Bounty Hunter Archive
Thread: GUIDE: How to take a Jedi with a RANGED Profession
Well, nice intent..... but a few things need to be fixed for Pistoller BHs.
1. Most underated attack for Pistoleer - Disarming shot. This shot has great uses. use it just before healing / duelistic stance / state recover. It will keep you from taking damage while doing those things. THIS MAKES DUELISTIC STANCE WORTH THE TIME IT TAKES TO INITIATE.
2. Do NOT take duelistic stance to reduce damage per hit. Pop a Duelistic stance to Increase the chance of the Jedi to miss you. Getting in close range to a Jedi with suppression and armor break hurts..... alot. If you are in that situation, pop a duelistic stance. It may cause the Jedi's armor break to miss, or his damaging hit to miss..... It could save you as much as 1000 health points.
3. Having trouble landing shots and states don't wanna stick? Try a Warning shot. I used to use this EVERY TIME before I used my root just to help make sure it stuck. Every little bit helps when trying to stick that root... cause if it misses.. you are SOL for a long time.
4. Bofa treats will give you a bonus to health regen. Not much, but with long lasting fights.... it's the same as getting an extra stim. And it won't fill your stomach for more than a couple minutes.
5. If you are a Pistoleer, and debuffing your opponent.... DO NOT skip Intimidate shot. It works better than confusion... and can't be canceled.
6. Leg shot is amazing if you are a Carbineer. THIS should be your #2 attack along with critical shot, for damage dealing.
7. Head shot. It's about as much damage as torso shot... but less action.. so you can spam it longer.
8. Crispic. A great accuracy food, gives you plus 40 for about 16-17 min if you get the right stuff. Make sure you compare stats.. you'll want to get the stuff with lower melee acc and higher duration. While Duet pyro is good for rifleman and their alpha strike, the rest of us (and riflemen when their pyro wears out) should be taking crispic. not a lot of acc ups... but enough that in a long fight, you can do thousands extra damage between increase damage per shot, and shots that otherwise would have been misses due to high jedi defense.
9. Elshandru pica thundercloud. Currently the food which helps us ranged BHs with defense. get some. It doesn't make a huge difference versus a saber wielding jedi... but over a long fight... it can meant thousands in saved damage through extra misses and lower damage.
10. Parwan Nutricake. Great for use against runner jedi that try to get away and against jedi you are having a hard time Kiting. Instant use..... gives you a burst run. Basically if your burst run is ready.. it gives you run, but doesn't count it against you, so you can reuse it. if your burst run isn't ready, it will do nothing but fill your stomach.
11. Synth Steak / Exo protein wafers. I'm still unsure which I like better, but generally i will use Steak until I am out of stomach room, then use Wafers. these reduce damage you take during a fight... but have short duration. So only use them if you get armor broke or KDd. Another good time to use them is if you think you can outdamage their heals..... take this so you don't have to heal as much... which gives you more damage output.
12. How about a better KD you say? okay... go carbineer. Charge Shot (no charged shot) from the 0040 tree in carbines gives you DOUBLE the damage of underhand shot, and you can use it to move while rooted. All with the same action cost as Underhand shot from BH.
General tips on use of specials, etc.
- If you see a jedi's action bar going up and down.... try and time your KD when it is at rock bottom. This will keep him/her from getting up right away. So you will do more damage to them and they will not be able to do crap to you.
- you should alternate root/snare with your KD. The jedi should never (hate to say never... how about almost never) be KDd while snared or Rooted. Instead, use your KD during the down time while you are waiting for the root to recharge or for your snare to be stickable again.
- Bad macro, bad. Don't use complicated macros that will que multiple actions. they can get hung up on things like getting KDd and may prevent you from healing etc. when you need to.
- Good macro! Good boy! Use macro's that put timers on stuff. They will tell you when you can reuse your KD or when your duelistic stance is almost up.
- never use a duelistic stance / heal macro. They can get in the way of damage dealing when you need it the most. Plus if you are moving and kiting a jedi well, you will not need either. They will be a waste of Time, action/mind, and timing (maybe you missed the KD right after the jedi's action was real low because of this)
-When you KD a jedi, ALWAYS follow it Adv Critical Shot. Kick em while they're down! (okay, not always, read next)
- If you are fighting a Defender of some type and having a hard time sticking your Root, blast him with a state, then a warning shot (if you have it) then KD him. Then use the Root. All those things will reduce defense of your target. Reduced defense means easier to stick shots.
- Ranged arms let you kite your mark easier, but also give you a weak spot that gets no armor mitigation. I would only use these with MBH / MRifles / Pist 0003 / medic 0020....... MBH / MCarb / Pist 0003 / Medic 0020........ or MBH / MPist / Carb 0400 / Medic 0010. Notice a pattern here?
- 4000 CM FTW..... right? maybe not..... wanna make your template more aggressive in damage? or more controling? but still keep decent heals without a droid? Try a double master (like MBH / MPist) with the following..... 0400 CM for extra damage, 0040 CM for the debuffs, 0004 CM for the controlling paralyze and snare!
My take on MCM BHs.....
It's a clumsy feel, there is lot to look at/for.... a couple different tactics, that need to be implemented depending on jedi.... etc. It's NOT an easy temp to play. I am learning it now and LOVE the simplicity of my last template so much more after going MCM. If you are NOT an experience PvPer and ready for a complex template... I highly suggest you do NOT take MCM. Yes there is much power to be found here.... but it is not easy to tap into.... a bit like taming a wild stallion.
My old template....
MBH / MPist / Carb 0440. That's right, no healing but stims. Yes, I killed lots of jedi. Defenders are the toughest..... after that, Master powers can be a handfull. But when you kill a jedi and then chat with him he will **edit**e a brick when you tell him you have no healing. You get to Hit them like a ton of bricks with all that accuracy, and you have Adv Crit and Imp leg shot for heavy damage dealing. Plus you have a root and a snare. But the limited healing makes it a challenge.
My soon to be new template if I continue not liking the feel of MCM.
MBH / MPist / Carb 0400 / Medic 0010 (add some healing efficiency tapes/shirt, and a med droid). Basically same as above... but with some healing for the rough spots. should be a jedi killer.... even against MDefs. I'll actually have enough accuracy to damage them more than just about any other template.... plus the heals to soak up a little armor break here and there.
Most important... just have fun and never give up. Never.
ASnare is an attack that slows down the movement of an opponent. When snared, instead of running, you can only walk, but still able to attack.
A Root is something that keeps an opponent from moving at all, but still able to attack
A Paralyze/Stasis is something that keeps an opponent from moving at all, and also prevents all/any actions on their part.... sometimes also called a "Daze" or "Mez" (for mesmerizing)
Message Edited by Stecoli on 10-17-2005 02:57 AM
Stecoli wrote:
"traumatize" is the JEDI KILLER.
Message Edited by Stecoli on 10-17-200502:57 AM
Well yes, so are dots... but if you dont have dots, you can still win. If you dont have traumatize you can still run them out of force. Without thyroid rupture you cannot heal the damage from a pre-cu saber. Their attacks come too fast.
Well I was just saying out of the three, the combat debuff is the most useful. Of course all of them are helpful. But without the debuff you wont last long enough to dry out the jedi's mind.
This is taking into account you're going up against a good jedi though. Post-cu jedi dont do enough damage. So the dots or traumatize would be the most helpful in those cases.
Sundal wrote:
No offense Algren_Earth-Stormer but your information is really general and some of it will probably end up confusing new BH's, rather then helping.
Sorry, I've no-doubt that you've killed jedi without healing and with only stims. But I can guarantee that those jedi were not very good. When you say something like this it makes new people think they have a viable template without healing. And although to some extent that's true. You will not be a good BHer. What you are is basically a bottom-feeder, just preying on the weakest jedi.
Also x.4.x.x is not what kills Jedi from the combat medic line. It's x.x.x.4 with Thyroid rupture that kills them. The dots are only useful in speeding up fights, especially against master defenders.
No offense, Sundal, but did you even read my post? I gave very specific instruction on when to use things like Disarming shot, Duelistic Stance, KDs (and what to follow it with, Exactly which templates to use ranged arms with, And I improved the list of foods and what they do.
Sorry, unless Knights and 200k+ Jedi are on the bottom, I am not a bottom feeder. And while MBH / MPist / Carb 0440 is a strict template to play (have to have the right timing for everything) there is less to watch, less debuffs to worry about, etc. so in a way it is SIMPLER than MCM and easier to learn. But it is not perfect. That's why I showed the modified version which DROPS a line of Carbs and Gains the healing.
Let's try to keep this guide on-topic. I wrote to be generalized towards ranged templates, not one template in particular. Let's try to keep it focused on that. While you may have tactics and playstyles down that fit your own template, many newer players will be confused, hence the generalization on the guide.
Thanks to all who tried to add constructively to it.
/bump
Sundal wrote:
No offense Algren_Earth-Stormer but your information is really general and some of it will probably end up confusing new BH's, rather then helping.
Sorry, I've no-doubt that you've killed jedi without healing and with only stims. But I can guarantee that those jedi were not very good. When you say something like this it makes new people think they have a viable template without healing. And although to some extent that's true. You will not be a good BHer. What you are is basically a bottom-feeder, just preying on the weakest jedi.
Also x.4.x.x is not what kills Jedi from the combat medic line. It's x.x.x.4 with Thyroid rupture that kills them. The dots are only useful in speeding up fights, especially against master defenders.
i thought his post was pretty good....
Hey man, I'm not trying to flame you. I was just saying that type of information may be confusing to new people.
And yes, complete knightand anything under 225k can still be bad jedi. I have never fought anyone under 225k that made me sweat.You should know this.Pretty much anything under 225k means they are probably post-cu(bad saber),so in fact they are at the bottom of the Jedi-chain.