Combat Medic Archive

Thread: How many of you MBH/MCM are 0004 pistoleer as well?

Rebal1
Tue Jul 26, 2005 8:01 am
#1

how effective do you find this. I am tempted to go 0004 or 0400 carbineer but when i had 0400 previously i found the root to be rediculously useful
mirabelros
Tue Jul 26, 2005 8:52 am
#2

Stopping shot is a life-saver.



M i r a b e l W R o s e l l i n i
L o o t H u n t e r
T K M / M a s t e r P i k e m a n

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MasterARP
Tue Jul 26, 2005 9:33 am
#3

For my last few months i have been MBH MCM and pistols 0003 (had medic 24XX for healing states with stabilizer)

I recently changed my template when publish 20 hit (enforced solo missions) to carbine 0400 instead of pistol. I managed to get a very nice Elite Carbine and now i can dish out VERY nice damage (improved leg shot is same dam multiplier as adv crit shot) as well as have a snare and the added accuracy.

Yes i miss the root--but in MOST cases I used the root to stop jedi from running away. Now that we are solo, if a Jedi really wants to run--they will get away. So i exchanged increased damage output (to keep pressure on thier minds due to healing) for those that fr/cloak, where i can maybe root once before they do in fact escape. Also the increased range of the carbine is very nice, compared to the fwg i was using before to fight the jedi.

I suggest you get an uber carbine, sliced for damage then speed before you make the switch. With my carbine I use damage powerups (experimented to have little negative--i think they are +24% damage with speed negative of .8%) my sac on the carbine is 85. When i face a known mdef--i switch to SAC powerups instead that are -20%SAC and -1accuracy. I find I burn out my action on mdef (longer fights) therefore what good is high damage if you have no action left.

good luck with your decision




Arp

SouthSide Medical Center--- RIP

Fave quote: "Execute Order 66. Do what must be done, do not hestiate, show no mercy." --Emperor Palpatine to Arp

mmaness
Tue Jul 26, 2005 10:56 am
#4

Im MBH MCM Rifles 4000 and I havelots of accuracy (215) for a MCM template... sometimes I wish I had stopping shot, but then I about thelack of accuracy I would have. If I picked up stopping shot, I'd have a root but my low accuracy would mean I could miss quite often, plus stopping shot has a long recharge time... so I think I'm gonna stick with Rifle 4000 or if i change carbines 0400. We already have a great snare and you always keep a kd ready just in case....plus does anyone know if dizzy keeps a jedi from force running?



Bring back the CU or at least Pre-CU... its better that this MMO Third Person Shooter bullcrap
MasterARP
Tue Jul 26, 2005 1:03 pm
#5



SDrugger wrote:
I am MBH/MCM/Pistol 0002 (working to 0004)
I hold my own with most Jedi, it is key to get good DoT enhancements, Armor sliced for Armor Break and a Krayt Scatter Pistol with Action Cost PUP.
Use Good food stacks and keep the Burstrun food on your main toolpane.
My strategy is Paralyze, run to 20m, Stopping Shot (will be much better once I get Adv Stopping) apply both DoTs, then kite.
When they do get close, I KD and add the close range CM effects (Electro Drain, Hemmorage, Thyroid Rupture and Traumatize.)
Keep Ruby Bliel and Stim Ds on a auto-macro, and Bacta Shot whenever my health drops below 50%.
Force Run is not as much of an issue, as I use the burst run food as I am waiting for my Swoop to generate...
Cloak is problematic, especially if they are good at using it over and over whenever they take on too much damage.
The LS guys are tough, but beatable, the battle usually depends on if I get the stupid "Can't Knockdown Recovery while Knocked down" handicap repeatedly or not... If I don't get that, then it is just a matter of using good timing with KD and Stopping Shot to combat their KD and Root.
This is by no means a Fast Strike template, it is definately an "Out last their Force and Mind" fight. But it is a lot of fun and a very tactical battle.

Message Edited by SDrugger on 07-26-2005 12:32 PM

Message Edited by SDrugger on 07-26-2005 12:42 PM





things i would change with this post;

1--get tyroid rupture and traumatize on ASAP --these are far more important to get on before dots

2--rely on stim D when you get kd --putting ruby and stim D on an auto macro is just inviting problems--either with the "cannot kd recover while kd" or not being able to use that stim D when a critial time is needed

the MAIN jedi strategy is to wait till your health is down and action is low (so you cant kd recover right away)--then they will KD to prevent further bacta heals and then hit you with thier power attack. thats why i save my stim D use for those moments of recovering from kd




Arp

SouthSide Medical Center--- RIP

Fave quote: "Execute Order 66. Do what must be done, do not hestiate, show no mercy." --Emperor Palpatine to Arp

SDrugger
Tue Jul 26, 2005 2:02 pm
#6







MasterARP wrote:

things i would change with this post;

1--get tyroid rupture and traumatize on ASAP --these are far more important to get on before dots

2--rely on stim D when you get kd --putting ruby and stim D on an auto macro is just inviting problems--either with the "cannot kd recover while kd" or not being able to use that stim D when a critial time is needed





This is good advice, I have gone back and forth between Stim macro and Stim for emergencies, and in long fights, the stim macro seems a bit better, saving on mind cost... but it does tend to be the achilles heal if I get kd'd by a LS master, because he comes over and incaps me pretty quick...


Usually the draw out fights seem to end with a cloak/run anyway, so I think MasterARP is right here, go for the emergency heals.






D'ego Payne
Ghosts of the Republic [GHOST]

Always Remember:
The Resistance [TR]

Please offer winning auction items to:
Payne Estate Respresentative at -189 -3788 Dearic, Talus
Carlito29
Tue Jul 26, 2005 10:00 pm
#7


To avoid some KD Recovery problems, I have been messing around with these macros. If your running a looping macro try.

/dump;

/Knockdownrecovery;


If your getting cannot KD Recovery while KDed try.


/rangedshot;

/knockdownrecovery;
SDrugger
Wed Jul 27, 2005 12:32 am
#8



I am MBH/MCM/Pistol 0002 (working to 0004)


I hold my own with most Jedi, it is key to get good DoT enhancements, Armor sliced for Armor Break and a Krayt Scatter Pistol with Action Cost PUP.


Use Good food stacks and keep the Burstrun food on your main toolpane.


My strategy is Paralyze, run to 20m, Stopping Shot (will be much better once I get Adv Stopping) apply both DoTs, then kite.


When they do get close, I KD and add the close range CM effects (Electro Drain, Hemmorage, Thyroid Rupture and Traumatize.)


Keep Ruby Bliel and Stim Ds on a auto-macro, and Bacta Shot whenever my health drops below 50%.


Force Run is not as much of an issue, as I use the burst run food as I am waiting for my Swoop to generate...


Cloak is problematic, especially if they are good at using it over and over whenever they take on too much damage.


The LS guys are tough, but beatable, the battle usually depends on if I get the stupid "Can't Knockdown Recovery while Knocked down" handicap repeatedly or not... If I don't get that, then it is just a matter of using good timing with KD and Stopping Shot to combat their KD and Root.


This is by no means a Fast Strike template, it is definately an "Out last their Force and Mind" fight. But it is a lot of fun and a very tactical battle.

Message Edited by SDrugger on 07-26-2005 12:32 PM

Message Edited by SDrugger on 07-26-2005 12:42 PM



D'ego Payne
Ghosts of the Republic [GHOST]

Always Remember:
The Resistance [TR]

Please offer winning auction items to:
Payne Estate Respresentative at -189 -3788 Dearic, Talus
crickey2015
Wed Jul 27, 2005 1:33 am
#9

i have this temp.. mbh/mcm/0004 pistol .. i counter their roots with my kd and root also .. most on my server are mls so they really do hurt .. and have fr2 or 3...




as he statedd out of force ... chased him from the city near kryat graveyard on my server *kryat's end* 3/4 of the way to the closest npc city .. stopping shot kept him from mauling me and when he did get in my face a quick kd bought me enough time for a bacta shot / stimpack heal to save my butt.sticking the lectrolite and trying a kd or stopping right as his root wore of allowed me to open the range back up and go to my czerka carb ... I exclusively use kinetic weapons .. high capacity scatter *one max dammage 1034 with pup and one sac 66 .. both dammage puped*the czerka and ld-1 rifle i've thought of using a double snare such as the carbineer 0400 temp .. but is it woth it vs the enhancers with supresion whom will use that to stop you dead cold? i can't use paralize when they are in my face because my 1204 neurotoxin and 1034 deuterium are ticking for over 650 pts total on average.


is cripple shot worth giving up stopping shot .. maybe .. i'll wait till someone posts about sucesses..



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IG-183930292
Wed Jul 27, 2005 2:42 am
#10






mirabelros wrote:

Stopping shot is a life-saver.





no kidding stopping shot is a great thing weather pvping or just out with friends

btw hey mira



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Ti'ag Wa-Mi -> Chliastra-> Elder Jedi
Riza Hawkeye-> Chilastra-> MBH/MCM/0004 Pistoleer

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Feynan
Wed Jul 27, 2005 6:32 am
#11






crickey2015 wrote:

is cripple shot worth giving up stopping shot .. maybe .. i'll wait till someone posts about sucesses..






I think so...though I haven't tried it yet.


Stopping shot is great, don't get me wrong. My current template is MRM/MBH/Pistols0404, but I'm switching to MRM/MCM/Carbs0440.


I think Crippling Shot is better for CM's because it stacks with Electrolyte Drain. Improved Crippling Shot, which requires 0400 in Carbs, lasts 20 seconds: Improved Stopping Shot, which requires Pistols 0003, is 15 seconds (the 20 second one is at Master). Now, obviously the difference is one is a snare and one's a root.Well...


With my template, I can land Electrolyte Drain (60 second duration) then a Crippling Shot. I now effectively have a 20 second semi-root, since they'll barely be moving. When Crippling Shot fades after 20 seconds, I land Improved Knee-Cap Shot, and now have another 20 second semi-root, giving me effectively a 40 second semi-root. And now, I'm not sure, but I think the cool-down timer on Crippling Shot isn't more then about 40 seconds...meaning after Knee-Cap Shot wears off I could potentially land Crippling Shot again, extending the snare + electrolyte drain combo to 60 seconds.


It's more work then just hitting Stopping Shot and getting a 15 second root, but I think overall it is more effective (especially, as a Rifleman and with two ranged arms, it'd be pretty easy to stay at around 75-80m with them moving so slow, so even if they were a Rifleman with a +10 ranged arm I'd still keep them out of range of hitting me).



Colonel Feynan Forsythe
Alliance Ace Pilot
Jidderbug
Wed Jul 27, 2005 12:47 pm
#12



Ok guys question. I just changed from mbh/mpistol/4000 cm to mbh/mcm/0004 pistol i like it so far, but i am wondering when u use dots and and states does it drain your mind, i dueled a tkm/doc friend 5 mins into it, i wasn't even healing and my mind was dropping with everyshot. Also i had spiced tea , blob candy and bofa treats all in me. Any recommendations.


Message Edited by Jidderbug on 07-27-2005 12:48 AM





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bikebum
Thu Jul 28, 2005 6:43 am
#13

I don't recall a cooldown timer on crippling shot, but if there is it is not very long.
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