Creature Handler Archive

Thread: force sensitive creature handlers

JaronKai
Fri Jul 15, 2005 5:51 am
#1

I've been glowy for a couple of weeks now, chugging right along with the village, having oh so much fun... (I don't know why I do this, but I am compelled by the thought of a screenshot, with myself, a pretty glow stick, and three female narglatches...)


I don't think any of the FS skills apply directly to CH, but CH XP does convert to FS Senses XP at a pretty decent rate. Also, you can pick and choose FS skills to buff up your other profession, which means that a CH who has picked another combat class can make up some of the lost defense, speed, and accuracy bonuses that other players get from their second combat prof by default (that's my rationale anyway).


Good luck with the village, and I have found that my nargs do pretty well against the Sith, as well as my BE lvl 70 Bantha, so your pets should be able to pull their weight on the combat quests.





<')))~
Elder Creature Handler - Elder Rifleman - Officer
Fide Mea, Corellia, Chilastra
Aerontako_Shretalon
Fri Jul 15, 2005 6:37 am
#2

You've both goined the dark side...
Aaaarrrrgggghhhh
Fri Jul 15, 2005 6:41 am
#3


I am FS, I have found that with my prof combo MCH/MRM, gaining the Melee Defence branch has helped me a fair bit. I would say that any of the defensive bonuses can help and also the combat speed and accuracy ones.


If you just fancy something different Survival may be useful, or the one I will probably get is Luck. But its all a case of balancing any remaining skill points you have left with what bonus you think may work best for you.





Bummo Pobla. Chimaera.
Master Creature Handler / Master Rifleman.
Ok all sing "Always look on the bright side of life....."
/whistle.
Galacium
Fri Jul 15, 2005 8:12 am
#4

I'm slowly (very very slowly) grinding my way to jedi. Ive got all my lines unlocked but have lots of grinding to do. I think I have melee defense, ranged speed, and a smattering of others, but I forget exactly.


None of them are especialy helpfull for CH, just pick your combat styel and take stuff that enhances that. Converting CH exp is very slow going, so the bulk of your conversioin will come from your combat exp.



My goal is to have a MCH/Jedi template, much like my current template I plan on Dabbling all over the Jedi trees. Not super effective but fun.





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SyxxPac20
Fri Jul 15, 2005 8:47 am
#5

I to am MCH/MRM FS but I have only been that way for a couple weeks. Keeping CH because 1) I actually like it 2) its nice way of getting FS xp without having to survey and 3) the FS trees will help with my MRM
Freemind10101
Fri Jul 15, 2005 8:58 am
#6

I am a MBH/MCH. I have all the experience I need and I just have to wait 9 -10 more weeks until jedi. God blessquadruple xp. No fsskills benefit CH's directly. I am getting master reflexes and 0220 senses.




Krypto/Freemind/Nebuchadnezzar

Elder Jedi/Master Engineer Trader/Commando

(gnn[[[[[[[[[[nnnnWX9ggggggggggggggggggggg)

Remember, Remember, the 15th of November.
SioBabble
Fri Jul 15, 2005 8:59 am
#7


As others have stated, some of the combat bonuses are helpful to CHs who get nothing of the sort in our own skill trees. The melee skills are the most useful to those who plan on following the path of the flashlight.


Scout and CH XP both convert at a good rate, but it's applied to senses, and two of those branches are basically useless unless you've got significant medic skills, the other two require artisan to even open (you need to do some survey work in the quests).


The reflexes survival line used to be nice, mainly because it would give a CH the ability to see critter levels in the wild, but now anyone can do that due to the accursed level system.


As for the prowess and reflexes unlock quests, CH skills are quite useful in completing them, but when pub 20 hits and the pulling nerf is placed on us, they may be somewhat less useful. The search and destroy missions require you to take on 3 or so sith shadow goons at spawn points, and dispatching them one at a time is the most prudent course of action.




Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


theorb22
Fri Jul 15, 2005 9:26 am
#8






SioBabble wrote:


As others have stated, some of the combat bonuses are helpful to CHs who get nothing of the sort in our own skill trees. The melee skills are the most useful to those who plan on following the path of the flashlight.


Scout and CH XP both convert at a good rate, but it's applied to senses, and two of those branches are basically useless unless you've got significant medic skills, the other two require artisan to even open (you need to do some survey work in the quests).


The reflexes survival line used to be nice, mainly because it would give a CH the ability to see critter levels in the wild, but now anyone can do that due to the accursed level system.


As for the prowess and reflexes unlock quests, CH skills are quite useful in completing them, but when pub 20 hits and the pulling nerf is placed on us, they may be somewhat less useful. The search and destroy missions require you to take on 3 or so sith shadow goons at spawn points, and dispatching them one at a time is the most prudent course of action.






Agreed, It's going to one one rough FS grind for us since we can't attack crowds .





november 5th 2005- greatest hotfix ever
" you may now board shuttle while burstrunning, running normally, shuffling, walking, standing, sitting, prone, hopskipping, jumping, AND MOST IMPORTANTLY, YOU MAY NOW BOARD SHUTTLE WHILE BREATHING!!!!"
Rodan44
Fri Jul 15, 2005 12:14 pm
#9

so just got glowy and was visited by old man.


just wondering how many force sensitive CHs are out there who did or are currently doing the village. also, are any of the FS skills useful for CHs?



©

Traie
Fri Jul 15, 2005 10:55 pm
#10

I think CH'ing should be force sensitive related. Remember in the arena in EpII, Anakin calmed that one beast down and mounted him. Canonized Creature Handling with Force use. Way better than "Force Sensitive Surveying". Who the f*ck thought that was a good idea? They should be drug into the street and... well, you know.



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theorb22
Fri Jul 15, 2005 11:16 pm
#11

Almost all of the times you saw jedi in the movies interact with pets was with pre-CU Mpowers through use of /animalcalm and /animalscare, 2 attacks which could let a jedi be more powerful than 5 CH at a time in certain cases, and of course be an "I win" vs. us in PvP. Some of them might of had the CH empathy line, but it was mostly the force they used to interact with critters.





november 5th 2005- greatest hotfix ever
" you may now board shuttle while burstrunning, running normally, shuffling, walking, standing, sitting, prone, hopskipping, jumping, AND MOST IMPORTANTLY, YOU MAY NOW BOARD SHUTTLE WHILE BREATHING!!!!"
Iakimo
Sat Jul 16, 2005 6:13 am
#12






Galacium wrote:

I'm slowly (very very slowly) grinding my way to jedi. Ive got all my lines unlocked but have lots of grinding to do. I think I have melee defense, ranged speed, and a smattering of others, but I forget exactly.


None of them are especialy helpfull for CH, just pick your combat styel and take stuff that enhances that. Converting CH exp is very slow going, so the bulk of your conversioin will come from your combat exp.


My goal is to have a MCH/Jedi template, much like my current template I plan on Dabbling all over the Jedi trees. Not super effective but fun.







One of the glaring holes in the whole FS experience is a lack of enhancers for Creature Handlers. So the most sensible approach is to take whatever skills will enhance your character in his other skills.


A couple of observations for Galacium: I disagree about the slowness of the process for accumulating CH XP. I did the FS grind as a BH/CH, and after the CU went live, my ability to harvest CH XP in a group jumped immensely. Granted, players are understandably reluctant to have a group slot tied up by a pet, but having the pet grouped with your team is unnecessary for XP purposes. As long as you are grouped, you'll be fine.


What I did was order my ungrouped pets into the fray. In a good grinding group, you won't need to worry about the pets' damage, or even them pulling the aggro to themselves. Just get your pet's hits in on the target. When I did this, I reaped thousands of CH XP points per kill. The ratio of CH XP to your weapons XP is directly proportional to how much damage you do with your weapon and how much your pet does. Sometimes, I wouldn't even attack a creature with my weapon, and got all the XP in the form of CH XP. I actually wound up finishing the Senses Healing line faster than one of my weapon lines this way, plus filling my Master CH box in one night!


Second, I fear that you'll find yourself frustrated with the idea of keeping a conventional profession plus dabbling in Jedi. The skill-point cost of low-level boxes in the Jedi professions is very high, and rolls downward rapidly at higher levels: 8 per Novice box, and 8-6-4-2 in each line, plus 1 for the Master box. This tends to severely penalize dabbling.




---------------------------
Things every player should read....
1. GameSpy's interview with Julio Torres on the negative fan reaction to his earlier interview about the launch of the New Game Environment: Clicky

2. ZDnet's GameSpot.com's reader reviews of the Post-NGE Star Wars: Galaxies Starter Kit: Clicky No. 2

3. MMORPG.com's editorial on the ethics of changing an active MMORPG: Clicky No. 3
Galacium
Sat Jul 16, 2005 11:56 am
#13

Thanks for the tips Lakimo. I hadn't done much grinding post CU so thats good info. Pre CU I was doing grenades and such, but I dropped those in the respec as they are pretty boring. As for the Jedi stuff. I know its pretty weak for a dabbler, but I'm ok with that. I've never been too uber anyway. I had my template planned out but I havn't looked at the Jedi tree post CU yet. I had planned on lots of novice boxes, and one line in saber and one in (whatever it was that gave you the animal control powers). All the novice boxes gave me good Force pools and a wide range of abbilities. Kind of sucked for defense but thats what my critters are for anyhow. The biggest problem is I will be bounty hunter bait in a big way, but the up side is I don't need so much XP for the novice boxes.




Iakimo wrote:



A couple of observations for Galacium: I disagree about the slowness of the process for accumulating CH XP. I did the FS grind as a BH/CH, and after the CU went live, my ability to harvest CH XP in a group jumped immensely. Granted, players are understandably reluctant to have a group slot tied up by a pet, but having the pet grouped with your team is unnecessary for XP purposes. As long as you are grouped, you'll be fine.


Second, I fear that you'll find yourself frustrated with the idea of keeping a conventional profession plus dabbling in Jedi. The skill-point cost of low-level boxes in the Jedi professions is very high, and rolls downward rapidly at higher levels: 8 per Novice box, and 8-6-4-2 in each line, plus 1 for the Master box. This tends to severely penalize dabbling.










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