Bounty Hunter Archive
Thread: MBH/MCM Guide
TardWrangler wrote:
3. Attack Procedure
I go in with a paralyze, then thyroid rupture, traumatize, knockdown, fire and poison (if you use a med bot these can tick for 350 each)
Most jedi use an infusion macro, meaning they drain 10% mind every 40 seconds and regen 2-3 every minute, due to traumatize.
If you can get really close to your target I recommend the following attack order when you initiate the attack...
/sit, Paralyse, Electrolyte Drain, Thyroid Rupture, Paralyse, Traumatize, Hemorrage, Paralyse, Shock, get up move out 30m Fire and Poison.
Hope this helps,
Message Edited by TardWrangler on 09-17-2005 08:25 AM
This tactic will fail horribly, after the first paralyse wears off you cannot reapply it for 20 seconds, during which your target will be doing their best to either kill you or get away as fast as possible.
I normally follow this:
Paralyse
Thyroid rupture
Traumatise
Hemorrage
Then i move away some and hit them with an underhand shot, followed by adv crit and a legshot. Then i apply fire/poison.
I only apply snare if they try and run. My reason being that it is very hard to kill a determined runner snare or no snare, most jedi will have at least fr1 and this is often enough to get away, as all they have to do is heal and run. If a jedi does not have any force run, then snare away and slaughter them.
TardWrangler wrote:
3. Attack Procedure
I go in with a paralyze, then thyroid rupture, traumatize, knockdown, fire and poison (if you use a med bot these can tick for 350 each)
Most jedi use an infusion macro, meaning they drain 10% mind every 40 seconds and regen 2-3 every minute, due to traumatize.
If you can get really close to your target I recommend the following attack order when you initiate the attack...
/sit, Paralyse, Electrolyte Drain, Thyroid Rupture, Paralyse, Traumatize, Hemorrage, Paralyse, Shock, get up move out 30m Fire and Poison.
Hope this helps,
Message Edited by TardWrangler on 09-17-2005 08:25 AM
i'll edit this in
First off get some 7k+ energy resist armour and get it armour break sliced.
then get some deuterium toss enhancers with 1100+ effectiveness (fire) and the same for neurotoxin (poison)
I have a nym's slugthrower with 350 base dps, kinetic damage with 170 elemental. 350-700 and 2 second speed. A critical hit will hit for about 600 damage on a defender, normally 450 or so."
Tristan-J-B wrote:
BooleScaric wrote:
Tristan-J-B wrote:
I've found that my dots do the job vs Mdefender, and if they have 4400 healer (something i've never seen) they're wasting force and mind to heal the fire, so in the end their mind and force will still drop.
you have no clue about the force cost of that (it is only 50 and less mind)....
believe me, you will not win via firedots
believe me i have
I think his point was that you'd run out of mind constantly reapplying the fire dots before they'd even dent their force/mind healing it.