Bounty Hunter Archive
Thread: How is this template?
TashunkaSapa
Fri Aug 06, 2004 4:49 pm
#27
Just a matter of semantics, then - since you can't get smuggler without having brawler first...
TaelonVidi wrote:
Right. I said there was 12 points left. You have 41 points left after Master Pistoleer - BH 0040 - Smuggler 0040.
Bryced
Fri Aug 06, 2004 11:49 pm
#28
my template is this : master pistoleer,,,bh 0040 and TK 0403,,,,,with this these skills in TK you get tons of added defense and an actual working Knockdown. Although the recent change makes it harder to switch to pistol....it still works out great. I would recommend it. Also,,,your actaully stronger than a TKM if you use only TK skills...i tested this without armor against a TKM and kicked his ass. Reason for it the extra dodge and defense from master pistoleer. I love pistoleer but it is fun to switch it up sometimes with this TK combo.
Bryce
Corbantis
Gungeun
Sat Aug 07, 2004 1:10 am
#29
Take a look at what will be mine:
Master Pistoleer
Master TKA
4/4/4/0 Fencer
Wow, these are the modifiers:
Defense Acuity +96
Defense's-
Blind +90
Intimidate +20
Posture Change +100
Dizzy +85
Knockdown +120
Stun +55
Dodge +195
Melee Def +176
Ranged Def +121
TaelonVidi
Sat Aug 07, 2004 5:58 am
#30
Wow. That is crazy...
Do you use the TK mostly? The reason I ask is because all of the good pistol specials right now are in BH 0040 and Smuggler 0040. From what I can tell by reading the Pistoleer threads, actual Pistoleer specials are broke for the most part...
Bryced
Sun Aug 08, 2004 11:20 pm
#31
your defenses including dodge cap at 125...so all that extra stuff is useless and a waste of skill points....the best thing to do is get your defenses at 125 then use attachments. Just my opinion
bryce
Iatieojeo
Mon Aug 09, 2004 1:58 am
#32
/sigh, I miss it horribly, because it was completely evil, but here goes... I'll share with you my uber PvP Template, and explain it's uses.
MFencer
MPistoleer
Smuggler 0140
Medic 0030 (You can also substitute 3000 Scout for the terrain neg if you prefer)
Pistoleer: Stack Healthshot 1, and 2 bleeds with a Mod'd Republic blaster. Usually they will tick collectively for 250 - 300 damage.
Fencer: If you can get close to them Dizzy, then Posture change them, they'll be flopping on their back. Scatter hit 2 with an Acklay stun baton still hurts pretty bad, also, you can stack Fencer's bleed with the pistoleer bleed for an addtional 30-50 damage every 10 seconds.
Smuggler: Most useful after the bleeds are set, if they're kiting you. Low Blow is a decent KD shot, but won't work on defense stackers. The bleeds however once they're set will hurt a stacker pretty good though. Now, Smuggler also has last ditch, one of the best pistol specials in the game, whip out your Geo as they kite you... with the bleeds you stacked earlier, and additional bleed from fencer if you managed to get close enough to set it, it's over. Last ditch, and a 280+ Max Geo will pretty much rip anyone apart, particularly if you landed the low blow, or the fencer posture change KD.
Medic: You can use stim C's, or specially made D's, and sometimes E's.
The uses of this template are hard to get used to, and concentration on what you've set, and what needs to be set is key. It's not an easy template to use, but once you learn it, it's absolutely insane. If they'd had PvP rating when I had this template, I'd likely be at over 1500, after having around a 1000 while learning how to use the template.
This is also a useful template against Jedi. Yes, saber block will own your Geo, so don't even bother with that, but the master fencer dizzy/posture change KD will break them down. Jedi (in my experience) are weak to posture change, and don't always have time to heal state all between that, and your posture change.
Mods are as follows:
Defense Vs Blind +80
Defense Vs Intimidate +20 (Sometimes a problem, but not often)
Defense Vs Posture Change +70
Dodge +210 (Yes, I know it caps at 125)
Melee Defense +121
Ranged Defense +76
Defense Vs Dizzy +80
Defense Vs KD +100
Defense Vs Stun +40 (Again, sometimes a problem, but not often)
Melee Mitigation +3
Ranged Mitigation +3
No, it doesn't have all defenses capped at 125, but some are darn close, and all the others except Stun, and Intimidate are VERY high. It's a very tough to beat template in the hands of someone who knows how to use it.
Hyperiax
Mon Aug 09, 2004 4:59 am
#33
TaelonVidi wrote:
This is the exact template I'm finshing right now.
The TK 0001 gives you meditate at novice to handle bleeding. 0001 gives you +5 ranged defense and +15 melee defense which makes a whole lot more sense to me instead of taking novice commando for just the launcher pistol.To me, if you're going for PvP thelauncher pistolis useless becausejust about everyone is going to have blast resists. It's good for PvE against turrets and AT-STsa few other creatures but that about it. If there's some other benefit, please explain because I just don't see why commando is useful.
Of course, I could be wrong about all of this. I've been playing for 8 months andI still consider myselfa NooB. =P
Taelon
Taking away player at-st's and turrets can be fun as hell--thats why
(especially by myself--surprises quite a few; as they pull them back in once they witness the damage of a launcher pistol firing torso shot--then last ditch at 1 per second)
my template is this: (haven't read entire post yet--if this template is the one you are talking about I apologize)
master marksman, master pistoleer, brawler 4000, smuggler 0040, bounty hunter 0040, and commando 0010 (flame1 with a speed sliced flamethrower can be quite menacing for a jedi)
***edit--forgot scout 4000 ***
just my 2cp
Message Edited by Hyperiax on 08-09-2004 08:05 AM
Datchery
Mon Aug 09, 2004 8:38 am
#34
Why do you have slicing 1 in that setup Iatieojeo? I would personally ditch that and go with more medic...actually I'd probably ditch the entire of smuggler in that setup. See, Last Ditch, sure it's the most powerful pistol shot in the game in a pure damage comparison, but you still have to get the speed to fire that puppy, and with just master pistoleer you don't have it. Because of that, I'd say it's better to drop the smuggler as you still have stopping shot which is only a little less powerful than last ditch and will fire faster, then put those points you just saved from smuggler (25) and the unecessary unarmed line (14) and put those into something more useful.
Perhaps making yourself a more powerful medic, or get some scout, or hell, master marksman then get some more pistol speed + accuracy with the generally more useful in pvp BH skills.
TaelonVidi
Mon Aug 09, 2004 9:33 am
#35
I'm sure it is fun as hell, but since I have yet to come across a player turret or AT-ST, I don't see a reason for pretty much wasting 6 skill points. I spend the majority of my time PvPing in the cities and have not yetgone on a base raid. Based on this info, why wouldanyone in this situationwant the Launcher Pistol? Especially when I have the combat XP banked so I can switch anytime I need to?
If I do end up coming across an AT-ST or turret, I will of course run like hell and think, "Why didn't I take Commando?" 
Thanks for your 2cp...here's your change...
psyckos
Mon Aug 09, 2004 10:00 am
#36
Since I'm not a big PvP person (for now), this is the template I'm working on for my Pistoleer:
Bounty Hunter0044
Brawler 4000
Novice Commando
Master Marksman
Medic 1020
Pistoleer 4044
Scout 4020
Relevant Skill Mods:
Dodge +80
Pistol Accuracy +115
Pistol Accuracy while standing +15
Pistol Speed +109
Using the LLC is just too much fun to give up...so I'm keeping it.
And yes, I'm a dabbler. I think it adds depth to the game and creates diversity between other players. I have a ton of respect for the Masters of thier professions. This, by no means, will be my final template. I'll be mastering as many combat professions as I can...just to see how they are. Maybe, just maybe, I'll drop my Neutral standing for part in the GCW, but for now, I'm perfectly happy shooting critters and the ocassional bounty is always fun...adds a level ofstrategy to break up the monotonous destroy missions and hunts.
BountyHuntah2222
Sun Sep 19, 2004 6:19 pm
#37
I did the math many times came up with diffrent numbers...all below 250 so thats good...anyways, I am new to Squad Leader so any help would be greatly appriciated.
Master Squad Leader, Master Marksman, Commando 0/4/4/0, Brawler 4/0/0/0, Scout 4/0/0/4
Master Squad Leader, Master Marksman, Commando 0/4/4/0, Brawler 4/0/0/0, Scout 4/0/0/4
InquisitorPayne
Sun Sep 19, 2004 8:40 pm
#38
BountyHuntah2222 wrote:
I did the math many times came up with diffrent numbers...all below 250 so thats good...anyways, I am new to Squad Leader so any help would be greatly appriciated.
Master Squad Leader, Master Marksman, Commando 0/4/4/0, Brawler 4/0/0/0, Scout 4/0/0/4
The logical counter-question: What do you want to use it for?
It is a decent Group-PvE template (not the best one, but it can stand it's ground). It is worthless in PvP. And there are better templates for PvE (like MSL/MTKA).
Normally i would advise you to implement at least basic Medic skills. But considering it is a group template, you may count on a doc in the group.
Does that answer your question?
Dogg
EDIT: One thing to add: Every template is good as long as you have fun playing it.
Message Edited by InquisitorPayne on 09-20-2004 06:41 AM
BountyHuntah2222
Mon Sep 20, 2004 5:07 am
#39
Sucky in PvP eh?
Dang...I was looking for something PvP, all I know is I will need Squad Leader, my guild needs one badly and I went ahead and volunteered to go for it.
A friend of mine had commando and he said it was really strong, and he likes PvP so I thought it would be a good combo.
Dang...I was looking for something PvP, all I know is I will need Squad Leader, my guild needs one badly and I went ahead and volunteered to go for it.
A friend of mine had commando and he said it was really strong, and he likes PvP so I thought it would be a good combo.