Bounty Hunter Archive

Thread: GUIDE: How to take a Jedi with a RANGED Profession

Skyyr
Sat Oct 15, 2005 10:20 am
#1



It seems many Bounty Hunters are the categorical MBH/MCM template with some odd tree in another ranged profession. While this template is fine, many Bounty Hunters seem to think it is the end-all combination for killing Jedi, hence there is a lack of guides for Bounty Hunter templates with a ranged mastery. With that...


Ranged can be quite effective. However, it requires that you think outside of the box that many found themselves in Pre-CU. Don't think of specials in terms of what their effect is damage wise. Rather, think of them in regards to what their effect is upon the Jedi's reactions.



We'll start off with the Bounty Hunter specials:



Main Specials



Ranged Shot: Now this really isn't a Bounty Hunter special, but since every profession has it, I'll describe its use here. This should always your default attack (Unless you hit them with a mez. Disable it until the mez breaks). Using this as a default attack does 3 things:


1. Consistent damage.

2. Saves your action bar.

3. Most importantly, it lulls the Jedi into thinking you can't deal any real damage. You'll find that most Jedi, after being hit with ranged shot solely for the first minute of the fight, will let their health get halfway or lower before healing. This is exactly the effect you want. Start dealing damage with other specials after their health is halfway.


Placed Shot: A marksman special, but you'll use it nontheless. Rotate it with ranged shot for a faster-hitting attack to wear the Jedi out slowly.


Duelist Stance: Perhaps the most over-rated ability for a ranged Bounty Hunter. Until it has been modified to +500 defense (if it ever is), it is relatively useless as it reduces damage by roughly 20 points over 45 seconds. At 1 hit every 2 seconds, that's 475 damage reduced, at a loss of 1 combat round and roughly 8% mind. The mind costs of Duelist stance compared to the mind costs of a heal (if you have healing abilities) make it pointless.


Note: Duelist stance is effective against other ranged players and should be used in a ranged vs. ranged fight.


Critical Shot: This will be your main damage-dealing special. The trick is to save it for finishes. With a SAC powerup, you can spam this. However, this puts a Jedi on the defensive as all they will do is focus on healing. Throw one in every now and then, buit save the repetitive use of it for after they have less than half their health.


Spray Shot: Rather useless against Jedi hunting, unless they are cloaked. To use against a cloaked Jedi, target an object (or dueling player) in front of the cloaked jedi, and use spray shot. The cone effect will hit the Jedi. You can triple incap cloaked + afk Jedi using this, so while it is relatively useless, remember it can come in handy at times.


Underhand Shot: Underhand Shot is your knockdown attack. However, most people think it ends there. It doesn't. Underhand Shot can also be used to buy yourself valuable time, especially when chained with a mez-attack (delay). When knocked down, the jedi must waste a round of combat to recover from the knockdown. Given the fact the Jedi will not be able to react to the attack until after they realize they are knocked down, this will buy you 4-5extraseconds.


Remember that the Jedi (or any other player, for that matter), will not know they are knocked down until 1 round after the knockdown occurs. Knowing this, you can also use Underhand Shot > Critical Hit > Delay Attack (from another ranged profession > Critical Hit. This combo works very well.


Confusion Shot: This is definately the most under-rated attack Bounty Hunters have. If you are having problems hitting the Jedi, use Confusion Shot until the dizzy state sticks to them. Dizzy will reduce their defense by 80.


Eyeshot: This reduces a Jedi's accuracyand defense. Stacked with a dizzy state from Confusion Shot, you'll almost never miss.


Torso Shot: This is your second damage dealing special from the Bounty Hunter profession. Alternate this attack with Critical Shot. In addition, make sure that the shot sticks twice, as it will add up to two bleed DoTs, each ticking for 40'ish damage. This adds an extra 80 damage every 10 seconds. Don't under-estimate this attack.

Message Edited by Skyyr on 10-15-2005 10:35 AM

Message Edited by Skyyr on 10-25-2005 11:04 AM





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NoStyleGuy
Sat Oct 15, 2005 10:25 am
#2

very helpful but in my experience Dizzy (confusion shot) has little to no affect on a jedi.



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Skyyr
Sat Oct 15, 2005 10:27 am
#3






NoStyleGuy wrote:
very helpful but in my experience Dizzy (confusion shot) has little to no affect on a jedi.




try stacking eyeshot with it.





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TonieStark
Sat Oct 15, 2005 10:29 am
#4


Your a great BH and this is a good guide , very good I just STRONGLY disagree with this one statement:



Duelist Stance: Perhaps the most over-rated ability for a ranged Bounty Hunter. Until it has been modified to +500 defense (if it ever is), it is relatively useless as it reduces damage by roughly 20 points over 45 seconds. At 1 hit every 2 seconds, that's 475 damage reduced, at a loss of 1 combat round and roughly 8% mind. It really does not help that much.


I will leave you with this math. I fought a Jedi for 45 minutes the other day. I had my duelist macro running the entire 45 minutes. It stopped 12,000 points of damage over the course of the 45 minutes. That is 4 full health bars......useless? No way.

Also taking into acocunt the damage reflected back, it was probably an 15,000-16,000 damage point swing.

Message Edited by TonieStark on 10-15-2005 10:31 AM



Mawl: Wookie Rebel Jedi
Tonie Stark: Imperial Bounty Hunter
82 Jedi Killed
Favorite Jedi Kill Pics 221K 225K 222K 223K 220K 221K 226K 172K 197K 132K 202K 221K 225K 225K 221K 221K 222K 226K 219K 220K 222K
Chilastra
Skyyr
Sat Oct 15, 2005 10:33 am
#5







TonieStark wrote:


Your a great BH and this is a good guide , very good I just STRONGLY disagree with this one statement:



Duelist Stance: Perhaps the most over-rated ability for a ranged Bounty Hunter. Until it has been modified to +500 defense (if it ever is), it is relatively useless as it reduces damage by roughly 20 points over 45 seconds. At 1 hit every 2 seconds, that's 475 damage reduced, at a loss of 1 combat round and roughly 8% mind. It really does not help that much.


I will leave you with this math. I fought a Jedi for 45 minutes the other day. I had my duelist macro running the entire 45 minutes. It stopped 12,000 points of damage over the course of the 45 minutes. That is 4 full health bars......useless? No way.

Also taking into acocunt the damage reflected back, it was probably an 15,000-16,000 damage point swing.


Message Edited by TonieStark on 10-15-2005 10:31 AM




you forget tho, that after 1:30 minutes, that's 950 damage stopped, and you wasted enough mind for one heal, which is 1500+ healable damage. That is why I put that part in there.


In your 45 minute fight, you used enough mind (through duelist stance) for 33,750 points of healable damage. It really is an overalluselessskill against Jediuntil they make it +500 defense.

Message Edited by Skyyr on 10-15-2005 10:41 AM





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Sundal
Sat Oct 15, 2005 10:51 am
#6






Skyyr wrote:







TonieStark wrote:


Your a great BH and this is a good guide , very good I just STRONGLY disagree with this one statement:



Duelist Stance: Perhaps the most over-rated ability for a ranged Bounty Hunter. Until it has been modified to +500 defense (if it ever is), it is relatively useless as it reduces damage by roughly 20 points over 45 seconds. At 1 hit every 2 seconds, that's 475 damage reduced, at a loss of 1 combat round and roughly 8% mind. It really does not help that much.


I will leave you with this math. I fought a Jedi for 45 minutes the other day. I had my duelist macro running the entire 45 minutes. It stopped 12,000 points of damage over the course of the 45 minutes. That is 4 full health bars......useless? No way.

Also taking into acocunt the damage reflected back, it was probably an 15,000-16,000 damage point swing.


Message Edited by TonieStark on 10-15-2005 10:31 AM




you forget tho, that after 1:30 minutes, that's 950 damage stopped, and you wasted enough mind for one heal, which is 1500+ healable damage. That is why I put that part in there.


In your 45 minute fight, you used enough mind (through duelist stance) for 33,750 points of healable damage. It really is an overalluselessskill against Jediuntil they make it +500 defense.

Message Edited by Skyyr on 10-15-2005 10:41 AM



I agree. Not only do you lose mind, but you use up a combat round for it. All that damage you saved you could have dealed to the jedi instead. And the damage that you did save you could have easily healed with the mind you used.

TonieStark
Sat Oct 15, 2005 11:00 am
#7

I understand your point and I don't want ot argue in the thread because the focus should be your real good guide, so I'll say one final thing and bow out. If I can snap the macro on and not worry about helaing 33K of damage then I am better for it. I'll take the trade off from 16K to 33K...why? The healing button grey out. There is a value in something going on automatically in the background instead of actively trying to heal that much damage. Maybe it's my rhythm in stopping , letting it take hold then popping off a toprso and an advance crit. Also using ahirisa and booster (or muon etc). I hardly feel the mind hit.



Mawl: Wookie Rebel Jedi
Tonie Stark: Imperial Bounty Hunter
82 Jedi Killed
Favorite Jedi Kill Pics 221K 225K 222K 223K 220K 221K 226K 172K 197K 132K 202K 221K 225K 225K 221K 221K 222K 226K 219K 220K 222K
Chilastra
PedricCuff
Sat Oct 15, 2005 11:08 am
#8






Sundal wrote:





Skyyr wrote:







TonieStark wrote:


Your a great BH and this is a good guide , very good I just STRONGLY disagree with this one statement:



Duelist Stance: Perhaps the most over-rated ability for a ranged Bounty Hunter. Until it has been modified to +500 defense (if it ever is), it is relatively useless as it reduces damage by roughly 20 points over 45 seconds. At 1 hit every 2 seconds, that's 475 damage reduced, at a loss of 1 combat round and roughly 8% mind. It really does not help that much.


I will leave you with this math. I fought a Jedi for 45 minutes the other day. I had my duelist macro running the entire 45 minutes. It stopped 12,000 points of damage over the course of the 45 minutes. That is 4 full health bars......useless? No way.

Also taking into acocunt the damage reflected back, it was probably an 15,000-16,000 damage point swing.


Message Edited by TonieStark on 10-15-2005 10:31 AM




you forget tho, that after 1:30 minutes, that's 950 damage stopped, and you wasted enough mind for one heal, which is 1500+ healable damage. That is why I put that part in there.


In your 45 minute fight, you used enough mind (through duelist stance) for 33,750 points of healable damage. It really is an overalluselessskill against Jediuntil they make it +500 defense.

Message Edited by Skyyr on 10-15-2005 10:41 AM



I agree. Not only do you lose mind, but you use up a combat round for it. All that damage you saved you could have dealed to the jedi instead. And the damage that you did save you could have easily healed with the mind you used.





Seconded. Duelist stance is a pretty useless move, and I've experimented with it enough to know.




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Skyyr
Sat Oct 15, 2005 11:18 am
#9

Samous, if you find this useful, want to sticky it? I've gotten several PM's asking for links to ranged-bh tactics.. maybe this will help





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Chooie87
Sat Oct 15, 2005 11:18 am
#10

nice guide

/thumbsup



N Chooie k Ballchinian N
-V-
e n g e a n c e
Xoreshear
Sat Oct 15, 2005 11:24 am
#11



Use imp duelist with thundercloud for 348 of Ranged D. I have MBH M Carbineer SL x4x4 and have 265 Ranged D with just carbine in hand. This puts me up at 613. I can use rally for another 80 D, just group with the droid. The SL revamp will bring even better Defense on the order of 150 D. So I should be looking at about 763. I have yet to buy or loot CAs to enhance things further. I use Vasarian brandy with Thundercloud a lot, low fill Ruby B, Stim D, and Deuterium pyro when I really want to pump out added damage.


I am very eager for the cooldown timer reduction and crit enchancement in SL xxx4. Bring it on.

Message Edited by Xoreshear on 10-15-2005 02:29 PM



Zashar Shasp
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xDiggerx
Sat Oct 15, 2005 11:37 am
#12

Very nice guide!


I totally agree with your food choices as well. As a BH with a chef alt believe me, I have tried them all. I would add one food to your inventory however that can really be helpful.


Parwan Nutricake. If you get this with at least 100% Recover time reduction then you can take these back toback and only be limited by your stomach fill. The Parwan I make is 25 stomach fill so if you have an empty stomach you can take 4 of these. It WILL let you keep up with a jedi who is running and maintain aggro.


My biggest problem as a MBH/MCM/Rifleman 4000 seems to be jedi running on me. I try to KD them when they root me and appear to be running....but sometimes it just doesn't work out to be effective. With no real snare/root I am then stuck. Having the Parwan ready to go lets me catch up to them and hopefully maintain aggro.


Great guide. I am still torn on the Duelist Stance. Having it up on the icon bar sure is reasuring and I do like that you can automate it. But I also understand the mind use versus using that mind for healing. The only thing that does me in with my template, assuming I am running SAC pups, is my mind bar.......it can be challenging.


Thanks for sharing.







xDiggerx - Master Bounty Hunter/ Master Combat Medic/Rifleman 4000
zDiggerz - +12 Pt Master Chef / +14pt Master Artisan / Master Merchant
10th Mtn Guild Leader - Imperial Ace Pilot - Imperial Colonel's - FS Crafters
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Sundal
Sat Oct 15, 2005 11:47 am
#13

Exo-protein instead of synthsteaks.
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