Bounty Hunter Archive
Thread: Template Idea
Alertness+10
Berserk+20
Combat Equilibrium+10
Cover+80
Defense vs Blind+20
Defense vs Knockdown+85
Defense vs Stun+20
General Ranged Aiming+30
Meditate+15
Melee Mitigation+4
Ranged Mitigation+2
Taunt+40
Pahdbacca wrote:
CMs get a skill mod called CM effectiveness that increases as they train up the range tree. Effectiveness is used to determine a multiplier that is applied to combat meds.
All combat med DoTshave a range and effectiveness (damage per tick)rating. The multiplier is appled to these ratings to determine the range and damage per tick.
Novice CMs do 1.05 time the range and effectiveness of a stim's rating.
ACM with ranged 1 does 1.2x the stim rating
ACM with ranged 2 does 1.35x the stim rating
ACM with ranged3 does 1.5x the stim rating
ACM with ranged4 does 1.75x the stim rating
AMaster CM does 2.0x the stim rating.
For example, a single mind poison C has rating of 34m range and 320 effectiveness. A CM with ranged 3 can throw that stim for 1.5 x 34m = 51m and have it do 1.5 x 320 = 480 damage per tick. A master CM with the same stim can throw it for2.0 x 34m = 68m and have it do2.0 x 320 =640 damage per tick.
This is explained in the FAQ if you want to look up the specifics and/or the equations.
With a CM med use of 75, you should be able to use everything but Area C DoTs just fine. Area C DoTs can be experimented down, but will do only about the same damage as area B DoTs at that point.
As for your question, that is up to you to determine if you want to go CM or Doc. Shop around and see what kind of stims you can buy and/or have a friend make for you. Also, keep in mind that CM med use tapes do not work. I have been told that effectiveness mods do work until you reach +100, but I have never been able to confirm this myself. Also, CM mind heal does not work on yourself.
Couple of additional things to keep in mind....
- To ge a CM med use of 75 you need all 4 boxes of CM support....IMO if youu don't get this you can't use very many meds to make it worth you trouble.
- To be able to use diseases you need ranged healing distance 2 (this is the same line that changes the distance/damage you stiims do)
Good luck with your toon
Edit: More copy and paste.......
Pahdbacca wrote:
- First line in CM increases your range and distance...you need at least the second box to use diseases.
- Second line is speed...you need the4th box to use mind heal (which you can't use on your own)
- Third line is crafting
- Four line is TN and your med use skill....need all 4 boxes of this to be worth it IMO (Gnuut will disagree, but he has FAR more PvP experience than I do...if you are concerned about PvP, listen very closely to whatever he says)
Message Edited by Pahdbacca on 06-25-2004 03:41 AM
AjaxDoomStrike wrote:
I have been reading all the ideas about templates and I have one I would like some feedback on.
MBH, Commando 0040, TKA 4004. Unfortuanatly I lose the elite carbine but I gain a flamer and "?????" pistol.. Forgot name.
Ajax
Its launcher pistol... and you need to tell us what you want this template to do...
If its to PvP with, then until the Combat Balance in Publish 11(?) this template wouldn't be very viable. It would be better to do master carbineer and max out your carbs or master pistoleer to max out your pistols. Or some combination of the two.
Then again, it would be ideal to have some melee skills (TKM) as the melee classes rule PvP right now.