Guide
for the New Rifleman
New Rifleman Tips:
Whatever you want to do, first do
the helper droid quests. They give
you money, xp, useful stuff and some
basic ideas about how the game
works. Also do the game tutorial at
least once, you can do it again by
creating a char on another server.
Your starter weapon is pretty bad,
in fact you wont find a worse one.
Go to the bazaar and look for a new
one. Watch for the condition, don't
take anything which has too low
condition (below 50%, like 50/1067
or something) Also look if you can
actually use it, you will need a
certification for it! You can see
your certification in your skill
window (ctrl-s) Don't buy the first
one you find, compare prices, lots
of people try to rip off newbies.
If you don't fight, do survey
missions, they give lots of money
for someone starting out.
Optimize your head up display: you
can change lots of stuff in the
options. You can ignore all afk
people (note that you ignore
yourself when you are afk then.) You
can activate the waypoint monitor
and disable the waypoint arrows in
the center of the screen. You can
drag and drop the chat tabs to
create more chat windows. You can
expand your toolbar by dragging it
down to 24 slots.
Customize your keyboard: You can
remap all keys, even make macros and
map them to keys. For example I have
the 6 toolbars on the num pad
numbers 1-6 and stand/kneel/prone on
the left and right windows keys and
the properties key.
Always read the Tuesday tips, also
read old ones. They have lots of
useful random stuff.
Don't go overt if you are not
prepared. PvP is endgame, you will
get killed probably, so only go
overt if you don't care.
Insure your items. If you die
uninsured, lots of stuff will decay.
5% if uninsured, 1% if insured. 0%
if you die by someone of the enemy
faction, player or NPC
Rebel=rebel, Imperial=you are
in the imperial army,
Neutral=you are an imperial citizen
Do the theme parks, they are not too
hard and can be fun. There are quite
a lot mini theme parks too and some
'epic quests' spanning multiple
planets. Ask around for that stuff,
but bring at least some basic combat
skills.
When you choose an entertainer or
medic, you have to rely on other
people to tip you. Don't be rude, no
one is forced to give you money.
Either live with the fact that only
1 out of 5 people tip you or make
your money with survey/combat. Do
not spam to remember to tip the
entertainer/medics. That's just
stupid, I tip always, but not people
who do that.
The next thing you will want is a
mount or a vehicle. Vehicle have to
be repaired all the time for quite
some money, but are way faster than
mounts, so everyone uses them. You
got to decide yourself what to use.
Take all the 6 starter professions.
No matter what you want do, take
them ALL. You can always surrender
everything and Novice in a starter
profession only costs 100 creds.
It's worth it, you will learn more
about how the game works and are
more independent. For example, you
can heal your own battle fatigue and
mind wounds when you dont find an
entertainer.
Get better equipment (read: player
made equipment) You can find player
vendors by using the world map
(ctrl-v) expand vendors, click on
the type you are looking for. You
will lots of green dots. Right click
and save the ones you want to visit.
Now activate them in your data pad
(ctrl-d) and your set.
If you have a question, type /who
and ask a guy with a HELPER tag in
the list.
Have
Fun!
1)
What to Hunt:
Generally people
will tell you to go to Dantooine
and hunt quenkers (not savage
ones!!!)
they give great xp and pay out
well if you do missions while
doing it. Myself I took my time
and hunted many things , pickets
on lok, Quenkers, (Snorbals,
Bolle Bulls, Rancors, in a
novice group - no solo grouping
before you have a few columns of
speed! I found snakes on
lok are easy 1-2 shot kills, and
if prone they can never aggro
fast enough to avoid being
killed . Tortons are also
perennial favorites. Talus and
Rori are good places to level as
well. make sure you stay at the
55+ m mark and shoot while prone
- make sure it doesn't have more
then 10-15k ham and more then
light armor if you plan to solo
at novice rifleman. Unless you
are a scout and can run like the
wind.
Telling someone what to hunt
is actually a very hard job,
it depends on your play
style and
what you want to gain from
it. Money? XP? Loot? are you
already an elite combat
profession are
you a master marksmen? it
helps with the speed and
accuracy at the bottom end
and even
more at the top of the
rifleman profession.
Finally if you are grinding
- it is best to group with
something... a pet, a droid
, a person?
all give you a bonus to your
exp you get per kill
PVE:
E11, Laser Rifle, T-12, DXR6-b,
Berserker, Spraystick, Sg82
gives us a huge variety of
damage types - do an examine and see
what armor level a creature has and
what
it is susceptible to. AP IS YOUR
FRIEND HERE! a 25% damage bonus per
level
over the armor of the creature you
are shooting at will help immensely!
generally you will probably use a
Laser Rifle, E11, and the
DXR6-b until you get some
speed and then the T-21 comes to the
fore as the best all around rifle.
PVP:
Jawa, DXR6-b, and T-21
Jawa = Stun damage and ignores much
of the armor
dxr-6 -b = Accurate and high
damaging as well as no Shield Gen
stops it damage
T-21 = all out damage!
Strategy #1
is to take the creature out quickly
(while using cover, maskscent, etc)
so that it's dead before it knows
what hit it and never has the chance
to charge you.
Strategy #2
is to team up with another player or
creature who can absorb the
creature's
attacks while you snipe at it from a
distance.
Strategy #3
if you have scout use traps that
slow down creatures
Strategy #4
*IMPORTANT!* threaten and warning
shot in the Marksmen 0004 column!
warning shot can be used to drive
creatures away - use peace
immediately after
you see the attack stick. If you can
do that three or more times the
creature seems
to slow down as long as you do not
hit it with another warning shot.
Over all the
best method if you can not kill a
creature without being detected
Tools
of the unbuffed, unarmored player:
= Warning Shot
= Suppression Fire
= Phenacine Dart
= Adhesive Mesh
= Any Knockdown (Novice Pistoleer
and x/x/x/1 gets you a Melee
Knockdown)
= Warcry (From Brawler)
= Burstrun
= Line of Sight (for ranged
opponents)
= Take Cover, Mask Scent (note you
cannot Peace while under Cover)
= Conceal Shot
= Nearby Vehicle
= Pet Tank (Guard or Kill Command)
= Droid Tank (Guard or Kill Command)
= Neutron or Muon Spice (for really
hairy situations)
First off, yes, do slice
armor! If you can afford
to get a full encumbrance -
sliced set, that
could be a worthwhile
investment. Second, are your
Mind stats maxed out? What
species are you? A Human with
800 encumbrance composite armor
can eat 2 Ahrisa
and drink 2 Brandies and spam
specials for at least half an
hour up to 40-45 minutes.
If they have their Mind stats set to the optimal 1100/1100/800. Wearing
any sort of
Composite, Ubese, or Padded
armor will affect your HAM
greatly, forcing you to also
invest in food and drink. Every
Rifleman should have Brandy,
Ahrisa, and Muon.
Canape, Citrus Snow Cakes, and
Vercupti are also nice to have
available.
Ahrisa adds 400+ to Focus for
~45 minutes at 33 filling.
Canape adds 700+ to Focus and
Willpower.
If I recall, it has near 33
filling as well with a duration
of about 10 minutes. I prefer
Ahrisa to Canape,
In the worst situations
(basically just the DWB),
Muon Gold (spice) is good to
have. +500 to
Mind/Focus/Willpower for 10
minutes with the
opposite effect for 3 minutes
afterwards.
Rifleman is slow at first due to the speed of your general
attacks, this will change.
1st, you can single draw as a
rifleman - attack at target at 55+m
and if it does
aggro before it dies only it should
chase you (this does fail time to
time)
2) Conceal shot allows you to attack
much bigger things then you really
should
great xp, but slow and beware
of random bleeds left by conceal
shot - they will get you killed
3) Speed and Accuracy are what you
should go after when learning rifle
first - I
prefer speed (but only if you have
the Combat experience from another
profession)
other prefer accuracy - play around
a bit - if you have a highly
accurate rifle go 003x, if
you laser rifle or t-21 is fast 4-5
seconds maybe go accuracy 400x
4) AOE's will be your life blood!
5) We do not have a knockdown
per say - but we do have an AOE
which inflicts
dizzy on NPCs and if you have
master marksmen you should have
suprresion fire
which forces a posture change
down - when they stand again is
when they get
doing the flopping fish
impression expansion.
Also you
may want to
change the
KD section to reflect that it is
only a voluntary posture change
that causes
the
flopping fish. Also that Dizzy
only works on NPCs. Along with
the flopping fish effect.
For a good
discussion on what to do first check
this thread out
5)
Rifle speed:
Rifle is slow until
you master- this is a no dabble
profession, at master you should
be
almost 2x as fast as you are
currently as for skill order you
might want to try to get 0103 or
0033 or some such . The three
column in the last 2 gives an
AOE which are very nice the 0100
column gives
conceal shot which is a shot you
can shot pretty much
indefinitely at ranges of +50m
and never draw aggro (unless you
miss a few times or land a bleed
). You might want to consider
switching to a faster laser
rifle it may not be ap3 but is
can have a huge upper damage
range and is considerably
faster. Also check out DXR6-b's
they are faster than T21's and
substantially more accurate in
all range bands. Both should
help you low level specials get
faster.you could also try 4000
for the accuracy which is always
in demand . I preferred the
AOE's but if you are not already
uber with the armor and you
don't hunt with a Meatshield (ie:
your tk friend :-p) it may be
better to go with accuracy - see
following reason
Not sure
if I agree with your idea of
which branch to go up first.
Going up to FlushingShot2 works
great if you have someone or
somethingto tank. But without
that you are in trouble as it
will aggro MOBs which are
frequently melee to a range your
AoE won't work and your accuracy
is horrible.
6) PVP and You
PVP is not
really something a Novice
rifleman should participate
in as your
speed will be slow and your
accuracy will be bad.
If you are still
intent on it as you climb the
speed and accuracy trees you
will find that
pvp becomes more and more
viable. Once you hit master you
literally will double
your damage output and at that
point you should be good to go.
1) Higher accuracy = avoids
defenses better so you hit more
often
2) Stun is a fair damage type
for pvp - but it has been
getting less and less so since
the advent of stun armor and
stun shield gens and foods such
as synthsteak
3) Foods are a necessity
currently as are buffs and stun
armor and shield.
4) Flushing 2 creates a stun
affect which can lower defenses
and help you hit
5) Currently Headshot2/3 are our
best attacks, this is changing
and it maybe
that raw damage output will soon
supersede this so ss2 (master
level- again
pvp is not something novices
really should be doing) might
be better.
6) The DXR-6 and the t-21 are
also viable PVP weapons, the
High accuracy of
the DXR-6b helps as does the
Heavy armor piercing of the T-21
7) Instead of Max damage
powerups go for 30%+ min damage
powerups and
some other stat such as +
accuracy if you can , this helps
avoid Mitigation issues
8) Sniper shot is useful but not
as useful as you might imagine
9) Get disease/poison
inoculations now...
AP means Armor Piercing. When
you look at a weapon it will say
None, Light,
Medium, or Heavy. Those
translate to AP0, AP1, AP2, and
AP3.
For each level that the AP is
above the AR (Armor Level) of the
target you get a 25% cummalative
bonus to damage. So AP3 vs AR0
(3steps) is 195% damage. AP3 vs AP1
or AP2 vs AR0 (2steps) means 156%
damage. AP3 vs AR2, AP2 vs AR1, or
AP1 vs AR0 (1step) means 125%
damage. If even then it's 100%
damage.
If the target is vulnerable to
the damage type then the the target
is considered AR0 and the weapon
loses any AP bonus. It basically
becomes AP0.
For each level that the armor
is greater than the AP, you lose 50%
damage. So 1step is 50%, 2steps 25%,
and 3steps 12.5%.
So which AP is better?
Usually the higher the AP the better
off you are. But it will depend on
the targets resists. It is possible
that a weapon with a lower AP is
better because the target may have
lower resists to it. Also the lower
AP could be better if the target is
vulnerable to the higher AP damage
type since you lose the AP bonus in
that case.
Armor
Attachments and Clothing
Attachments:
- + numbers help our skills, -
numbers reduce our skills (you want
positive ones ^_^)
- Rifle Speed is the most
sought after as it can literally
double your damage output (+7 rifle
speed is all we need to cap as
master rifleman)
- Rifle Crawl is broken so the
attachments do nothing as of now
- Never put the same type of
mod into the same piece of clothing
as you will just lose the second one
and it will be lost forever
Max
Range:
All attacks have a max range of 64m
(no we can not do 300m sniper kill
shots on players)
Rifleman Trainer Locations:
Tatooine
Mos Eisely
3551, -4710 or
3426, -4917
Naboo
Keren
1274, 2687
Corellia
None listed
Rori
Narmle
-5215, -2373
Talus
Dearic
587, -2870
What
are the Rifleman specials and what
do they do:
Conceal Shot
– Rifleman Concealment I : An attack
that allows you to attack targets in
PvE without being detected and
attacked. The target can still
detect you normally by coming close
to you or if you miss a certain
number of times. If standing you are
detected on the first miss, kneeling
on the second, and prone on the
third. You can reset this miss
counter by using the peace
command.** Caution – This special
sometimes causes a bleed. You will
be detected when the bleed ‘ticks’
** Damage 2.5X Time 3.0X Effect :
Remain undected
Flurry Shot 1
– Rifleman Rifle Abilites I : This
attack can cause a dizzy state on a
target. While Dizzy, the target can
not burst run and may fall over if
it makes a voluntary posture change.
Damage 2.5X Time 2.0X Effect : Dizzy
attack
Flurry Shot 2
– Rifleman Rifle Abilities
III : This attack can cause a dizzy
state on multiple targets. While
Dizzy, the targets can not burst run
and may fall over if they make a
voluntary posture change. Damage
2.0X Time 2.3X Effect : AoE Dizzy
attack
Flushing Shot
1 – Rifleman Counter-Sniping
I : This attack can cause a Stun
state on the target. While Stunned,
the target has lower defenses and
forfeits its next attack. Damage
2.0X Time 2.1X Effect : Stun +
Posture Up
Flushing Shot
2 – Rifleman Counter-Sniping
III : This attack can cause a Stun
state on multiple targets. While
Stunned, the target has lower
defenses and forfeits its next
attack.Damage 4.0X Time 2.6X Effect
: AoE Stun + Posture Up
Head Shot 1
– Marksman Rifles I : Ranged attack
that targets the Mind pool. Damage
1.5X Time 1.5X Effect : Mind pool
targeting
Head Shot 2
– Marksman Rifles III : Ranged
attack that targets the Mind pool.
Damage 2.5X Time 1.75X Effect : Mind
pool targeting
Head Shot 3
– Rifleman Sniping II :
Ranged attack that targets the Mind
pool. Damage 3.0X Time 2.0X Effect :
Mind pool targeting
Mind Shot 1
– Marksman Rifles IV : Ranged attack
that targets the Mind pool and
causes a bleed. Damage 1.5X Time
1.8X Effect : Mind pool targeting +
Bleed DoT
Mind Shot 2
– Rifleman Sniping I : Ranged attack
that targets the Mind pool and
causes a bleed. Damage 2.0X Time
2.0X Effect : Mind pool targeting +
Bleed DoT
Sneak –
Rifleman Concealment III : This
ability allows the Rifleman to crawl
while using TakeCover
Sniper Shot
– Rifleman Sniping IV : Ranged
Deathblow attack. Can only be
performed in PvP vs an opponent that
is incapped.** Caution - even while
incapped, it is possible for the
target to Dodge or Counter-Attack
and negate this ** Damage 50pts Time
?? Effect : Ranged DB
Startle Shot 1
– Rifleman Counter-Sniping II : This
attack can cause the target to raise
its posture. Damage 2.0X Time 2.1X
Effect : Posture Up
Startle Shot 2
– Rifleman Counter-Sniping IV : This
attack can cause multiple targets to
raise their posture. Damage 4.0X
Time 2.6X Effect : AoE Posture Up
Strafe Shot 1
– Rifleman Novice : Attack that can
clear a target from a covered (Take
Cover) state. Damage 2.0X Time 2.0X
Effect : Removes Cover (Take Cover)
Strafe Shot 2
– Rifleman Master : Attack that can
clear multiple targets from a
covered (Take Cover) state. Damage
5.0X Time 3.5X Effect : AoE +
Removes Cover (Take Cover)
Surprise Shot – Rifleman Sniping III
: Ranged surprise attack that can
only be performed from cover (Take
Cover). ** This special is currently
broken. It can be performed without
being in cover (Take Cover) **.
Damage 3.0X Time 3.0X Effect : ??
Currently broken
Take Cover
– Marksman Rifles II : Can only be
done while prone.. Increases your
ranged defense. You can not move
while using this ability unless you
have the Sneak ability. Effect :
Increases Ranged Defense
What is an AoE attack? AoE
stand for area of effect. For ranged
weapons the AoE goes out in a cone
approximately 30 degrees in width.
This is different than melee AoE
attacks which are radius attacks.
You will only cause damage to
targets that are currently aggro'd
on you. You will see hits to non-aggro'd
targets in the combat spam, however
they will take no damage until they
gain aggro on you or a party member.
Know issue with AoE attacks. AoE
ranged attacks can cause aggro even
though there is no line of sight.
This will cause targets on the other
sides of walls and such to gain
aggro on you if they are caught in
the cone effect. This will draw MOBs
on you in places such as caves and
the Corvette.
I Dizzied a target with FlurryShot1/2 and then used
StartleShot/FlushingShot/SuprressionShot
to change it's psoture, but it never
falls down. Is something broken?
No. The Dizzy/KD or Dizzy/posture
change 'flopping fish' effect you
are trying to cause only works on
voluntary posture changes. A target
that is Dizzy only has a chance to
fall down if IT tries to change it's
posture. Not if a posture change is
FORCED upon it. Also Dizzy has no
effect on creatures, only on NPC's.
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