Bounty Hunter Archive
Thread: yet another template question...
BoneT21 wrote:
Greetings!
First let me apologize in advance for yet another template question...although I guess that's what these forums are for...
Ok....here is my planned template:
MLS - an obvious necessity according to every post I've read agree
3xx4 Heal - another obvious necessity 4004 tbh
4xx2 Enhancer - would prefer not to have this but again seems necessary 2002 can do but 4002 is nice to have (4004 is nice, fr2, drain force to chase down fr2 jedi, meditate to get back into action if u have to retreat due to low force.)
and either...
44xx Powers - I definately want lightning as a killing blow and animal attack seems like a useful and cool power to have
or... seen a few jedi with this, they have lower force pool due to dabble, but could be nice with reduced buffs in CU.
4xx4 Powers - again lightning but I have read many places that lightning is really effective when an opponent is KD'd so it seems to make sense to have Force KD...however...I can't get a good read as to whether or not Force KD is a good and effective power to have forget KD, thakillo, see above for lightening.
Iam hoping to grab something to compliment lightning well...
Any thoughts and/or advice would be most appreciated!!!
Message Edited by Mangiacapra on 02-20-2005 03:25 AM
BoneT21 wrote:
Excellent info! I did not know that Saber Throw 3 was an area KD. That is good to know. I would prefer heal 4xx4 but if I do that I can't get channel force...it seemed that heal 3xxx did all the same things heal 4xxx...just one at a time...I suppose I wouldn't absolutely need another powers line other than lightning and could put the points in to something else...
Thanks
Saber Throw 3 is a cone KD, not an area KD, but one is better off Dizzy/Posturing nowadays than Dizzy/KDing anyway in general PvP. Force KD 3 is an area KD, but when you compare the force costs of each ability and how much you're going to have to spam them, I would personally rather have MLS handle my KD/Posture/Dizzy needs rather than Powers.
Heal 3xxx and Heal 4xxx are worlds apart when you consider the 6 second delay that accompanies heals. Would you rather spend 18 seconds of combat simply healing each pool (or longer if you are taking damage as you're healing each pool and have to continue healing individual pools) or 12 seconds using 2 HealAllSelf1 when you can just use the minimum of 6 seconds to heal all 3 pools with HealAllSelf2?
Honestly, the best Powers has to offer is Force Intimidate. If I were you, I'd pick that up and spend the lightning points on something else, like getting Heal 4xxx and getting Channel, which you mentioned. Channel is an invaluable skill. If you do keep force lightning, though, then you could consider dropping anything else in power for Force Channel or HealAllSelf2. Both skills are far better than any skills in the Powers tree in my opinion.
nicmo wrote:
Sacrificing your ranged attacks and block for force knockdown is something I wouldn't recommend. Combined with saber sweep, saber throw and the dizzy attack, as well as saber block, I'd stick with the first template for sure.
You can also design your own template here (be sure to include your 24FS skillpoints as well):
http://swgcb.yogn.net
Here's my *future* template:
Master Defender
Enhance 4004
Heal 4100
Saber 0044
*Edit: Ok, how the HELL do you do a damn clicky? I've edited in the graphical and HTML editor.
Message Edited by nicmo on 06-09-2005 09:48 PM
Good points. However, my reasoning behind ditching the the tech line of sabers would be that I would still have the same abilities (kd, dizzy, stun) if i took the powers. But i just don't know right now. Do the powers states not stick worth a flip and is kd too hard to land with powers?
*Edit: Ok, how the HELL do you do a damn clicky? I've edited in the graphical and HTML editor.
Message Edited by nicmo on 06-09-2005 09:48 PM
nicmo wrote:
Sacrificing your ranged attacks and block for force knockdown is something I wouldn't recommend. Combined with saber sweep, saber throw and the dizzy attack, as well as saber block, I'd stick with the first template for sure.
You can also design your own template here (be sure to include your 24FS skillpoints as well):
http://swgcb.yogn.net
Here's my *future* template:
Master Defender
Enhance 4004
Heal 4100
Saber 0044
*Edit: Ok, how the HELL do you do a damn clicky? I've edited in the graphical and HTML editor.
Message Edited by nicmo on 06-09-2005 09:48 PM
Good points. However, my reasoning behind ditching the the tech line of sabers would be that I would still have the same abilities (kd, dizzy, stun) if i took the powers. But i just don't know right now. Do the powers states not stick worth a flip and is kd too hard to land with powers?
Pro's
DOT's
Numerous debuffs from CM and Pistol, slow attack, slow regen, etc
Stopping Shot
Great heals (+110 healing efficiency)
Full buffs
Attack speed 110 w/adrenaline
Melee Def 195 w/pistol
Ranged Def 200 w/pistol
Wound healing
Con's
Weak on offensive, strongest ranged shot is Improved Body Shot (this may not be so bad considering the speed from above...)
?
Help me out with the cons, what would the shortcomings/weaknesses be with this?
if you like pistols then you will be quite happy with that build
i would suggest you take the HEALING line in Doc to improve your overall healing. Doc buffs are fine and all, but not really worth waisting all those points you could use to improve your healing.
IF most of what you fight shoots back (NPCs and PvP) stopping shot is not going to help much
however if most of what you fight has to be in melee range (mobs, TKM, Swordsman, etc.) stopping shot + DoTs + Debuffs is a wonderful combination
NeoEcks wrote:
if you like pistols then you will be quite happy with that build
i would suggest you take the HEALING line in Doc to improve your overall healing. Doc buffs are fine and all, but not really worth waisting all those points you could use to improve your healing.
IF most of what you fight shoots back (NPCs and PvP) stopping shot is not going to help much
however if most of what you fight has to be in melee range (mobs, TKM, Swordsman, etc.) stopping shot + DoTs + Debuffs is a wonderful combination
I weighed the doc 4000 vs 0004 thing, and went with 0004 because even going to that, it adds +30 to the healing efficiency of what CM tops at, and ends up at +110, which is higher than what MD tops at. I find with CM that with the slow timers on debuffs/dot's, speed ends up being more important for you main weapon, to sort of make up for lost time.
Stopping shot is useful to me when I need to get away from something, it's a safety net. Stopping shot, run off. It's also useful to keep something from running off so that your group can focus on it.
I do like pistol, and mainly because I have some nice pistols that are bio-linked and sliced that I would like to continue using. If I didn't already have these weapons, I'd trade up pistol for Carb in this template.
Thanks for the input on this.
don't know if you took a look at the screen shot link in my sig... but if you want to have fun times like that, the healing is a must.
perhaps it is my play style, but i have yet to benift from Doc buffs when i go out hunting the way i do from being able to keep myself at near full health during SUPER intense fights. some may not call a fight with three level 80s an intense fight... but i was a double RANGED profession for crying out loud LOL!
i have since unlocked and am working my way up Jedi. the DoTs from CM allow me to make full Jedi XP for my kills ![]()
quite nice