Bounty Hunter Archive

Thread: Tactic Against jedis and npc with MBH and MPistoleer?

hanli9
Thu Oct 20, 2005 4:57 am
#1




Agowe S - Pempo Mc
Special Recovery Division
SRDiv
MSwords/MDoc
RugbyRat
Thu Oct 20, 2005 6:06 am
#2

Learn to effectively counter their offense. Disarming shot and KD go a long way towards mitigating armor break.



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Rugby Rat
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Nathanielstarr
Thu Oct 20, 2005 5:14 pm
#3



keep them intimidated with intimidate shot at all times. Use your roots wisely. Carry 2 pistols one sac pupped and one damage pupped, use the damage dealer at the start of the fight. When your target starts fighting back switch to the sac pupper. Then when your action is back up switch to the damage dealer knock them down quickdraw, critical, quickdraw, bodyshot. If they survive and are not in the loop of having to heal go back to the sac pup and try to wear down their force.

Message Edited by Nathanielstarr on 10-20-2005 05:15 PM

Manbush
Thu Oct 20, 2005 5:43 pm
#4

lol only tactic need now is snare
Nathanielstarr
Thu Oct 20, 2005 5:54 pm
#5






Manbush wrote:
lol only tactic need now is snare





pistoleers dont' have snare
swiftstriker
Thu Oct 20, 2005 6:04 pm
#6

I was Mpistoleer for one day. I hunted 3 jedi. All of which i hit a grand total of 150 a shot.I have never seen disarming shot work. I tried at least15 times to disarm them, butit just doesnt happen. Kd usualy works, but they just get back up heal and your atit again. They long range snare and if your snare doesnt work you=dead pile ofrecon armor.


Im currently mcm, but i wouldnt recomend it. Mcm is just a very strangetemp to play. It works sure, but once they get down to 1 health (dots dont incap) guess what you cant hit em with your grand total of 140 accuracy (bh accuracy only).


I also watched a Mrifleman get owned by a jedi knight. He was at least 80m away. Starts with snare, kd, then starts stacking on debuffs. Jedi sits there,very amused. After snare is gone he starts running towards the Mrifleman. The rifleman trys to kite. Jedi snares, kds, she = dead.


I have seen alot of good bhs out there with mriflemam.


Mcarbineer i have yet to explore. Its next on my list of possible wins. Carbineers have cripple so they dont need the snare from mcm to stay alive.Im not sure, but all the do is pound the target while kiting until it runs out of force.





Swiftstrike
Part of Fighting Irish In Pacific fighters
Part of STARS in FH
Part of DEF Imperial in SWG corbantis
"Strike Swift Strike Sure" - 444th bomber squadron
NoStyleGuy
Thu Oct 20, 2005 6:28 pm
#7

i cannot speak for riflemen but this is my consesus.

MCarbine/MBH: 50m range is very nice, critical/legshot combo is great damage, Cripplingshot is a great snare. Overall: Kite, and damage, not much room to improvise

Mpistols/MBH: 35m range is tough, but possible(dont use cyber arms, they are nearly unarmored and will leave u hurting) quickdraw/criticalshot is damage combo. Root is awsome. The battle is won/lost in the states. Stun (burst shot) intimidate(intimidate shot), and mez (disarm shot) are the tricks you must learn to use


my preference? pisotleer



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