Bounty Hunter Archive

Thread: MBH MPistoleer, 4000 Combat medic

BloodMonk
Wed Aug 31, 2005 10:08 am
#40

cool I didn't know they lasted a certain time now iso a certain number of attacks


synth seems the better choice to pop when you get KD'd KD still gives a 20% damage bonus iso 50% pre-curb right?


also....I've heard different number for critical shots, some people say a crit is 20% more damage, other say it's 50%.....any idea which is the right one?





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Managing the Bloodmonks Weapon Facility (aka Sly's Slavepit), Producer of fine specialty weapons.
mindspat
Wed Aug 31, 2005 10:20 am
#41

There's some solid advice in this thread and if it continues in this direction I wioll likely sitcky it for later use.



My main is a Jedi. I use: LM, Defender 0044, Enhancer 3402, Healer 4000


I keep a PSG handy and it's almost always equiped. I keep exo-protien wafers and Synthesteak handy in tool bar slots. I am constanly burning through BoosterBlues and other stackables.


I believe your template should prove succesfull if your skill is able to carry you through the encounter. While CM has some serious debuffs that are severely hurting Jedi in the hunt I don't see why you would have a major issue if your'e pistols, yes more then one, are well balanced for min/max and SAC.


As for my template and how I would attmept to deal with an encounter for your template:


(defense) valor, aura, infusion, forceArmor.

(offense) dzzy, stunand armorbreak.


I would make sure these are up if a free action permits its use.


ForceWave and Suppression for the snare and root if I feel you're attmpting to gain distance.


*WARNING* A lightsaber Master will have their second most powerfull attack as AdvancedSaberThrow. This attack is the winner. I can alternate attacks then call this skill with such great speed that it regularly hits immediately after the previous skill. (can perform and show 1 second interval if timed correctly and use certain skills to set up attack thus maximizing 'dps')


Also, watch your oppents action bar. This bar can be more important then their hitpoints. When you notice you're able to get them in a flurry thus reducing their action you'll want to get your KD in when the action is below 20%. This will buy you additional time for more attacks while the Jedi is on thei back.


Good luck and would like to see this thrad continue.




Pick me !!

Brought to you by Mindspat®
Karbal
Wed Aug 31, 2005 10:21 am
#42

Yeah, KD damage is 20% extra. When a +Critical+ floats above your target it tacks on an extra 25% damage. The best is when you are jacked up on pyro - 204 added accuracy - use advanced aim - 240 added accuracy - land a KD - 20% damage - and then land a critical - 25% damage!! You can darn near one shot someone!!



Karbal
Former Jedi Hunter
Ineedahandle
Wed Aug 31, 2005 4:50 pm
#43

I hear some people have duelist stance on a macro, does combat mess that macro up?



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lspiderl
Wed Aug 31, 2005 5:57 pm
#44

just a little spin on that ive forgone healing for def M pistols M bh sl 0404 u get a carpload more defs like +65 to both ranged and melee def as well as some nice bonuses and skills if ur leader of group including rally which if run in conjunction with deulest stance makes u a REALY hard kill especialy with ranged and melee def food/drink and the ruby and stims for healing


mind u not a perfect template as non are but ur defs will rock as so will ur speed and acc add skill tapes to that and a it o spice and food and doc buffs and man what fighting u can do




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Karbal
Wed Aug 31, 2005 5:58 pm
#45

Yes it will mess it up! Just like Bloodmonk mentioned about combat/healing interferring with the food macro.


To get around this problem add in an alarm that will go off after 27 seconds telling you to "FREEZE FOR DUELIST STANCE".


Generally I don't use my ds macro unless I'm doing PVE. I only hit it when I'm rooted or cornered in PVP.





Karbal
Former Jedi Hunter
Ineedahandle
Wed Aug 31, 2005 6:24 pm
#46


I just completed my template, yay. I also bought a bunch of food that I need. I put in an order for a very nice set of armor.... Now all I need is the gun...



I'm pretty sure I should have a kinetic gun for PSGs, but I could get over 60+ accuracy to it, what would be better, the accuracy bonus, or the kinetic damage?



I Know my SAC should be capped, or near it, and I should have high minimum damage, but how does a WS experiment on minimum damage?



And should I slice my gun for speed or critical?




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Seething
Thu Sep 01, 2005 12:10 am
#47



HeartlessHunter wrote:
Good luck with the temp man. Let us know how it works out for ya. Gonna be a tough fight considering you will be in saber throw range 99% of the time.





I am a MBH/MPistoleer, and have been one for a long time... and I became a successful Jedi killer after ROTW was released... why?

Two ranged arms, giving me +15 meters on my pistol. Thus increasing the range to 50M instead of 35M, thus staying out of saber throw range! That plus a maxed out suit of armor with AA's and a CA belt with pistol speed, accuracy and general ranged speed/accuracy all help out a ton.

Also, buy the best pistol you can afford, slice it and Pup it. (I have a HC Scatter that out damages everything in my grind groups continually, it's a bummer b/c of the agro it draws.)

My crit shots hit for anywhere from 800 - 1300+ damage, and the root + kd + crit + bleed + crit with a bomb droid can be done so fast as a Pistoleer that it's scary. I have yet to lose a duel to a MBH/MR with this template, but I have played it a LONG time and know it well.

Most Jedi are prepped now for the MBH/MR/MCM template, and are not expecting the defenses and speed of the Pistoleer.

Good luck, play with it and enjoy!





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Ineedahandle
Thu Sep 01, 2005 12:19 am
#48

I do have a question that wasn't answered earlier, what are bomb droids, and what do they do? How oftern can they be used?


Also, reading the advice in this thread and throughout the forum has made me consider 2 starting moves.


1. Should I start off with a massive damage dealing beginning, hoping for a quick incap, catching a jedi between force powers?


or


2. Should I start off with a KD, Root, and apply states like warning shot, stun, dizz, blind, etc, then start damage dealing?



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LysandaKasmi
Thu Sep 01, 2005 12:28 am
#49

is MBH/MCM effective against jedi, as i have had some just say its rubbish and they cant wait for me to use it on them.


i notice there are even Mastercommando/MBH - is that any good?





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Seething
Thu Sep 01, 2005 12:33 am
#50

I have been grinding in jedi spin groups the past week. (I have a lot of Jedi friends that hook me up with the groups for amazing xp.)

99% of the time they will run from a MBH/MCM (if the Jedi is not Full Template).

As the BH nears, and they wonder who the BH is there for, the second question is always "Are they a MCM?"

If it's a yes, most of the time they run...

Hope that answers your question.





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BloodMonk
Thu Sep 01, 2005 12:34 am
#51

yes, use all states...I'm still looking what they exactly due as it's poorly documented and possibbly buggy


these are the numbers I found, the stuff between () I'm not sure if it's right, so please correct me if you know:


blind: -25 to defense


dizzy: -75 to defense (does this increase KD chance of the target?)


stun: -10 to defense (and it should lower regenrate I think, but I heard it's bugged)


warning: -80 to defense


intimidate: -20 to defense, lowers the targets damage by 20%



now you know your to-hit chance (and marginally your damage) is calculated by the difference between your accuracy and your opponents defense, so lowering their defense is always good...


my advice: ALWAYS use intimidate, dizzy and warning and re-apply them when they run out...in case stun lowers regen (have to test it), include that too


stating a jedi up with all states, then KD'ing after popping that accuracy food will make sure you do max damage


to give you an idea I did some calc to show you the impact


my gun is 585-1050 dam and I have 160 accuracy


advanced crit shot on a jedi with Imp force aura on would hit for 948 damage on average


apply stun/dizzy/blind/intimidate and warning: 1034

then pop food to add 200 accuracy: 1116

then KD him: 1339



Proud Member of -BLOOD-

I HATE GRINDING)

"Invader's blood marches through my veins like giant radioactive rubber pants! The pants command me! Do not ignore my veins!"

Managing the Bloodmonks Weapon Facility (aka Sly's Slavepit), Producer of fine specialty weapons.
Ineedahandle
Thu Sep 01, 2005 9:48 am
#52

bump



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