Bounty Hunter Archive
Thread: Why 4xxx CM??
Stride00 wrote:
Ok, I just started hunting jedi like a week ago and ive killed about 16-19 jedi so far incuding4 fully templated andmaybe 2 of them having some or master defender. I find xxx4 cm a lot more useful than a powerful healing ability simply becausehaving thisline helps me prevent taking any dmg at all.I often read templates posted on this forum and notice a lot of templates have 4xxx cm. Why do people think they need4xxx cmto fight jedi? If you need to heal so much then wouldnt you probably die anyway? Wouldnt it be more logical to get xxx4 Cm to prevent jedi from doing as much dmg and prevent them from catching you? Im not trying to offend anyone that has 4xxx cm or anything, but wondering why you guys went with 4xxx cm instead of getting xxx4 cm?
Its how they like to play.
In response I say I am not even CM and I hunt jedi. I think most people go 4xxx because they are fotm and never tried anything else. emmkay.
Also in case I get a master defender and I have to outheal him long enough for his force to drain to be able to win the fight.
Isamu-alva wrote:
4xxx in CM so I can be an effective solo or group character when I'm not hunting jedi (Yes there are other things to do as an MBH other than jedi killing)
I know I can solo canyon krayts with MP/MBH + 0004 CM and I reckon I have a decent shot at ancients aswell (their regen is the only thing that might stop me). I've never seenthat as being half as easy with even an extra 500 to heals as it is when I can just e-drain and kite. Yesterday, I got to play aggro juggling on a jyvenile, a canyon and an ancient. Or rather, I had to keep the lot e-drained and run around waiting for my two groupmates to catch up.
I agree with the OP, I don't really see how extra healing is that much better than being able to debuff. For example, I believeimproved thryoid rupture and intimidate comes pretty close to working as the pre-CU intimidate in terms of damage reduction.
your uber
Stride00 wrote:
Ok, I just started hunting jedi like a week ago and ive killed about 16-19 jedi so far incuding4 fully templated andmaybe 2 of them having some or master defender. I find xxx4 cm a lot more useful than a powerful healing ability simply becausehaving thisline helps me prevent taking any dmg at all.I often read templates posted on this forum and notice a lot of templates have 4xxx cm. Why do people think they need4xxx cmto fight jedi? If you need to heal so much then wouldnt you probably die anyway? Wouldnt it be more logical to get xxx4 Cm to prevent jedi from doing as much dmg and prevent them from catching you? Im not trying to offend anyone that has 4xxx cm or anything, but wondering why you guys went with 4xxx cm instead of getting xxx4 cm?
Kurouki wrote:
I am cm4000.I am also MBH/MRM. I played with 0004 too and while both are effective I think the healing outweighs 0004 overall. Of course you will find situations or fight templates where one style will be stronger than the other. When in groups being able to heal 1300 every few seconds will make everyone in the group live longer (like in the necro cave). I've actually been considering MBH/CM4004/RM4440... anyone try this?
Problem is, if you go MBH, CM 4004, RM 4440 you're accuracy takes a significant hit along with your defenses. Sure it's still CL 80, but I'm not sure if it's worth it for the debuffs you get. You still need to be able to HIT the jedi.
LOL you are only giving up the +30 Acc for Master Rifleman (Rifle Abilities, 000x, gives you speed bonues). With the +25 rifle acc tape and the +25 general ranged acc tape I wear on top of the +17 for the HLR and the +200 for the Pyro I drink before big fights I bet I wouldn't see that much difference....
Unless of course my Skill Calculator is wrong!
I'm at work and can't log in to check in game....