Bounty Hunter Archive
Thread: Focus BH Templates
the3vilDrz3d wrote:
Currently testing MBH/MPistols/Carbineer 4400. So far I'm doing ok against ranged opponents in duels, and ok in PvE. My TKM/MSmugler friend worked me in a duel last night, so I'm not sure overall how well it will fare against melee.
Same template here. Was fighting some CL 75 Night Sisters with little problem due to altering cripple and stopping shot. Niether of those are BH specials, but I was using Adv Critical as my default. Imp Confusion shot seemed to stick states but because I couldn't get the enemy's damn ham bar off of her state bar, I couldn't tell which were on her. UHshot didn't KD enough IMO.
What I wish we had was nice energy resisting armor certs in BH. I'm still not sure if assault armor will have higher E resists than recon after the crafters get their hands on it, but I'm just saying what I'd like. *Edit* I know we can get E resists with pistoleer or rifleman, but this is a bit of a downer for those of us wishing to go carbs or commando.
My biggest complaint from testing was that whatever special you had set for autoattack wasn't coming up in the combat spam.
Haven't PvP'd much as I'm still learning the ropes, but the one duel I did try with a Heavy Swordsman didn't last past when my root wore off on him.
I've been using the DE-10 for looks mainly, but if a HC SP with similiar states won't be that hard to find, I'll probably be using one of those when CU makes Live. Proton Carb stats are awesome, but if it's too hard to loot I'll be concerned about the DPS for the Czerka.
Message Edited by SamousNemo on 04-22-2005 01:11 AM
-WoLf wrote:
Pistol doesnt have enough dmg output to keep up with jedi healing. pistols sucks in gourp pvp becuse a rifleman will snare you before you get to him. dame with carbs.
About this Tanks...
I know it's been stated a few times that range will play a big factor in combat Post-CU, but I haven't seen that so far. My proton carb has a range of 0-50m, so is there much of a penalty while using a carb point blank? I haven't been doing enough testing or with enough weapons to confirm or deny this... but if a Rifleman can still do sizeable damage even at melee range, what's the point in picking pistols?
SamousNemo wrote:
...I haven't been doing enough testing or with enough weapons to confirm or deny this... but if a Rifleman can still do sizeable damage even at melee range, what's the point in picking pistols?
This is still being debated. Originally there were supposed to be minimum ranges eg. 0-35 Pistol 10-50 Carbine, 35-64 Rifle. So, once someone came too close you would have had to change weapons. Only the upper ranges have been changed and whether to increase everyone to max range or institute minimum ranges still or add heavy accuracy penalties at melee range is being considered.
As it is, Rifle + Root FTW.
Tanks wrote:
As it is, Rifle + Root FTW.
Message Edited by Tango88 on 04-22-2005 11:57 AM
Message Edited by Tango88 on 04-22-2005 12:02 PM
Pro's -
Stopping shot -> Confusion Shot -> Underhand is a nice combo - root then KD them. Make's kiting extremely easy. Disarming shot another good special that integrates well with BH.
Crowd control from Pistoleer takes away the main negative of a vanilla MBH.
Good DPS pistols from Master Pistoleer, from what I saw they were better then the High Cap Scatter.
Lots of pistol speed mods, allows for a lot of damage very rapidly (critical shot and scatter shot were great).
In PvE, fanshot is fairly effective.
Con's -
Lack of range, unless you're constantly trying to root, you're an easy target for a melee (jedi).
Defenses are decent, but not exceptional. Still, a good couple of melee hits and you're down.
PvP versus multiple targets makes you an easy target to pick off (weakness of BH and Pistoleer is seen here).
I also started testing with MBH/MCarbs. I haven't messed around too much, but I am liking it a bit more now. The supression fire is excellent (area root), which makes fighting against multiple targets much more feasable. Crippling shot is a very useful special to use as well.
So I'm thinking of going MBH/MPistoleer, and pick up a few skills in Carbs to round out my lack of area/CC elements.
Tanks wrote:
As it is, Rifle + Root FTW.
What was your template? Master Bounty Hunter, Master Rifleman, 0/0/3/0 Medic (What I plan to be in Live post-CURB)
What did you like about it?Has a good amount of Defense (no need to dabble in another profession for neccesities), when coupled with Rifleman, it gives access to powerful weapons and devasting specials, also has minimal Crowd Controlas one Knockdown special, which is all that is needed
What else did you wish you had?The ability to heal wounds, but this creates a demand for Doctors since enhancements will be demoted
Your favorite specials: Advanced Critical Shot, this specials coupled with a T21 is devastating, Sniper Shot, if you have enough time tolay this one out as a first attack, it makes your job alot easier.
Your favorite weapon: T21, followed by Explosive Shell Sniper Rifle.As a Master Rifleman, I find myself relying less and less on Pistols or Carbines
Which is better?Pre-CURB I would say Defense, but after playing MasterRifleman/MBH, I am going to say Offense post-CURB, only because of the defense that come from MBH, which creates enough defense to withstand attacks, and still try for that powerful attack.