Creature Handler Archive
Thread: Tips for Jedi hunting as a MCH
I've been hunting Jedi as a MCH/MBH/Novice Medic/0013 pistoleer since the CU. At first, I died a lot more than I won. Gradually, I've been getting better and since publish 20 (when they removed the names from the terminals and when group visibility was removed) I'm 23-11-2 (all against full templates since that's all there is on the terms on Naritus). I've been getting some questions from others on my server so I thought I share a few tips here.
First, however, notice that second number in my record -- 11. I still lose fairly often. Don't expect to win all the time. Don't expect to win when you first start hunting Jedi, even if you follow my advice. There are probably better templates for hunting Jedi -- ones involving CM are especially popular. I happen to love CH and hence I fight as a CH.
This template works well for a heavy first strike. If I win, I usually win in the first 20 seconds. I have won in protracted battles but things are tough if things go long since my pets start going down and my stomach starts filling up.
General advice:
1. Read this thread. Read this friday feature. Learn about Jedi and your own template specials here. Understand these resources.
2. Get good equipment. It doesn't have to be the best on the server. The CU is nice in that the dimishing returns idea works pretty well. But it does have to be good. Get good battle armor. You should be able to find armor with a rating of about 6000 without too much trouble. Get a weapon that has a base DPS of 300 or better with a SAC of 84 or less. Slice all your equipment once you get it. No reason not to. You should be able to get all this stuff for under a couple million on Naritus (I can't say for sure how the economies on other servers work). You certainly can spend more on marginally better equipment and if you have the cash then you should. If you can't afford a million credits worth of equipment, then make yourself a million credits and then hunt Jedi.
3. Use your food wisely. I personally use blob candy and kanali wafers while at the terminal (and hence my stomach is cleared by the time I find my mark). At the start of the battle I use booster blue (a spice) and deuterium pyro. I then use parwan nutricake (burst run), snow cake (for healing), ruby biels (for emergency stimpack use), and more deuterium pryo (for extra accuracy) as necessary. Others may find other food/drink combos to work better for them.
4. Figure out your best specials (best as in damage and speed) and alternate between them. I personally use torso shot, adv. critical, and ranged shot. If you feel inclined, figure out a macro to maximize your damage output but be sure have a /dump macro handy so you can stop it and do other things (like healing, recovering from knockdown, duelist stance, etc.).
5. If you have healing (you'll recall I'm novice medic) then get a healing efficiency BE shirt for +15 healing efficiency and also get a droid with a medical module in it. Your healing will dramatically improve despite the "nerfing" of medic healing a publish back or so.
6. Get doctor buffed if possible. On my server there are AFK doctors that run buffing macros.
Creature handler specific advice:
1. Use multiple pets. Although each individually will be weaker, in total they will have more health and more damage then a single powerful pet. Plus, many Jedi reported that the multiple pets (3 + droid + me) really confuses and disorients them.
2. If possible, against master defenders get pre-CU BE pets with high mimimum damage. Many pre-CU BE pets had damage ratings of 200-210 or 100-120 or so on. According to the damage calculator thread above, a pet with 100-300 damage and +100 to hit will do minimum damage (100) versus a player with +700-800 defense. A pet with 200-210 damage will also do minimum damage (200 in this case) versus such a player. A big difference. Such pets may be rare on your server. I have a nice set that I consider the equivalent of having perfect crystals for a Jedi saber. I've had them for years so I consider myself lucky. I am always on the look out for more such pets on Naritus, though.
3. Use a camp to call your pets quickly when you get close but out of sight of the Jedi. You should almost always be able to use a camp in this way unless you're in a town, in which case you can quickly call your pets anyway.
4. Use embolden to give your pets 15% more health when you call them. Sit down and regenerate your mind for 10 seconds after you do this. The embolden lasts for about 5 minutes. Enrage is too short to be useful, in my opinion.
5. Don't get separated from your pets. In a paraphrase of Obi-wan to Anakin, "These pets are your life." They can't survive without you and you can't survive without them. They are half your template. If the Jedi runs, try to root or knockdown him down because while you can burstrun after him, your pets won't keep up. If you get stasised, call your pets to you or send them to follow a nearby NPC and make the Jedi chase them around while your stasis runs out.
6. If your pets get incapped, if you have a chance, heal them back up with bacta shots and pet stims. It's hard to do with a Jedi pounding on you but otherwise that's half your template lying on the ground. Rooting the Jedi works sometimes.
7. Send pets to follow the Jedi and then once they're on top of him, then have them attack. If you have them attack first and then charge, the Jedi gets his combat music and saber ignitation and hence has a couple second warning.
8. Get good specials for your pets. I'm still working on this but I'm thinking imperiling feint, hamstring, intimidate, stun, blind, bleed, and marring storm all sound like good specials.
9. Use BE pets. Currently they typically attack twice as fast as wild tames. I personally have usually chosen damage over health when it comes to min/maxing stats.
10. Use your pets to break cloak. Having you and your 4 pets (3 creatures + droid) standing next to the Jedi will drain their force while they're cloaked fairly rapidly.
Well, that's it for now. I'll add any more advice if I can think of it. Good luck hunting, don't get discouraged, and have fun.
Message Edited by Barafu on 08-18-2005 04:00 PM
Nice guide when it comes to specials and I only have 17 so far with the xp fix it will be 20plus by the end of tonight. My pre CU legacy pets are usually of the high health nature. So my pondery is wether I should play to their already inate advantage. My thoughts were this imperilled feignt, vigorous health and armor boost. It occurs to me that this is a good npc tank and not a good jedi tank too few state attributes to inflict, but if my pet is doing 160 points of damage a hit the armor break would knock that up to well over 200 min dam, and the added health and armor would make takeing the pet out next to impossible difficult question.
This is obviously a good npc tank. My high health pets and I already tank 35k health bh missions. It might be good in group battles running around armor breaking everyone and thus attack buffing my entire group.
Has anyone tested out vigorous health on their pets and has anyone gone over 10k in health yet. This is my biggest fear that my high health creatures will suddenly explode if I jack them over 10k. My highest health pet is a 9330 health woolamander level 55. If I can jack up his health three notches he will be ungodly dangerous in pvp atleast in my thinking since the player will have to spend alot of time takeing him down. Especially if he has strong armor.
Just thought I'd add that picking up Rifleman is good to get more ranged accuracy, decent defense and you can wear recon armor with extra energy resists (Jedi sabers do energy damage). The detractor is, no root! CM 0004 might be your solution, but I prefer 4000 myself for the ranged and AOE heals (nice for healing your pets) and a nice 800-900 bactashot.
Message Edited by QuantumArtist on 08-19-2005 04:08 AM
Message Edited by QuantumArtist on 08-19-2005 04:12 AM
I like that hit and miss tactic! Its really good because your pets regen their health (collectively speaking) at a faster rate then you do. By alternating their attention from you to their pets, you give 1/2 of your collective assault a chance to recover health before engaging the target again.
Really smart tactic.
Message Edited by QuantumArtist on 08-19-2005 05:58 AM
Redondo wrote:
nice guide! I am wondering though if you woldnt be better off dropping novice medic. Is it really helping you that much or are you doing it simply for the bacta shot as an additional heal for your pets/self. If pets are mitigating some of your damage it would seem that some extra firepower into pistols would be good, you're using 15SP on that medic. I just ask because I hunt jedi on my other character who is MBH/MCarbs/Pistols0404, no healing and I do well. Healing is my weak point but only by a small margin, which I think pets might mitigate. Granted I probably hita lot harder and more often by not having CH in my template like you. Anyway just curious if you have tried it without Novice Medic.
QuantumArtist wrote:
Redondo wrote:
nice guide! I am wondering though if you woldnt be better off dropping novice medic. Is it really helping you that much or are you doing it simply for the bacta shot as an additional heal for your pets/self. If pets are mitigating some of your damage it would seem that some extra firepower into pistols would be good, you're using 15SP on that medic. I just ask because I hunt jedi on my other character who is MBH/MCarbs/Pistols0404, no healing and I do well. Healing is my weak point but only by a small margin, which I think pets might mitigate. Granted I probably hita lot harder and more often by not having CH in my template like you. Anyway just curious if you have tried it without Novice Medic.
If you're BH/CH you should have enough points to get 4000 in combat medic with 3 more points to put in force sensitive stuff. I highly recommend this! I know people dont think much of BE medical enhancements, but I am of the opinion that every ounce counts! Even if using a bactashot or tossenhancer gives you only 200 extra points per heal, over a long fight, that could make a HUGE impact.
Well I am MCM and I love my enhancers. I just think the OP has got his remaining SP spread to thin between pistol and medic. I assume he is going for Improved Stopping Shot, but he is burning 23 SP on pistol for not much in return damage wise at the same time having very little in medic, so weak in both rather than strong in one. I'm not criticising his temp, just curious if he has tried both and found this to be the most optimal, since on the surface it looks like there are better options. I love stopping shot, but I know I could live without it if I had stronger healing abilities.
Redondo wrote:
QuantumArtist wrote:
Redondo wrote:
nice guide! I am wondering though if you woldnt be better off dropping novice medic. Is it really helping you that much or are you doing it simply for the bacta shot as an additional heal for your pets/self. If pets are mitigating some of your damage it would seem that some extra firepower into pistols would be good, you're using 15SP on that medic. I just ask because I hunt jedi on my other character who is MBH/MCarbs/Pistols0404, no healing and I do well. Healing is my weak point but only by a small margin, which I think pets might mitigate. Granted I probably hita lot harder and more often by not having CH in my template like you. Anyway just curious if you have tried it without Novice Medic.
If you're BH/CH you should have enough points to get 4000 in combat medic with 3 more points to put in force sensitive stuff. I highly recommend this! I know people dont think much of BE medical enhancements, but I am of the opinion that every ounce counts! Even if using a bactashot or tossenhancer gives you only 200 extra points per heal, over a long fight, that could make a HUGE impact.
Well I am MCM and I love my enhancers. I just think the OP has got his remaining SP spread to thin between pistol and medic. I assume he is going for Improved Stopping Shot, but he is burning 23 SP on pistol for not much in return damage wise at the same time having very little in medic, so weak in both rather than strong in one. I'm not criticising his temp, just curious if he has tried both and found this to be the most optimal, since on the surface it looks like there are better options. I love stopping shot, but I know I could live without it if I had stronger healing abilities.
I agree. I think CH is really both a damage and an HP factory. Pick one and focus on it! Rifles/CH would be your damage ouput king. Pistols/CH is a definite consideration also for its specials. BH/CH has versatility, defense, and allows you to get CM4000. My money is on the CH/BH/CM4000 template. That healing ability is a must!
Quick question about your Jedi Hunting Template...I am very simillar and have about the same results as origianl poster BUT I am MCH/MBH/Novice CM.....this gives me decent healing but I do not have enough skill points left to get Pistols for Stoping shot....
Does anyone know if it is worth not having CM just to get stopping shot?? Having the root is very handy! but not sure how effective my heals will be by droping CM? I can use my pets to tank Boss marks and have enough healing fire power to keep them alive.....against Jedi I need the element of surprise to win!
I guess bottom line.... what is more valuable....Root or Novice CM??
Spec Ialops
Honestly if I was going with a MBH/MCH template I would probably want the most healing I could get. Primarily because you are no longer just keeping yourself alive you are keeping your party alive. As a CH pets are half your template, they are effective, but if you just use them willy nilly, you will be losing a good part of your strategy. As the OP said multiple pets keeping a jedi thinking and confused and now with different specials to choose from pets may offer some very nice strategy.So with bigger heals you get longer life for your pets and yourself.
Now take stopping shot, all you are doing is rooting the jedi. Now this is a great tactic, but think how you can pseudo accomplish this with your pets. Multiple pets means multiple things for the mark to worry about. Once they turn on your pets you have the essentially rooted them. By rooted I mean, the main thing I use stopping shot for is to get out of range helping me kite my mark. If my pet takes the role of distractor I have still accomplished that. Now if you are looking to escape Stopping shot is an easy out unless you want to leave your pets behind to die, but I imagine at that point of retreat your pets would already be dead. Plus you still have a KD from underhand shot. Getting a few boxes in pistol is a big investment in SP with little return other than small increases in accuracy and speed and of course stopping shot.
So, although I have never played the MBH/MCH role I personally would go for as much CM as you can. Then I would look to get some defense modded clothing and good foods. Enhancers will be paramount, like nice spray and toss enhancers.
/smackUpsideTheHead
You can train your pets all the roots, bleeds, KDs, AOEs, blah blah blah... But you cant train them to heal...
So guess what? Go for CM 4000. BactaSpray is a CH best friend.