Creature Handler Archive
Thread: Tips for Jedi hunting as a MCH
I was thinking the same thing but wanted to get some other opinions....Thanks for the input!
Once we uncover the lower level pinning attacks we wil have alll the specials needed to fill in the lacking combat skill....that is assuming they work ![]()
Just haven't had enough time to grind pet xp and test the specials vs Jedi........considering how lame my 3 elite Nargs were vs a full template Pre-Pub 21 I am hoping that these specials will actually stick in PvP combat......so far in PvE I have had pretty good success with Snare.
Spec Ialops
I picked up MCH/MBH/Novice CM, various FS skills, on my final respecs, by accident.
Since then, I have moved some skill points around and am currently MCH/MBH/2000CM. This is one of the best combat profession combonations in the game. The high DPS from weapons and pets makes it a great combo for both PvP and PvE.
A couple of suggestions that I have, in regards to what type of droid you use, is as follows...
Pick yourself up a few Advanced R3s with 1 Combat Module, 1 Level 6 Armor Module, 1 Level 6 Medical Module, and 4 9-rated Detonation modules. This gives you a droid that can dish out some damage with the rest of your pack, as a CL30 droid, has the ability to increase your healing skills by at least 200 points per heal, when using Bacta Spray (450 when using Bacta Shot), and has the ability to determine the outcome of the fight, through the use of the Detonation Module.
Here is what I suggest, in a battle....
Have the R3 attack along with your other three BE'd pets. The Droid will do slightly higher damage then your 3 pets, bringing the combined damage of the 4 pets close to 150 - 200 points per second, depending on your targets Armor Rating. Keep within 15 meters of your droid, so that each and every heal that you dish out is boosted by the droid. This typcially reduces the number of times that you have to heal in a battle by at least 3. Once the battle is in full swing, keep an eye on the Jedi's Health. If his/her Health starts to dip, but you can't quite do enough damage to finish them off quickly, give the order to the droid to detonate. Make sure you do this right after you use one of your pets to either KD the Jedi, or root them, with Pinning Attack. You can also use the Detonation module, as a last ditch effort, if you see that the battle isn't going in your favor. Most Jedi will see that timer and panic a little, since they won't be expecting it.
It's quite possible that you could make a supertank. It's even possible that you could make a single pet that, once you factor in armor, would have more staying power than three pets. Nonetheless, I think for overall total health and total damage, it would be hard to beat a 3 pet combo. You should try though if you feel motivated. The only thing I'm an "expert" on is using my particular pets.
Quantum Artist:
I think rifle would be hard to add to a MCH/MBH combo. You don't get effective amounts of accuracy and speed unless you get a lot of rifleman skillpoints and you can't wear recon armor effectively unless you master rifles. Again, though if you think it'll work -- go for it.
I will say that I'd be careful about relying on a single pet with fleet footed (which is getting mixed reports of being broken at the moment) to chase a Jedi down. I'd think that one fast pet won't be enough to keep the hurt on the Jedi and that they would simply pause long enough to slaughter that pet or even simply just force run away since I doubt fleet footed could keep up. However, I am quite interested in using hamstring to slow Jedi down. I just got that ability and I'll let you know how it works.
Multiple people about healing vs. pistol etc.:
I did have all my skills points in BH, CH, and pistoleer at one point. I found that I sometimes killed in the inital attack (and I've gotten even better at that attack since) but also that the Jedi would often survive that first attack, though still be caught off balance. Without healing, I was usually in big, big trouble at that point (even using ruby biels). By trading some pistoleer I was able to get some healing without too much loss on the pistoleer side (because of diminishing returns). In fact, what I did was sell the speed tree of pistoleer and I bought sufficient speed skill tapes to get that speed back. However, sadly, speed tapes are broken at the moment. However, the 1000+ bacta shots that I get at novice medic with +25 healing efficiency tapes (+19 from a BE shirt and +6 from tapes) and a medical droid are quite useful. In fact, as several posters pointed out, even more medic or CM is quite useful, especially the bacta spray since then you can heal you and your pets at the same time. I'm quite tempted to try that template with even less pistoleer. I'll keep you posted if I change templates. I'm certainly selling off the 0010 box of pistoleer for some force sensitive skills.
The main things you lose by dropping pistoleer skill boxes is defense, accuracy, and speed. I figure that I can sort of make up accuracy by Deuterium pyro and defense by not neglecting my duelist stance. However, speed is hard to make up (without the mushroom pie from Kashyyk which is a sustainable solution). This is assuming that I'm going to get a doctor's buff regardless. However, here are some numbers for my pistol (1.77 base speed) using the speed formula in the 2nd link in my original post.
1.2 speed for +65 speed (my current speed without skill tapes)
1.3 speed for +48 speed (speed with just BH and one force sensitive speed box)
1.1 speed for +100 speed (speed with either pistoleer speed tree or my current template once they fix speed tapes)
1.0 speed for +175 speed (MBH/MP/MM)
I will agree philosophically that it seems like a good idea to focus either on first strike power or on staying power with lots of good healing. I've found that in practice, my first strike is my money maker but that sometimes I can still win in a long fight now that I have healing. Without healing, I never won long fights.
I do find the stopping shot really important tactically. I use to stop a fleeing Jedi, to gain myself time when in trouble, to gain time to heal pets, etc. So I'd be hard pressed to sell it off but I am tempted. We'll see how hamstring does.
Drashk: Nice idea with adding a detonation module to the droid. That might get expensive if you use the detonation often though. I guess it might a last ditch thing.
Barafu wrote:
Drashk: Nice idea with adding a detonation module to the droid. That might get expensive if you use the detonation often though. I guess it might a last ditch thing.
Run about 10 of the new BH missions and you are liable to find at least 1 item that can be auctioned for1+ million. With 1 million credits, you can find a DE that will build you at least 2 crates of Adv R3s set up with this configuration.
Most DEs that I know would be willing to offer discounts on long term repeat business, especially on a droid configuration that is ensured to produce return business. ![]()
since MCH/MBH isnt the most common template you have the upper hand in that the jedi doesnt exactly know how to fight you. he might've mastered the art of taking down one BH, but seeing 5 opponents (3 pets, 1 droid, 1 player) might throw him off his game just enough to make a difference
the only time i've ever won a duel was when somebody didnt know what to do about my pets and thought they should attack them first, leaving me free to lay into them
Barafu wrote:
Quantum Artist:
I think rifle would be hard to add to a MCH/MBH combo. You don't get effective amounts of accuracy and speed unless you get a lot of rifleman skillpoints and you can't wear recon armor effectively unless you master rifles. Again, though if you think it'll work -- go for it.
I will say that I'd be careful about relying on a single pet with fleet footed (which is getting mixed reports of being broken at the moment) to chase a Jedi down. I'd think that one fast pet won't be enough to keep the hurt on the Jedi and that they would simply pause long enough to slaughter that pet or even simply just force run away since I doubt fleet footed could keep up. However, I am quite interested in using hamstring to slow Jedi down. I just got that ability and I'll let you know how it works.
Oooops! I guess I forgot this was a CH forum. I'm constantly writing in the BH forums. This is a BH specific thread... so Rifleman/CH isnt really part of our conversation... my mistake!
Also, I'm not saying that you should rely on 1 pet with fleet foot. You need as many as you can get! Their main purpose is to catch and then stop a fleeing enemy... like a pack of hunting hounds. Ideally you would have enough skills left on your pets to teach 1 of them a root or snare the target to slow them down, and then teachanother a blind, or other state attack that will ruin the targetsablility to hurt your pets until you can catchup to them.
Not to mention a pet can stillattack while running at high speeds. This keeps the pressure on them. They're burning force to run, they wont be able to cloak with your pets pecking at their backside, and they have to constantly heal themselves. Its only a matter of time before they realize that they cant escape your pets and will have to fight them... the longer they take to realize it, the less force they have to fight youwith.
Drashk wrote:
Once the battle is in full swing, keep an eye on the Jedi's Health. If his/her Health starts to dip, but you can't quite do enough damage to finish them off quickly, give the order to the droid to detonate. Make sure you do this right after you use one of your pets to either KD the Jedi, or root them, with Pinning Attack. You can also use the Detonation module, as a last ditch effort, if you see that the battle isn't going in your favor. Most Jedi will see that timer and panic a little, since they won't be expecting it.