Bounty Hunter Archive

Thread: SMuggler switching over

djlowballer
Sun Jul 31, 2005 9:59 pm
#1

Howdy gents... After year and some change as a smuggler, I hate jedi. I am looking to use my respec to become a BH and Maul some jedi.

My current template is MS/MC/4404 pistoleer. I have a soft spot for smuggler and would like to keep it, but I also want to be able to fight jedi and win. Any advice on creative ways to put together a class so I can still hang out and be support with my smuggler, yet at the same time enjoy the thrill of the hunt and get some jedi kills?

Thanks
NoStyleGuy
Sun Jul 31, 2005 9:59 pm
#2

MBH/ MCM/ 4/0/0/0 Rifles = FOTM because it works



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djlowballer
Sun Jul 31, 2005 10:01 pm
#3

so is a FOTM the only way to challenge jedi?
Mythrindir
Sun Jul 31, 2005 10:04 pm
#4

FOTM is the most effective way until it gets nerfed...which is where all FOTM eventually go. If you're insisting on keeping smuggler i'd recommend MBH/smug 4040/cm 4000...you'll have 3 sp remaining with that temp.



Andlo Homan
Andlo <3 Ania
First Interceptive Strike Team
Looks Like You Just Got Fisted
djlowballer
Sun Jul 31, 2005 10:36 pm
#5

Im leaning towards BH CM, just because its two classes I have never tried. However I am curious about the lack of recon armour. SInce Lightsaber does anergy, and CM is battle, and BH is assault, does that make an impact?
Nathanielstarr
Sun Jul 31, 2005 10:39 pm
#6

You could layer battle armor with quad energy layers and have around 7000 energy resists easy.
Mythrindir
Sun Jul 31, 2005 11:25 pm
#7

the higher you get into the numbers for armour the less difference it makes...can't find thread that says exact but i think difference between 6000 energy and 7000 energy is less than 5%.



Andlo Homan
Andlo <3 Ania
First Interceptive Strike Team
Looks Like You Just Got Fisted
djlowballer
Mon Aug 01, 2005 9:08 am
#8



ChemicalBrother wrote:

MBH/MSmuggler/0004Pistols

This gives us 2 main ways to make money slicing everyone's gear & hunting Jedi. It's effective outside of the FoTM's. It's a style thing, good to go!





I like it, but is smuggler effective enough to kill a jedi? I have mainly use it as the super support class siunce cu
sirshaggs
Mon Aug 01, 2005 9:55 am
#9



djlowballer wrote:


ChemicalBrother wrote:

MBH/MSmuggler/0004Pistols

This gives us 2 main ways to make money slicing everyone's gear & hunting Jedi. It's effective outside of the FoTM's. It's a style thing, good to go!





I like it, but is smuggler effective enough to kill a jedi? I have mainly use it as the super support class siunce cu




not a master defender...you will have to use some good tactics...like waiting for the right moment...especially with MSmuggler/MBH



÷OosriK÷
Master Smuggler for hire
÷Aman'ai÷
Master Droid Engineer/Master Weapsonsmith Master Artisan
Neekocha
Mon Aug 01, 2005 10:41 am
#10






Mythrindir wrote:
the higher you get into the numbers for armour the less difference it makes...can't find thread that says exact but i think difference between 6000 energy and 7000 energy is less than 5%.





Indeed.


armor value / actual percent damage reduction

1000 = 10.5%
2000 = 20.0%
3000 = 28.5%
4000 = 36.0%
5000 = 42.5%
6000 = 48.0%
7000 = 52.5%
8000 = 56.0%
9000 = 58.5%
10000 = 60%

Specifically 60 * (AR/10000) + (((10000-AR)/10000) * (AR/200))


(source: http://starwarsgalaxies.station.sony.com/content.jsp?page=Friday%20Feature%20-%20Player%20Guide:%20the%20Art%20of%20Combat



ChemicalBrother
Mon Aug 01, 2005 12:07 pm
#11

MBH/MSmuggler/0004Pistols



This gives us 2 main ways to make money slicing everyone's gear & hunting Jedi. It's effective outside of the FoTM's. It's a style thing, good to go!





I chill at the party in my b-boy stance
Walk, cap low, KoK in my pants
Fly like a dove, that come from up above
My name's Iron Lung but you can say ONE LOVE!



P.L.U.R.: *P*lease *L*et *U*s *R*ave

Mythrindir
Mon Aug 01, 2005 1:13 pm
#12






Neekocha wrote:





Mythrindir wrote:
the higher you get into the numbers for armour the less difference it makes...can't find thread that says exact but i think difference between 6000 energy and 7000 energy is less than 5%.





Indeed.


armor value / actual percent damage reduction

1000 = 10.5%
2000 = 20.0%
3000 = 28.5%
4000 = 36.0%
5000 = 42.5%
6000 = 48.0%
7000 = 52.5%
8000 = 56.0%
9000 = 58.5%
10000 = 60%

Specifically 60 * (AR/10000) + (((10000-AR)/10000) * (AR/200))


(source: http://starwarsgalaxies.station.sony.com/content.jsp?page=Friday%20Feature%20-%20Player%20Guide:%20the%20Art%20of%20Combat







ty...couldnt find it in AS board stickies and im lazy



Andlo Homan
Andlo <3 Ania
First Interceptive Strike Team
Looks Like You Just Got Fisted
Quiet420
Mon Aug 01, 2005 1:46 pm
#13






Mythrindir wrote:
the higher you get into the numbers for armour the less difference it makes...can't find thread that says exact but i think difference between 6000 energy and 7000 energy is less than 5%.




go to the armorsmiths forum, all the info is there
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