Fencer Archive
Thread: About Health hit
From what I've read Health HitI andII stack with eachother AND with the pistol bleeds.
I suspect this was done to allow multiple bleeds to be applied by multiple players in groups. Kind of important since the amount of damage you do is the sole factor for determining the experience you receive.
Healthhit2 does enough bleeding as it is...
And yes they are stackable
Yet another reason to go up the footwork tree first ![]()
I can typically take out Leviasqualls on Rori with HealthHit 1, and HealthShot 1 and 2. At best I get near 1400 total bleed per tick (every 15 seconds). I can only imagine what HealthHit 2 would bring to this scenario ![]()
Another interesting tactic is to apply the bleeds, get at least one swing in on the creature, and feign death. I've taken out stuff on Corellia with this tactic...can't remember the creature off hand, looks like a Fambaa. Wait it out through 6.5-7k Health HAM to tick down, you are 2800 one hand exp and 280 combat exp richer ![]()
Kudos and Forever RAR!
Rooksarii, Fencer and Smuggler of the Watchkeepers, Radiant
Thanks all guys...
One more questions, can Ihit 2 "health hit 2" to let the creature bleeding twice as much
as 1 hit?
Well I don't have Footwork IV yet so I can't say for sure, but I suspect Health HitII won't stack with itself because Health HitI doesn't appear to. I'm pretty sure that when you use the move before it's duration has expired all it does is cancel the old move and reset the timer.
This can be useful as I've noticed Health Hit I doing anywhere from 300 - 900+ damage (The 900+ wasagainst a prone Imperial Specialist Noncom). So if you don't like the damage your first bleed does you can always apply it again.
hey hey BooBoo.