Bounty Hunter Archive

Thread: New template

twinkee4u
Fri Sep 03, 2004 1:53 pm
#14


o....... well i am a newb anyways so i wouldnt know




Pre CU vet ftw
Joker9125
Sun Sep 26, 2004 2:39 pm
#15


hen my it dept decides to allow me to play SWG again (hopefully in a week or 2) im gonna re roll my character. Id love to be able to go MRanger/MCH and some medic to roleplay the woodsy type that never needs anyone. But their is always the problem of money. Im thinking that facton missions would be the easiest way to get some cash simply because NPC dont have great resists dont do alot of damage and dont respawn when you hit the flag. Does anyone have any thoughts/suggestions? Has anyone done this before?



http://forums.station.sony.com/swg/board/message?board.id=creature_handler&message.id=218063">Clicky To My Sticky

"If nothing else, I've got time to explore some of the other games my friends are playing. It could easily be argued that the NGE is the best thing ever to happen to guild wars" - Me

Velitham MCH
tex77
Sun Sep 26, 2004 3:43 pm
#16

As a Master Ranger you would make your cash selling organic resources. I made about 2 million credits as a MR with only one client so Im sure cash wouldnt be the problem.



Morvo
sadnebula
Sun Sep 26, 2004 3:45 pm
#17

seems the cash cow is dant doing solo missions, npc types. Course the trade forums offer some pretty good contracts for meat bone etc.. this is good money and many times the creatures arent at all hard to kill(just boring)



Mondo Migill,

In through the Out door
brainstuff
Mon Sep 27, 2004 5:33 am
#18

I made a fat stack of cash while I was grinding (back) to MCH - I intensively did enraged rancor missions for a week and kept myself topped up with VegHash to harvest maximum meat. You should get 15-30 cpu if it's good meat and you find somewhere where demand is high (ie not Coro). Worth checking the trade forums to see what's in demand.



www.brainstuff.co.uk
Things, and stuff.
Wabit
Mon Sep 27, 2004 8:02 am
#19






Joker9125 wrote:


hen my it dept decides to allow me to play SWG again (hopefully in a week or 2) im gonna re roll my character. Id love to be able to go MRanger/MCH and some medic to roleplay the woodsy type that never needs anyone. But their is always the problem of money. Im thinking that facton missions would be the easiest way to get some cash simply because NPC dont have great resists dont do alot of damage and dont respawn when you hit the flag. Does anyone have any thoughts/suggestions? Has anyone done this before?






MCH/MRanger/Novice medic leaves 32 SP left over


with those 32 SP you could get...

1 tree of novice marks/brawler and 3 SP left over

or put the rest in medic and go something like 3/3/4/0... you just need to buy the pet stems, human stems, and metal for your camps and traps... and maybe the odd BE pet hereand there...


it'll be slow going with your pets being your armor and your weapons to kill many things for a decent harvest, all you will be able to do is toss traps and heal...


if you wanted to drop some ranger and just go novice med, i'd pick up TK with at least the med line, that gives you powerboost and wound/disease/poision healing... VK's are cheap and you'll at least be able to help your pets out with the damage dealing...


its all in how you wanna play though, try out the MRanger/MCH/medic and see how you like it, you can always modify how your template is after you've tried it out...


Wabit



I can just see a "Wait for the Combat Revamp" and "Wait for the Smuggler Revamp" quote all rolled into one.
"Wait for the Smuggbat Revamp"
Smuggbat, I like that
KutoMulciber
Tue Dec 07, 2004 10:04 am
#20

Im thinking of trying this template, wondering if it looks good.Any tips or opinions appreciated.


TKA Master

Fencer 4/4/4/0

Pistoleer 0/0/4/4

GarVa
Tue Dec 07, 2004 12:09 pm
#21

Please use one of the threads already in existance for this, thanks.





GarVa
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SpekterKenshin

Joined: 24 Sep 2022
Posts: 8

PostPosted: Sat Mar 19, 2005 3:44 pm Post subject:

I want to do:

MRifleman

BH-3/0/0/0

TK-4/0/0/0


What should i do with my left over SP?



IGN: Spekter Kenshin
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CplVausha

Joined: 24 Sep 2022
Posts: 107

PostPosted: Sat Mar 19, 2005 11:22 pm Post subject:

That leaves you 14 Skillpoints, so I'd personally switch your TK skills to 4/4/0/0. This gives you some additional defenses, Melee Mitigation 2, and access to Unarmed KD2. Normally switching weapons in a fight is bad, but with a single move that gives you a KD and a Dizzy, you can't go too far wrong in my opinion.



[Sunrunner]
Eksor Nivag - Bounty Hunter
Pre NGE - Master Bounty Hunter - Master Carbineer - 0-0-0-4 Pistoleer - Novice Medic


[Scylla]
Leha Vausha - Jedi
Pre NGE - Master Pikewoman - Teräs Käsi Master - Master Brawler


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Theosar

Joined: 24 Sep 2022
Posts: 156

PostPosted: Mon Jul 18, 2005 2:48 am Post subject:

Im still testing templates:


Master Commando

Master Carbineer

Novice Doctor


Easy to see that we all need healing skills now, and stims wont cut it. Novice Doc is about a minimum requirement, much like medic was really needed one year back in time. (Before the 90% armors...).


Im not very impressed with Carbineer though, get a few stat attacks, like slow and KD. But not any good damaging specials. I used to have MBH, and the advanced critical there combined with my proton was awsome, but ofcourse Commando/BH gives very little skills, only KD. But very good defences.


Still think we should get damage specials as Commandos, as our weapons are crap without specials.. and our built in specials are junk.




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Califerous

Joined: 24 Sep 2022
Posts: 56

PostPosted: Mon Aug 29, 2005 9:41 am Post subject:

Alright, let me throw out what I am now, and then tell you what ideas I have to go for.


First of all, I am Master Carbineer. That was the first prof I mastered long ago, and I sure ain't given it up, especially as hard as I worked for it. I am also a master Rifleman now, Master Marksman, and I have BH 0003, Scout 4000.


I plan on keeping Master Carbineer. What I'm looking for I guess to start with is keeping my KD, and since I have a snare and half, trying to get a root. Which leads me to Smuggler or Pistoleer for the most part. I am having trouble juggling what I want. I am sort of confusing myself. I am getting killed in the heal department, as all I can use is a standard stim pack that has a 1 minute timer. I am thinking I can drop my BH, and put it in Pistoleer 0003 and have improved stopping shot, and then drop my scout into doctor which would be 0400, giving me bacta shot, toss, and spray.


Therefore, I see the template as MCarb/MRifle/Pistoleer0003/DR0400. Keeping me with my carbines, but also keeping my Ranged Def./Speed/Acc. Along with all three states, using a KD/Snare/Root and I can heal. This is what I'm going to experiment with, I'm getting ripped to pieces on hunting groups, with no heals. On base attacks, the ranged NPCs are lighting me up, and in PvP, I get them almost done, but they get that heal in before I can KD or incap them. Thanks.





MCarb
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Califerous

Joined: 24 Sep 2022
Posts: 56

PostPosted: Mon Aug 29, 2005 11:43 am Post subject:

New Setup might be going Master Carb/Master CM/ and having stopping shot form Pistoleer which is 0003.



MCarb
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Trebonious

Joined: 24 Sep 2022
Posts: 279

PostPosted: Mon Aug 29, 2005 1:57 pm Post subject:

There's a couple problems with the template you suggested in your first post. You can not be Master Carb/Master Rifleman/Pistoleer 0003/Doc 0400 because that takes up too many skillpoints. Even if you could be that, you would not have bacta toss, as it belongs to the ranged healing line in medic. So scratch that idea.

MC/MCM is a very valid template that I have found to be quite versatile. You can add on Pistoleer 0404 to that if you like for additional specials and general ranged mods. Alternatively you could keep just 4000 CM for the heals and pick up additional combat skills instead.



St. David II

Master Carbineer

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Califerous

Joined: 24 Sep 2022
Posts: 56

PostPosted: Tue Aug 30, 2005 7:21 am Post subject:

I realised I put Doc in there, when I meant Medic. I've already started on it. I have Novice CM now, and Medic is the 0400. I was thinking of the Pistoleer 0003 still, like I said to get stopping shot. I'll take a look at the Pistol 0404 setup tonight. Thanks.



MCarb
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Ithilkir

Joined: 24 Sep 2022
Posts: 326

PostPosted: Tue Aug 30, 2005 7:51 am Post subject:

It's a helluva waste of skill points just for one special. Why do you need it anyway? The carb snare works just as well.



IGN: Jyzzil
No one can confidently say that he will still be living tomorrow.
- Euripides


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Califerous
Tue Aug 30, 2005 2:28 pm
#22


At the start, it would be a lot easier for me to use. However, if you're talking about suppression fire, I've never liked it to begin with.



MCarb
Ithilkir
Tue Aug 30, 2005 2:32 pm
#23

Well talking about crippling strike, but ask yourself what you're wanting to do with the template, if you find yourself needing to rely on Stopping Shot then maybe pistols would be better to master instead of carbines, that way you get the skill points worth rather than wasting 32 points on basically one skill and a handful of defense mods.



IGN: Jyzzil
No one can confidently say that he will still be living tomorrow.
- Euripides


Ulreg
Tue Aug 30, 2005 4:11 pm
#24

i am


Master Carbineer

Master Doctor

Pistoleer 0-0-0-4

FS speed +12


it gives me stopping shot, snare, and KD, buffs and amazing heals... i can kill ancient krayt without much of a fight now, of course i had to practice a few times, but the first one i went up against didnt touch me once and went down in a total of 11 minutes, after practicing a few times i have it down to a 7-8minute kill now


i love this template and if you get rich it iseven bettertoo, because you can get attachments for carbine speed and general ranged speed which with master carbineer and +25 carbine speed and and +25 general ranged speed you will have a total of 120 speed using your carbine (not including the +25 speed from the doctor buff, with a grand total of +145 speed)... then you can put a nice damage power up on your carbine and go camp the dwb ... just kidding



-Ulreg Adlapse ~ Sunrunner
-Bleeko ~ Chimaera
Califerous
Tue Aug 30, 2005 6:20 pm
#25

Alright, I'm going to act like a newb, and ask what FS +12 is? If that is Force Speed, then that's cool, I have the force unlocked, I just have to grind it out. The Doctor setup is quite interesting with you mentioning that. Some of my guild mates who are CMs were talking about me going that route since they have really harsh attacks in them. The doctor bit seems pretty interesting. Are the heals in DR stronger then CM?



MCarb
Trebonious
Wed Aug 31, 2005 7:18 am
#26

I think he was referring to Force Sensitive Ranged Speed 4, which gives 12 extra general ranged speed.

I'm not the biggest fan of Doctor in ranged templates. Docs are extremely useful in the field, but not nearly as essential as they were pre-CU when curing poisons and DOTs was a full time business. But the main issue I have with doctor in a ranged template is the extra skillpoint cost. Both Doc and CM require two novice trees as pre-reqs, but one of those trees for CM is marksman ranged support, which as a Carbineer you already have anyway. In that way you get to "save" 14 skillpoints for use elsewhere.



St. David II

Master Carbineer

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