Bio Engineer Archive

Thread: Template Help

Aeschyl
Sun May 01, 2005 7:37 am
#209

my template is MBH/MP/Carbs 0300


2 VERY high damaging attacks (critical and legshot)


1 kd (underhand)


1 snare (crippling)


plus all the other cool stuff



i havent lost to any jedi yet (since finishing the template)



maybe re-spec to it and try it out


BadgerSmaker
Sun May 01, 2005 11:28 am
#210

Novice Medic gest you Bacta Shot, heal on a 9 second timer... you can't use enhancers for it and not sure how useful it would be with only Novice Medic.


0/2/0/0 Medic gets you Batca Toss on a 15 second timerwhich is, like all heals, on its own timer so that would be three heals you could do, counting your Stim D. This has an enhancer that you can use for up to 10% moer healing power.


0/4/0/0 Medic gets you Bacta Spray, 15 second timer again,so four ways to heal that you can do one after the other, you can also lag your enemies to death with this move. Also has an enhancer available.


If you want to boost the power of your heals take the Medical Support line, you get +5 Healing efficientcy for each box you get.


So for the best in medic healing, 0/4/4/0 Medic.


The next heal is Bacta Jab from Novice Doc on a 7 second timer, but that is currently bugged and does very little healing even with a good enhancer, and then there is Bacta Infusion, the "heal over time" from 1/0/0/0 Doc.




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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Uthyr
Sun May 01, 2005 2:24 pm
#211

Ah, thanks, Badger, I have been trying to figure out which two lines of Medic tokeep. I posted a question about it yesterday on the Medic forum, but nobody has answered (it's a slow forum!). I'm currently Medic 4040, with the first line mainly so I can use Nutrient Injection (like a mini-Health buff). Also, I've beenwondering if Stabilizers (from the same line) is useful to have (I haven't had the occasion to use it yet). I didn't realize that you could sequentially use the various bacta treatments--that definitely would make a huge difference for that second line! As it is now, I've just been using Bacta Shot, which isn't very useful in battle because it's such a small heal, but with repeated applications it does help me regain my health after the battle is over, so I can get back to fighting the next mob more quickly.

I've been toying with the idea of building a toon with Master Rifleman/Master Bounty Hunter. With my remaining skill points, I could either get two lines of medic (with a fewskill pointsleft over to use for FS skills), or I could sacrifice medic to get the pistols line with Stopping Shot (plus a few other pistol skills or else more FS skills). Any thoughts on which would keep me alive longer in a battle?



Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

BadgerSmaker
Sun May 01, 2005 3:00 pm
#212

Stablizers is pretty good... has a chance to clear state effects. I use that rather than the state recoveries that we have as it uses mind rather than action. Sometimes it doesn't work though, but in that case you can go for your recovery moves.


It's on a 15 second timer and has an enhancer.


Here's my "HEAL NOW!" macro that I have bound to Num Enter, it targets myeself then goes through my last toolbar and hits Stim D (1k+ heal), Bacta Shot, Bacta Jab Enhancer, Bacta Toss Enhancer and Bacta Spray Enhancer.


/emote begins jabbing himself with healing stims.;
/tar self;
/ui action toolbarPane05;
/ui action toolbarSlot06; - Stim D in toolbar 6, slot 7
/ui action toolbarPane00;
/pause 2;
/bactaShot self; - no enhancer availablefor Bacta Shot
/pause 2;
/ui action toolbarPane05;
/ui action toolbarSlot03; - Bacta Jab Enhancer in toolbar 6, slot 4 (this one is a very weak heal)
/ui action toolbarPane00;
/pause 2;
/ui action toolbarPane05;
/ui action toolbarSlot04; - Bacta Toss Enhancer in toolbar 6, slot 5
/ui action toolbarPane00;
/pause 2;
/ui action toolbarPane05;
/ui action toolbarSlot05; - Bacta Spray Enhancer in toolbar 6, slot 6
/ui action toolbarPane00


When I get my skills back that I lost during the Chimaera rollback I'll add in a Bacta Infusion Enhancer to that lot, probably slot it in as the third one.




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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Uthyr
Sun May 01, 2005 4:00 pm
#213

You do have a lot of nice macros. Badger. That is actually quitehelpful--I had been imagining writing a macro for the various bactas after you mentioned that they could be used sequentially, and you've saved me the trouble of having to come up with one (though what you wrote is pretty much exactly what I had in mind). Seems like yours should do the job very nicely. You must have track marks all over your arms now.


How much of a full health bar does that macro heal, out of curiosity, and how long does it take to run? Is it virtually instantaneous? I'm trying to evaluate how well it compares with my use of Stimpacks D/E, pre-CURB (I'm trying to design my Medic template so it has as close to the same power as possible compared with when I was Medic 4040, pre-CURB).


So here's a question for you, to rephrase what I was asking earlier: if you had to give up one or the other of these, which would it be... (1) the Stopping Shot (and Advanced Stopping Shot) line of Pistoleer, or (2) all the Medic-level bacta stims? I see that you're a doctor, but try to answer this from a Medic-only perspective as if you didn't have doc.



Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

BadgerSmaker
Mon May 02, 2005 1:02 am
#214


It's pretty much a full heal that one, I crafted StimD at 1k+ heal with my guilds Bio Engineer... the rest depends on your healing mods, typically I heal fully with this macro depending on what is hitting me at the time, bacta jab is about 120 heal so you could just forget that one.


Stim D 1k+, Bacta Shot 500+, Bacta Jab, 100+, Bacta Toss 500+, Bacta Spray 500+. My last tests of bacta infusion showed that it healed about 200 every 5-10 seconds but I'd need to check on that.


The /pause 2 is needed or it will skip stims, so about 8-10 seconds to heal up full.


The StimD is on a 60 second timer so you may want to move that somewhere else in the macro so that you get a heal as soon as you press the button.


I have been toying with the idea of putting this on the end:


/pause 52


/addAlarmIn 00 Stim D Ready!


But I think that just makes it over complicated.


I also have each enhancer bound to its own key so that I can heal myself and others on an ad-hoc basis, and then I went and bound each actual bacta move to Shift+Enhancer keyif I ever run out and hear that dreaded "Clunk".


As for dropping Stopping Shot, that wouldn't be possible for me I'm afraid... I've been Master Pistoleer since I thought "Hmm, this Cdef pistol is faster then the Cdef carbine or rifle, I'll do that" and I was MCM for ages till I got fed up of getting poisoned and added 4/0/0/0 Doc.


I have seen templates with BH in that can take damage rather well and dont need so much healing, maybe try a few resepcs to see if you can get away without so much medic?




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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
D3ViL-Begger
Mon May 02, 2005 2:01 am
#215






Aeschyl wrote:

my template is MBH/MP/Carbs 0300


2 VERY high damaging attacks (critical and legshot)


1 kd (underhand)


1 snare (crippling)


plus all the other cool stuff



i havent lost to any jedi yet (since finishing the template)



maybe re-spec to it and try it out






Yes, I will. Thanks



Moki Ogile/Ensei Hellios
1 Cancelometer:
Satisfied Customer ----------------------------------------------| Accounts Cancelled
Uthyr
Mon May 02, 2005 7:43 am
#216






BadgerSmaker wrote:


As for dropping Stopping Shot, that wouldn't be possible for me I'm afraid... I've been Master Pistoleer since I thought "Hmm, this Cdef pistol is faster then the Cdef carbine or rifle, I'll do that" and I was MCM for ages till I got fed up of getting poisoned and added 4/0/0/0 Doc.


I have seen templates with BH in that can take damage rather well and dont need so much healing, maybe try a few resepcs to see if you can get away without so much medic?






Hehe, that first paragraph above is most amusing. As for trying to get away without so much medic, yeah, I've been considering that, but I've been a medic for so long that I can't imagine living without it. It would be like being a real-life doctor and saying to myself, "I think I'll give up my ability to heal today so that I can learn a new fighting skill." I do plan to try out various respecs though, once I've completed my re-grinding.


Thanks again for the info!



Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

D3ViL-Begger
Tue May 03, 2005 1:33 am
#217

/bump



Moki Ogile/Ensei Hellios
1 Cancelometer:
Satisfied Customer ----------------------------------------------| Accounts Cancelled
bigbrasscajones
Tue May 03, 2005 8:25 am
#218

I'm trying to replan my tank a bit, he was my alt pre cu, my main is a triple master Artisan. So, what is a good medical based combo post-cu, as in if I use him in a group what are the better class combos for being able to be a good/useful medical support for most hunting parties, plus be able to clear lairs when I need to lay harvesters for my main? I was thinking pure combat medic/fencer as I am allready a long time fencer but want to focus more on the med end of things, so going pure med is a possibility with medic and doctor combined with the CM. Ideas?



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In game name: Bigbrass
Not BigbrassCajones because, evidently, BigBrassCajones is a bad bad name so they made me change it...
BadgerSmaker
Tue May 03, 2005 9:23 am
#219

For group healing, your best bet is Medic 4/4/4/0, 4/0/0/0 CM and 4/0/0/0 Doc.


You get five heals, /bactaShot , /bactaJab, /bactaToss, /bactaSpray and /bacta Infusion.


With Master Fencer you have 18 skill points left to put where you like, maybe 4/4/0/0 CM for Poison, Flame and disease DoT's. You'll have 4 sp left after that.



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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
bigbrasscajones
Tue May 03, 2005 10:26 am
#220

thanks for the info!



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In game name: Bigbrass
Not BigbrassCajones because, evidently, BigBrassCajones is a bad bad name so they made me change it...
HunterforBounty
Wed May 04, 2005 12:15 am
#221

Hey all just wanted a little help choosin a template. Im not going to drop rifles or bounty hunter so i just want to know what you guys think i should do with the rest of my template. Right now i have 3 templates in mind, so post which one you like and why.


A. MBH,MRifleman,MMarksman,Combat Prowess 4/4/0/0,Enhanced Reflexes 4/4/0/0(marksman for the enhanced speed and accuracy and the fs stuff for some nice mods)


B. MBH,MRifleman,Pistoleer 0/0/4/4,Enhanced Reflexes 0/4/0/0 (pistoleer for intimidate shot and some dice defense mods, and enhanced reflexes for more melee defense)


C. MBH,MRifleman, Pistoleer 0/0/4/0,Combat Prowess 4/4/0/0,Enhanced Reflexes 4/4/0/0 (basically same idea as B got intimidate shot, but instead of using the rest of my sp in pistoleer im investing it in fs skills to increase my skill with my weapons)



Right now im leaning towards B because of the nice defense mods and intimidate shot in pistoleer



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...and making SWG a better place to be.
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