Bounty Hunter Archive
Thread: Bounty Hunter Prerequisites Time for a change?
IMHO it's one of two things.
1) Increase our defensive mods (we have NONE) and our offensive capabilities (player traps/warcry type effects).
2) Decrease the skill point investments to allow MBH's to dabble in other professions.
Pretty simple.
it's really rediculous we don't have npc/player traps already. i thought that was the point of us bounty hunters... we are sneaky, tricky, have a bunch of gadgets and gizmos. what did boba fett use to tie up luke? warcry?
IMHO it's one of two things.
1) Increase our defensive mods (we have NONE) and our offensive capabilities (player traps/warcry type effects).
2) Decrease the skill point investments to allow MBH's to dabble in other professions.
Pretty simple.
- i'd agree with that too.
BubbleVicious wrote:
Tsunami_Redrum wrote:
How many of you actually use your rifle skills now? How many of you use you pistol/carbine specials from Master Marksmen and below? How useful are they when fighting marks? Very few of us do simply because they are not very useful.
A better question would be how often do you use your accuracy and speed mods from novice lines.
As to rifle you are correct, it is basically useless, LLC should be a BH only rifle and then the mods from the rifle line would stack with it.
You're still proving my point. Accuracy and Speed mods from brawler would not stack with any BH skills (along with the specials). Therefore brawler skills are useless to us. This is what it was like in beta. We had a whole miserably hard to master tree that was completely useless. As far as the rifle goes, that's what we had originally. I'm pretty sure they changed it from a light lightning rifle tothe light lightning cannonafter they got rid of the Brawler pre-requisite (makes a lotta sense huh).
Assuming that BH's as they are are not going to be changed in any significant way (added def, lower HAM on specials, PC traps, etc) then I would say the following:
the solution is to make BH cost less....do not add or substitute from required professions...
My ideal BH prereq would be the following....
Carbine 4
Pistol 4
Exploration 4
Hunting 4
this plus the BH tree equals out to 153 skill points this is approximately equal to Pistoleers and Carbineers.
This would also allow those who want to take master scout the ability to do so...it would also allow people to customize their char anyway they want.
Tsunami_Redrum wrote:
You're still proving my point. Accuracy and Speed mods from brawler would not stack with any BH skills (along with the specials). Therefore brawler skills are useless to us. This is what it was like in beta. We had a whole miserably hard to master tree that was completely useless. As far as the rifle goes, that's what we had originally. I'm pretty sure they changed it from a light lightning rifle tothe light lightning cannonafter they got rid of the Brawler pre-requisite (makes a lotta sense huh).
No but the defensive mods would and the abilities you gain from it would be far more complimentary than anything that scout offers.
Explain to me how warcry/intimidate and lunge are useless...or how being able to take 4 boxes or so of TKM is useless?
BubbleVicious wrote:
No but the defensive mods would and the abilities you gain from it would be far more complimentary than anything that scout offers.
Explain to me how warcry/intimidate and lunge are useless...or how being able to take 4 boxes or so of TKM is useless?
I'm not quite certain the defense mods will stack. We still don't really have concrete details of what the combat revamp and the "eliminate stcked defense mods patch" are going to actually do.
Salahsur wrote:
Well, with my peculiar build, I have a little experience with what Tanks is proposing...
I have Warcry 1 and Intimidate 1. VERY handy. Intimidate drops their active defenses(dodge) and lessens their passive defenses by a substantial margin. Warcry stops them from using specials.
I use heavy weapons a lot, with all the requisite low accuracy, but I can even hit uber templates pretty reliably once I get my first shot off...
Warcry, Intimidate, Aim, Overcharge. That's usually a fight closer right there.
I would cheerfully support this change. It makes more sense in the game context anyhow, and would clearly generate some significant bonuses for us that we don't get otherwise.
Yes, this would make us a little more uber. However...
can we look at what the BH profession is? What does fencing, swordsman, pikeman, even unarmed combat have to do with hunting bounties? Sure it provides us with more
Why scout? We are bounty hunters. We hunt marks for bounties. In the SW universe, BH have to have knowledge of many environments that their marks may take them to and how to be a skilled hunter of various marksof all types ofalien origins. You think Jango, for example, would step foot on a foreign planet without knowing something about the terrain and wildlife there? He would at least have some scouting knowlege to do his homework on these planet environments to hunt his mark. We should be built more like hunters and have more abilities like one.
Again, we are Bounty Hunters, we hunt marks for money. Not streetfighters. We dont f*ck around with our marks like that.
Brawler skills are good - so much so that a Master Brawler/Master Pikeman is actually a competent fighter whereas a Master Pikeman alone is a joke. The actual weapon skills aren't all that important compared to the utility skills - Center of Being(huge defensive boost), Intimidate(active defenses to 0, passive reduced), and Warcry (can't use specials at all for the duration). Even in their Novice Brawler forms they can be pretty handy to have around - I'd take Novice Brawler over a line of Pistoleer or Carbineer anyday for the enhancements it can provide.
At the same time, Exploration from Scout is nothing to sneer at. Better burst run efficiency, better movement over rough terrain - those are nice things to have available. I don't think there's anything all that useful in the rest of the profession, though. Camps, useless once you can call from anywhere. Hunting? Nothing you can't get almost as much with just by having Novice Scout. Trapping? Well, if the traps actually worked on our marks, things would be different - as it is now they're only handy for PvE occasionally.
Questions we should be asking:
1) Does our combat capability justify the amount of prerequisite skills, or could we dispose of a few of the lines? Could we drop Survival, Hunting, and Trapping, lending MBHs more flexibility and providing less incentive to only dabble in BH?
2) Would it be possible within the game mechanics to permit an either/or approach to prerequisites? Could we have the option of EITHER Master Scout OR Master Brawler to be combined with Master Marksman?
3) Do we have a realistic chance of adding strength to the BH class in a way that supports dabblers and the master Bounty Hunters? Realizing that there's no way in hell that the devs are going to top-load the profession by putting all of its power at the Master level, and that they'll try to develop the class as a smooth curve from Novice into its final state...
4) Is it possible for us to obtain reduced versions of other professions' abilities without infringing on the motivation to play those professions too much? For example, could the devs give us a weak version of Ranger Player Track, or a small corner or medicine use(enough for stim As, even), without compromising on the "hard choices" principle of individualized templates?
I'm not really sure what the best approach is. I personally like the idea of adding reduced versions of others' abilities the most, followed by an either/or choice about MB vs MS. I think it's important though that the devs tell us whether these ideas are even generally feasible first, though...
No but the defensive mods would and the abilities you gain from it would be far more complimentary than anything that scout offers.
The mods shouldn't stack. Right now they do but this is a bug that they will eventually fix. Then anytime you use a BH weapon you will still have no defenses.
Explain to me how warcry/intimidate and lunge are useless...or how being able to take 4 boxes or so of TKM is useless?
Hypothetically speaking I will assume that you can get some use out of these. Does that justify having to spend nearly1/3 of your skill points on Master Brawler to get these three skills? No it doesn't. You are trading one problem (using nearly 1/3 of our skill points and getting questionably usefulscout skills like maskscent, traps, terrain negotiation) for THE EXACT SAME PROBLEM (using nearly 1/3 of our skill points to get questionably useful skills like warcry/intimidate and lunge).
If you really think that brawler is the **edit** then fine, support my second suggestion on what they need to do with BH: giving up scout as a prerequisite.Not only will you not **edit** the rest of us that way but you can still dabble in Brawler to your hearts content. I'd argue that you can even get much better use out of Brawler this way (Master TK instead of getting four boxes for example).
SOE has made this a Def game. you CAN NOT PvP without Def. All the combat skills in the game would not make you as good at PvP as someone with high def. Keep the Master Scout, I don't care ....just give us the def we need.
With that said, alot of people say that we are weak ...thats not true. with a good def to KD I bet I could beat just about any other combat class in the game.
If you PvP alot then you know that KD is the be all end all of combat ....that needs to be fixed.
It's fast, it's cruel, it's over in a heartbeat.
Nothing says "You're going to die now" like an optimal-range HPBC blast in the chest, followed by an aimed overcharged shot from an LLC. And if they live through that, they get a flamer shoved up their arse and lit...
Right now I mostly use Warcry to keep Jedi from using their force-based specials, which are considerable and the majority of their power. A Jedi minus specials is like a 0400 Fencer, and no ranged threat at all.