so it's possible to completely eliminate special attack costs by increasing each of your strength, quickness and focus stats to a net value of at least 1500.
Finally, I thought I should just mention that the secondary stats that I haven't covered above (constitution, stamina and willpower) determine the rate at which you regenerate your HAM, and are similary affected by armour and food/buffs. Although they do not have an immediate effect on the cost of special attacks, they obviously can still be of help (particularly in a longer fight) and shouldn't be forgotten!