Bounty Hunter Archive

Thread: master marksman

hendrake
Mon Apr 04, 2005 10:16 am
#14

Can anyone see an advantage to keeping master marksman with commando post-cu?



Xyntazir
-Master Commando (My true love)
-Imperial Ace
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TatooinainWarrior
Mon Apr 04, 2005 1:17 pm
#15






hendrake wrote:

Can anyone see an advantage to keeping master marksman with commando post-cu?






As part of my testing..i will try to answer this question... i plan on dedicating the first part of my testing on purly master marks/master commando templates. I will try to test every possable combo... but ofc the combinations are alot.. so i will try and get the lest dabbing tempates tested first.


Not sure how we are gona do the reporting.. stern/starnick hasn't told us about that yet.. but i'm guessing threads with info will go up.. and i'll be posting my findings there.



Ra'ven (Infinity)
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Raptor2k1
Mon Apr 04, 2005 3:52 pm
#16

I think the big boost from master marksman will be the general ranged accuracy/speed mods in the master box. Combine Master Marksman + Master Commando + Master Ranged Profession X and you have quite a few mods that can apply to your heavy weapons. I don't know how deadly shot's effectiveness is though, that might be a big deciding factor.



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


hamhamthe3rd
Wed Apr 27, 2005 3:11 am
#17

how many people are actually keeping this? im keeping it. ive noticed many favor dropping it and putting as much points into a 3rd elite profession as possible. if i dropped it i could get more carbineer but i doubt its worth it.
Dodece
Wed Apr 27, 2005 3:51 am
#18

I had the same thought. I like getting pistols carbines and rifles with one shot, but there are a few issues which are makeing me ponder, are the moves throughout worth keeping. With no ideal ranges in the new system will I really get any use out of the rifle line? Meanwhile if I take carbineer pistoleer or riflemen I could get some serious weapons and focus more on a primary weapon.


I am going to follow a wait and see on this one if master marksman shows validity for my template before dropping that master.
Karbal
Wed Apr 27, 2005 4:56 am
#19

Master Marksman is worth it post cu .. and I'll explain when I get the chance .. I'm at work right now .. lol.



Karbal
Former Jedi Hunter
Karbal
Wed Apr 27, 2005 7:29 am
#20

At MM you get +25 general ranged accuracy and +15 general ranged speed. This is very nice cause you can apply it ANY ranged weapon in your hand.


If you browse around the ranged templates you will find the general ranged accuracy and speed are kinda slim pickins. There is a little bit scattered throughtout the trees. If you do your homework you can pick up a template that will allow you to almost specialize in 2 weapons and be pretty darn good with the third.


Example - I'll use my favorite template


-Master Bounty Hunter

-Master Pistoleer

-Master Marksman

-Carbines 3-0-0-0


225 accuracy/pistol

120 speed/pistol


240 accuracy/carbine (as a dabbler)

120 speed/carbine (as a dabbler)


I'm not even a Master Carbineer but yet I can use my carbine extremely effectively .. even more so than my pistol and I'm a Master Pistoleer. MM is a nice way to pack on a nice bonus to do some offensive stacking.



Karbal
Former Jedi Hunter
Robren911
Wed Apr 27, 2005 7:32 am
#21

Doesn't master marksman also give you a a base hitpoint bonus as well? That was at least my understanding, those with more combat professions mastered would have a higher HP total than dabblers.
BenkeiHami
Wed Apr 27, 2005 8:26 am
#22






Robren911 wrote:

Doesn't master marksman also give you a a base hitpoint bonus as well? That was at least my understanding, those with more combat professions mastered would have a higher HP total than dabblers.






HP are based on your combat level, MM will increase your combat level and therefore your HP but taking up other combat skills is just as effective. 3K is the max.
Kakherot
Wed Apr 27, 2005 9:18 am
#23

The only professions that do NOT add to your health are Artisan, Entertainer, Politician,Architect, Armorsmith, Chef, Shipwright, Bio Engineer, Dancer, Image Designer, Merchant, Musician, Tailor, Weaponsmith, and Pilot. I'm not 100% sure, but I don't think Droid Engineerdoes either. Have no clue about Scout, but I imagine it would.



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BenkeiHami
Wed Apr 27, 2005 9:33 am
#24






Kakherot wrote:

The only professions that do NOT add to your health are Artisan, Entertainer, Politician,Architect, Armorsmith, Chef, Shipwright, Bio Engineer, Dancer, Image Designer, Merchant, Musician, Tailor, Weaponsmith, and Pilot. I'm not 100% sure, but I don't think Droid Engineerdoes either. Have no clue about Scout, but I imagine it would.






yes, Scout and Ranger increase your combat level.
Aanu
Wed Apr 27, 2005 10:06 am
#25

Im actually considering dropping Master Marksman. I changed my template plans gain to Marks 0444, MBH, MP, Carbs 4400.

My previous TC template was Master Marksman, MBH, Carbs 4400, Pistols 0401, Rifles 4000 which is an accuracy juggernaut. However, I felt that it was lacking on the most useful specials and defense.

For example, follow me template alterations:

I found ranged intimidate from the pistols line is worth a loss in accuracy (moving from pistols 0401 to 0041 you lose 40 general ranged accuracy). But then I realized that Rifles 4000 was just giving me 45 general accuracy so I decided to keep pistols 0441 and drop rifles at a cost of 5 accuacy and loss of rifle skills.

Ok so now I have MBH, Pistols 0441, Carbs 4400, master marks, and novice rifleman. The next question is are master marksman and novice rifleman worth it? And the question really is, do I plan do use rifles? Since I only pvp Jedi I figure that carbines have sufficient max range and I dont have the skills to use rifles too effectively. So I drop rifleman. Now Master Markman it gives 25 acc and 15 speed. Master Pistoleer gives 20 acc and 10 speed AND great defenses and RECON armor certs which for some DUMB reason has the energy resists to deal with LS energy damage. So I decide to drop Master Marksman and pick up Master Pistoleer.

That puts me at my final current TC template: Marksman 0444, MBH, MP, Carbs 4400 with 4 FS points to spare.



Aanu Calderis
Master Bounty Hunter
Bounty Hunters Alliance -BHA-
AIM: AanuMBH
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Neutral Imperial Agent
-Torque-
Mon Aug 29, 2005 8:44 pm
#26

I noticed quite a few people grab Master Marksman with their Rifles temp. Whats the benefit of it, the attack seems bad.
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