Creature Handler Archive
Thread: force sensitive creature handlers
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.
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.
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.
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.
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.
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.