Bounty Hunter Archive
Thread: Another boring template question
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....
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...
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
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.
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.