Bounty Hunter Archive

Thread: Another boring template question

joejccva
Tue Aug 02, 2005 9:56 am
#1

I have another stupid template question but I've found that the stupidest question is one not asked.


My template as is right now: BH 2444, MCarbs, CM 3000 as I am going for MBH, MCarbs, CM 4000.


I keep seeing and hearing from people how much fun being a MBH, MCM, Carb 0400 or Pistol 0004 is, so I have a few questions:


1 - How much of a difference will I see as far as ranged accuracy and defenses being a MBH, MCM, Carb 0400 versus a MBH, MCarb, CM 4000? I know my healing will be the same, but with MCM I will have all those debuffs and dot's which can come in handy. So I am curious as to whether my carbine power will have a dramatic decrease.


2 - Canthe ranged accuracy and defensesbe made up with AA/CA's and foods, etc?


3 - As far as soloing PvE and doing the new npc bounty missions, will having MCM in my template make my soloing easier in any way versus just having MCarbs because of all the states I can put on mobs versus just pounding them with my carbine?


4 - If I do decide to change my template and go with MBH, MCM, Carb 0400....is this template ok or is it better to go with Pistols 0004 for the root? It was my understanding from some that having improved crippling shot along with electrolyte drain is practically a root as well as it slows the opponent down tremendously.


5 - If you were MBH, MCarb, CM 4000....would you justify a switch to MBH, MCM, Carb 0400 or Pistol 0004? Would it be worth making this drastic change? I can't respec to it because my respec is on a different server on same account.


Thank you for all your answers and input.

Braxmus



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Braxmus - Bria Server
Master Bounty Hunter - Master Combat Medic
joejccva
Tue Aug 02, 2005 10:23 am
#2

/bummmmmp



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Braxmus - Bria Server
Master Bounty Hunter - Master Combat Medic
breati
Tue Aug 02, 2005 10:24 am
#3

I think you get alot more out of actual skills as aposed to supplementing with tapes and aa's. Some times you just have to see for yourself to know what you will keep or drop.




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0PerfectCircle0
Tue Aug 02, 2005 10:27 am
#4

McM is not worth mastering w/ bh, 4000 is all you really need if you keep atleast a root/snare in your template to make up for not having paralyze. But i do not think i would go carbs untill they fix the weapons/dmg output, just my opinion tho



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raldurrm
Tue Aug 02, 2005 10:31 am
#5



0PerfectCircle0 wrote:
McM is not worth mastering w/ bh, 4000 is all you really need if you keep atleast a root/snare in your template to make up for not having paralyze. But i do not think i would go carbs untill they fix the weapons/dmg output, just my opinion tho





Carbs are decent damage but its the snares and damage attacks they get that are good.

as a MCH MCM 0400 carbs you get a carb snare a uber damage attack to do with adv crit (leg shot) and alot mroe accuracy than if you went xxx4 pistols.
All you might need is a speed tape....



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TheMadCoder
Tue Aug 02, 2005 10:43 am
#6






0PerfectCircle0 wrote:

McM is not worth mastering w/ bh, 4000 is all you really need if you keep atleast a root/snare in your template to make up for not having paralyze. But i do not think i would go carbs untill they fix the weapons/dmg output, just my opinion tho






I'd go read the Jedi forums. They're not whining about how to beat a 4xxx CM, or any other BH template, except for the MBH/MCM...


Really, it's causing A LOT of problems for them...





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joejccva
Tue Aug 02, 2005 11:00 am
#7






TheMadCoder wrote:





0PerfectCircle0 wrote:

McM is not worth mastering w/ bh, 4000 is all you really need if you keep atleast a root/snare in your template to make up for not having paralyze. But i do not think i would go carbs untill they fix the weapons/dmg output, just my opinion tho






I'd go read the Jedi forums. They're not whining about how to beat a 4xxx CM, or any other BH template, except for the MBH/MCM...


Really, it's causing A LOT of problems for them...








I saw that too. I looked at the numbers again and found somethings interesting.


The BIG debate on 2 templates come to mind - Here are the differences:


MBH,MCM,Carb 0400:


+200 Ranged Accuracy
+175 Melee Defense
+200 Ranged Defense
+70 Ranged Speed
+80 Healing Efficiency



MBH,MCarb,CM 4000:


+225 Ranged Accuracy
+205 Melee Defense
+230 Ranged Defense
+105 Ranged Speed
+65 Healing Efficiency



Give these stats, it may or may not be worth going MCM, even with buffs/food/drinks/spices, etc., because the higher I can get my melee defenses up the less I'll get damaged. There is a +30 increase in melee defense going with the 2nd template versus the 1st. The accuracy I'm not really worried about because I assume once you get +200 or higher...you shouldn't miss that much (atleast I would think). The real difference is the defenses and the specials that come into play with both these templates.


While template 2 has better defenses, the only specials I get are: Leg Shot and Snare (not including the BH specials)....meanwhile with template 1, I get the SAME specials: Leg Shot and Snare (not including the BH specials) along with ALL the dots/debuffs/states that come with being a master combat medic.


Bottom line - It all boils down to this: Having a significant decrease in melee/ranged defenses by being a MCM, would it really make THAT much of a difference fighting high level mobs, high level NPC bounties, or even jedi? People have said themselves that Jedi have the most trouble with 2 different kinds of templates: MBH/MCM and TKM/MSwords/Doc (even though this one you can't hunt jedi...but from a dueling perspective Jedi have trouble).


What do you guys think from this analysis? I will probably only hunt jedi once in a while as I am really interested in soloing high end mobs and of course doing the "new" NPC bounties that have those loot drops.


Thanks.


Braxmus






--------------------------------------------------------------------------------------------
Braxmus - Bria Server
Master Bounty Hunter - Master Combat Medic
TheMadCoder
Tue Aug 02, 2005 5:11 pm
#8






joejccva wrote:

Bottom line - It all boils down to this: Having a significant decrease in melee/ranged defenses by being a MCM, would it really make THAT much of a difference fighting high level mobs, high level NPC bounties, or even jedi? People have said themselves that Jedi have the most trouble with 2 different kinds of templates: MBH/MCM and TKM/MSwords/Doc (even though this one you can't hunt jedi...but from a dueling perspective Jedi have trouble).


What do you guys think from this analysis? I will probably only hunt jedi once in a while as I am really interested in soloing high end mobs and of course doing the "new" NPC bounties that have those loot drops.







Right, and being an MBH, melee and ranged defense aren't a huge deal. You need something in the 200 range. Then you buff yourself, run a duelist stance macro, and you haveall the defense you need. With diminishing returns, anything higher than that really isn't helping you out all that much.


MBH/MCM is the Jedi killer these days (For Jedi huntung PvP - I won't call it "non-concentual, as the moment you become a Jedi, then the moment you gain enough visability to be on the terms, you've concented to be attacked.) Of course, it DOES take more skill and planningthan the MBH/MRanged.




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Chaind2f8
Tue Aug 02, 2005 6:46 pm
#9

Master Combat Medic is DEFINITELY worth mastering with MBH. The benefits are numerous.


1. You get DOTs that can completely bypass Master Defender defenses and allow you to damage them while also spamming your most powerful attacks.


2. You get access to Thyroid Rupture to slow their attacks, Hemorrhage to slow their Action Regen, Traumatize to slow their Mind regeneration, and Paralyze to use as the opener while you lay on all these states. Also you get access to Electrolyte Drain that will aid you in trying to kite.


3. You get full certifications for Battle Armor. If you get a good suit of this you can get a suit with about 7200 Energy resistance. Of course you could go Master Rifleman or Master Pistoleer to get Recon but you won't see a major improvement over the Energy resistance plus you will be losing all the goodies from above.


4. Improved Traumatize is your friend. It will often lead to your victories much more quickly and easily than trying to wearing out their Force Bar.


While I have MBH/MCM/Pistoleer0004 I'd recommend trying Carbineer in the place of the Pistoleer. My Root very rarely manages to hit the Jedi due to blocks/misses and I think the Legshot and added accuracy would help alot more. My tactic is to lay on Traumatize/Hemorrhage/Electrolyte Drain after laying on a Paralyze. Afterwards I back off and try to land the Root then apply the DOTs no matter if it sticks or not. Then run around spamming your most damaging attacks but don't forget to lay on a Torso Shot for the added bleed effect. Also their main attack will be saber throw or powers which will eat up their action/mind while they also heal eating up more mind. Eventually they should run out of mind and fall before you.





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TheMadCoder
Tue Aug 02, 2005 7:14 pm
#10

Oh, almost forget. This is likely the most important part:


Make a macro, call it "truce" or something, and place is on your toolbar. The one problem with MCM and some of the better Jedi templates, is that they COULD have the problem of running on for a very, very long time if the Jedi is prepared. If a fight lasts me more than 5-10 minutes, I just hit the truce macro ("I've deleted your mission, good fight, let's call it quits, etc.") Typically, as it's usually even odds and the Jedi faces XP loss anyway, they say "okay." If the Jedi persists, fine, but any fight that goes on longer than 10 minutes is too long in my book. I've heard tell of people doing 90 minute duels. It's just stupid in my book.


Just some advice if you're going the MCM route.


I change my template day-to-day, so don't listen to me!



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