Combat Medic Archive

Thread: MBH, MCM templates

NosraNitsua
Tue Aug 16, 2005 6:51 pm
#27

I'm thinking of trying to unlock Jedi for the mere fact I want a free ALT, I have no intention on being a Jedi. I'm thinking im gonna convert from MBH/MR to MBH/MCM because this will leave me with the points needed for 24 FS skills. Would a MCM/MBH with +12 general accuracy +12 general ranged speed +12 melee def be able to hang with the big boys? My armor is capped with all the rifle mods and as luck would have it all the "junk" mods to me are actually CM mods. I would get full use of my SEA's on my armor.
Ilcbar
Tue Aug 16, 2005 9:08 pm
#28

The problem is with having only MCM MBH is the lack of another high damage shot, low accuracy, low defence and low speed. With the mods you mentioned you will make up for most of those but the lack of high damage. To answer your question, you can keep upbut it will take more effort on your part than it would for someone who invested the additional skill points in a combat profession.



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Cahnuuk
Thu Aug 18, 2005 10:20 am
#29



Chaind2f8 wrote:


Cpl_Fisher wrote:
It gives you 2 high damage shots as opposed to a pistolerr 0/0/0/4 temp which you have 1 (advanced crit)



Simply haveing MBH/MCM gives you two high-damaging attacks that are both on different timers - Torso Shot and Advanced Critical. According to my combat log Torso Shot actually does MORE damage to my target than Advanced Critical provided it doesn't hit a +Critical+. I must say however that after trying the Pistoleer xxx4 line I'd still recommend Carbineer x4xx as this gives you access to carbines that are immensely more powerful than pistols in Minimum-Maximum Damage vaules. You'll find that Stopping Shot will rarely ever land against a Jedi and then you're stuck without another shot for 30 seconds or so afterwards. At least with x4xx in Carbines you're gaining more accuracy as well as a good +Snare+. You can actually start off your attack from a ranged now and eat away at them alittle before they close the gap.



Torso Shot has a DoT which will cause Paralyze to break.



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Cpl_Fisher
Thu Aug 18, 2005 6:41 pm
#30


as a MCM MBM I don't even have paralize on my toolbar, I find that I almost have to have 3 dots ticking to have decent damage output against jedi with aurora, and they break paralize



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Chaind2f8
Thu Aug 18, 2005 7:49 pm
#31






Cahnuuk wrote:





Chaind2f8 wrote:





Cpl_Fisher wrote:
It gives you 2 high damage shots as opposed to a pistolerr 0/0/0/4 temp which you have 1 (advanced crit)





Simply haveing MBH/MCM gives you two high-damaging attacks that are both on different timers - Torso Shot and Advanced Critical. According to my combat log Torso Shot actually does MORE damage to my target than Advanced Critical provided it doesn't hit a +Critical+. I must say however that after trying the Pistoleer xxx4 line I'd still recommend Carbineer x4xx as this gives you access to carbines that are immensely more powerful than pistols in Minimum-Maximum Damage vaules. You'll find that Stopping Shot will rarely ever land against a Jedi and then you're stuck without another shot for 30 seconds or so afterwards. At least with x4xx in Carbines you're gaining more accuracy as well as a good +Snare+. You can actually start off your attack from a ranged now and eat away at them alittle before they close the gap.





Torso Shot has a DoT which will cause Paralyze to break.




Yes it does but as the poster above me pointed out you will unable to deal enough damage to a Defender Jedi without DOTs
to really put a dent into their lifebar. This means that most of the time you will want to have as many DOTs ticking on the Jedi at once as possible. With Torso Shot you will be throwing another bleed on top of your Burn and Poison. In my opinion Paralyze is only useful as a first strike ability to allow you to lay on your states. After thatI never use it.



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Cahnuuk
Fri Aug 19, 2005 5:47 am
#32

I was pointing out a weakness in the Pistols/CM combo. As a Carbineer I have the choice of being able to deal damage without DoTs when it's appropriate.



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Cahnuuk Esko - Missing, presumed dead
Bringing defeat to the rebellion, because the Empire has better dental
Zemon
Fri Aug 19, 2005 10:28 pm
#33






EsawetReborn wrote:

I am trying to decide what I want to do. I have made up my mind that I am going to be a MCM no matter what.


I have started working the BH tree but was thinking of stopping that and going M Pistoleer and MCM and either 3,4,4,0 Medic and 4,0,0,0 scout or 0,4,4,0 medic and 4,0,3,0 scout (for harvesting).


Now I am considering MBH/MCM 0,0,04 Pistoleer and the rest of the points dropped into the medical support line.


Now the reason I am thinking of pistols is I have an enhanced featherweight FWG5with maxed damage, base speed of 1.1 or 1.5 (cant remember exactly), SAC of 64 and accuracy modification of 66.


I dont think I could come up with a carbine that comes anywhere close to this, and should be able to do well over 1.2k damage with this pistol and not miss very often. That and the low SAC I am thinking (and of course could be wrong) I should be able to hold my own no matter what.


Let me know if you think this pistol is enough to overcome the problems with adding pistols to BH....give me your opinions.


Thanks!




You can use that pistol with any ranged profession.




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