Bounty Hunter Archive

Thread: What is the BEST Jedi Hunting Template, Hands Down?

Aitass
Wed Aug 10, 2005 6:34 pm
#14

what is the carbineer snare??? i dont remember lol




Aitass Solmas and A'tass Solmas
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MasterOfEverything
Wed Aug 10, 2005 7:05 pm
#15






Aitass wrote:
what is the carbineer snare??? i dont remember lol





cripple shot...as an ex-master carbineer who is now a master rifleman, i can honestly say that i miss cripple shot, its much better than kneecap.

Nim_Cross
Wed Aug 10, 2005 7:18 pm
#16

I recently changed my template from MBH, MCarbs, Pistols 0004, to MBH, MCM, Rifles 4000.

I find it to work very well. You don't get the T21 certs without master rifleman, but you get the BH Master Rifle called the Heavy Lightning Rifles... and it does a world of hurt on the Jedi.

With the CU and the respec, I went from MBH, MPistoleer, 0400 Carbs, to respec to MBH, MCarbs, Pistols 0004 because #1. I liked the Proton Carbine... very good weapon. And #2, I've always wanted to try out Carbineer, but I never felt like grinding it out.

It worked very effectively for a few weeks. I took down around 18 Jedi in the first two weeks since the CU, but I chalk that up to Jedi dïcking around with their templates and not being in practice with their template.

In recent weeks, I found that an all out offensive template like the one I had wasn't doing the trick. with stim healing, I could only do so much, and stims were starting to eat a hole in my overall mission incom. I decided to switch MCarbs for MCM, and Pistols 0004 to Rifleman 4000 (for damage).

This template has not only been fairly effective against the Jedi I've fought, but it's also been very fun to play as. Instead of running into a battle (be it group PvP or Jedi PvP), gun blazing and not expecting to make it out of the fight alive, I actually have somewhat of a tactic rather than a move pattern I perform.

It also pays BIG TIME to have healing abilities... and not only 1, but 3 healing abilities. This means that while one is cooling down, you can activate another and heal again. The only thing I had to learn to cope with was how to manage my mind pool. I conquered that with the right type of food and spice, as well as learning when to heal.

Overall, I'm a sucker for my new template. I find the chances of taking down a Jedi MUCH BETTER when you have some sort of healing ability, be it basic medic, doctor, or CM.

Of course, if you choose my route with either Master Doc, or Master CM, you'll need to find some accuracy tapes for the support weapon type you choose. I had to get my hands on some good skill tapes for rifles before I came proficient with them. I think with my template, I was at around 180 accuracy with my rifles (no accuracy food or bonuses added). Also look for accuracy food. It doesn't hurt either.

But really, I don't think there is a "best" template for taking a Jedi down. It really comes down to two things, tactics and equipment. You have to know your limits with your profession, what you can do, and you also need to have good equipment, be it food, spice, or armor. It may cost a pretty penny in the beginning to get "strapped", but eventually when you get your crap together, you'll start to have a growing positive incom. Just don't expect to be the best hunter right away.





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Eleutherios
Wed Aug 10, 2005 7:27 pm
#17


"notice how he squeezed that +15 and +17 healing equipment in there at the end "


Well, what's the difference between a 4000CM and an MCM in terms of healing? About 15 points of healing eff. By grabbing one of those pieces of BE clothing (which are not hard to come by and would run you 6k credits max), you can heal just as well as any MCM.


So once healing is out of the equation, when you compare MBH/Mcarbs to MBH/MCM, what's the difference? What kind of damage is done. Can the MCM produce more damage than MCarbs? Nope -- even if the MBH/MCM grabbed an awesome Elite Carbine that had no prof-specific cert, you don't get the Acc and the speed bonuses you get from having MCM.


My point is, MBH/MCM and MBH/MCarbs/4000CM can both outlast their opponent's force. But with the MCarbs, you can actually do damage during it, and in many cases, beat the Jedi down just with damage.



Colonel ||
Asada Tiberius ||
TXF || Elder Bounty Hunter
|| Elder Carbineer
|| Elder Pistoleer
|| Elder Teras Kasi
|| Elder Brawler
|| Elder Marksman





THE PEOPLE'S CHAMP
hanli9
Wed Aug 10, 2005 7:51 pm
#18

MBH/MCM and the root tree in pistol and the melee defense ,healing effiency,ranged speed force sens tree.



Agowe S - Pempo Mc
Special Recovery Division
SRDiv
MSwords/MDoc
Chaind2f8
Wed Aug 10, 2005 7:59 pm
#19






Eleutherios wrote:


"notice how he squeezed that +15 and +17 healing equipment in there at the end "


Well, what's the difference between a 4000CM and an MCM in terms of healing? About 15 points of healing eff. By grabbing one of those pieces of BE clothing (which are not hard to come by and would run you 6k credits max), you can heal just as well as any MCM.


So once healing is out of the equation, when you compare MBH/Mcarbs to MBH/MCM, what's the difference? What kind of damage is done. Can the MCM produce more damage than MCarbs? Nope -- even if the MBH/MCM grabbed an awesome Elite Carbine that had no prof-specific cert, you don't get the Acc and the speed bonuses you get from having MCM.


My point is, MBH/MCM and MBH/MCarbs/4000CM can both outlast their opponent's force. But with the MCarbs, you can actually do damage during it, and in many cases, beat the Jedi down just with damage.






The main draw of MCM isn't the healing though - it's all those wonderful Debuffs. You have two DOTs that will deal around 300 damage through tick even through a Master Defenders defenses. Also you have a 2 minute long +Snare+ that may not be quite as effective as Crippling Shot but it's pretty close. Next you have Thyroid Rupture to slow down their attack speed and cut down on the overall damage you're going to take. Finally (and this is the most important part) you have Hemorrhage and Traumatize to drastically slow their Mind and Action regenerations. Truth be told it is the final two skills that will win most of the fights for you and MUCH faster than your tactic of outlasting their force bar.


Let's also not forget that as a MBH/MCM/Random Elite Ranged Profession you won't be far behind a Master of that ranged class. With some +25 Weapon Specific Accuracy/Speed tapes as well as +25 General Ranged Accuracy/Speed tapes you'll be VERY close to matching the speeds and damage output of those masters. Also factor in the DOTs and I dare say a MBH/MCM can outdamage a MBH/Master Ranged Profession template.





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Eleutherios
Wed Aug 10, 2005 8:08 pm
#20

"The main draw of MCM isn't the healing though - it's all those wonderful Debuffs. You have two DOTs that will deal around 300 damage through tick even through a Master Defenders defenses. Also you have a 2 minute long +Snare+ that may not be quite as effective as Crippling Shot but it's pretty close. Next you have Thyroid Rupture to slow down their attack speed and cut down on the overall damage you're going to take. Finally (and this is the most important part) you have Hemorrhage and Traumatize to drastically slow their Mind and Action regenerations. Truth be told it is the final two skills that will win most of the fights for you and MUCH faster than your tactic of outlasting their force bar.

Let's also not forget that as a MBH/MCM/Random Elite Ranged Profession you won't be far behind a Master of that ranged class. With some +25 Weapon Specific Accuracy/Speed tapes as well as +25 General Ranged Accuracy/Speed tapes you'll be VERY close to matching the speeds and damage output of those masters. Also factor in the DOTs and I dare say a MBH/MCM can outdamage a MBH/Master Ranged Profession template."


Just hope the Jedi doesn't have the tree in Enhancer which can heal away all those debuffs and DOTs...




Colonel ||
Asada Tiberius ||
TXF || Elder Bounty Hunter
|| Elder Carbineer
|| Elder Pistoleer
|| Elder Teras Kasi
|| Elder Brawler
|| Elder Marksman





THE PEOPLE'S CHAMP
SpunkyKuma
Wed Aug 10, 2005 8:09 pm
#21

"The main draw of MCM isn't the healing though - it's all those wonderful Debuffs. You have two DOTs that will deal around 300 damage through tick even through a Master Defenders defenses. Also you have a 2 minute long +Snare+ that may not be quite as effective as Crippling Shot but it's pretty close. Next you have Thyroid Rupture to slow down their attack speed and cut down on the overall damage you're going to take. Finally (and this is the most important part) you have Hemorrhage and Traumatize to drastically slow their Mind and Action regenerations. Truth be told it is the final two skills that will win most of the fights for you and MUCH faster than your tactic of outlasting their force bar."

This is what people even with CM need to realize, there's a petition thread asking for an improved bacta shot which isn't going to happen.

Very helpful especially against MLS, lasts 2 minutes.

Very useful against Jedi since MOST Lightsabers range in SAC between 95-128 plus many force abilities consume quite a bit of action, apply WHEN they're drained, don't apply too early.



Vicci A'Tivo - Elder "in your face" Bounty Hunter
Ekinn A'Tivo - NGE Jedi
XProdigy - Pre-24 Squad Leader
Chac Baal - Elder Jedi (Omen's first Mon Cal Jedi)
Chaind2f8
Wed Aug 10, 2005 8:16 pm
#22






Eleutherios wrote:

"The main draw of MCM isn't the healing though - it's all those wonderful Debuffs. You have two DOTs that will deal around 300 damage through tick even through a Master Defenders defenses. Also you have a 2 minute long +Snare+ that may not be quite as effective as Crippling Shot but it's pretty close. Next you have Thyroid Rupture to slow down their attack speed and cut down on the overall damage you're going to take. Finally (and this is the most important part) you have Hemorrhage and Traumatize to drastically slow their Mind and Action regenerations. Truth be told it is the final two skills that will win most of the fights for you and MUCH faster than your tactic of outlasting their force bar.

Let's also not forget that as a MBH/MCM/Random Elite Ranged Profession you won't be far behind a Master of that ranged class. With some +25 Weapon Specific Accuracy/Speed tapes as well as +25 General Ranged Accuracy/Speed tapes you'll be VERY close to matching the speeds and damage output of those masters. Also factor in the DOTs and I dare say a MBH/MCM can outdamage a MBH/Master Ranged Profession template."


Just hope the Jedi doesn't have the tree in Enhancer which can heal away all those debuffs and DOTs...







I have had a couple run-in's with Jedi who have that ability but it seemed to drain a bit from their mind. I'm assuming that's what caused the drain at least. But either way - if they can keep clearing them I can keep applying them.



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Yoshiyuki
Wed Aug 10, 2005 9:35 pm
#23

It simple.


MBH

Master Rifles

CM4xxx


You MUST use Recon Armor with a level 3 Armor Break resistance slice.


I have taken on master defenders and lived to tell about it(Ends up in draw. one of use usually runs about 30 minutes because buffage goes away) If you can fight a Master defender LS x4x4 for 30 minutes and live you have something going for you.

Yoshiyuki
Wed Aug 10, 2005 9:37 pm
#24


It simple.


MBH

Master Rifles

CM4xxx


You MUST use Recon Armor with a level 3 Armor Break resistance slice.


I have taken on master defenders and lived to tell about it(Ends up in draw. one of use usually runs about 30 minutes because buffage goes away) If you can fight a Master defender LS x4x4 for 30 minutes and live you have something going for you.

SpunkyKuma
Wed Aug 10, 2005 10:28 pm
#25

"It simple.

MBH
Master Rifles
CM4xxx

You MUST use Recon Armor with a level 3 Armor Break resistance slice.

I have taken on master defenders and lived to tell about it(Ends up in draw. one of use usually runs about 30 minutes because buffage goes away) If you can fight a Master defender LS x4x4 for 30 minutes and live you have something going for you."


That's how it goes for me, and I don't even have CM 4000, I kind of find it amusing of the frustration Jedi with even MLS gets trying to AB me and not being able to do more damage than they should, longest fight I've had so far was close to 60 minutes, ending in me winning, and yesterday a draw because my arm got sore and the Jedi couldn't dent me and wanted to go do something else.

For god sake, the balance is bringing duels and fights back to pre-CU, I remember duels against TKM, Fencers, some BH/Carbs and most Jedi took FOREVER and now once again with the results of more Jedi with Defender or dabbling in Defender makes these fights very long (not that I don't agree, it's the way the devs designed the Jedi profession in the CU, a non defender has practically no defense).



Vicci A'Tivo - Elder "in your face" Bounty Hunter
Ekinn A'Tivo - NGE Jedi
XProdigy - Pre-24 Squad Leader
Chac Baal - Elder Jedi (Omen's first Mon Cal Jedi)
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