Game Guides Archive
Thread: Respec suggestions for solo combat template?
Master BH/Master Carbineer/Full Concealment Tree on Rifles ... here's why:
Regardless of whether u are gonna hunt Jedi, M BH provides for some really good specials: Underhand Shot which is a good Knockdown, Crippling Shot which is a decent Snare, Duelist Stance (the ranged equivalent of Center of Being) and it works wonders cause u not only avoid, but also mitigate damage taken and return fire, Criticial Shot which is very powerful. Combine that with M Carbineer for your full auto area (very cool against multiple mobs) and suppression fire (again, multiple mobs, but also reduces mob's ability to attack), Charge Shot .. another good knockdown which can be used while underhand shot is recharging, and Rapid Shot .. absolutely essential. So, with both BH and Carbineer, u can : Duelist Stance, Underhand Shot for the Knockdown, Crippling Shot for the snare, and Rapid Shot then Critical Shot. Rapid shot is a rapid recharge shot, so u can shoot off twice as many rapid shots and u can critical shots .. and almost double the fire rate of your other ranged friends. Just make sure u watch your action bar .. cause that does go down quickly using the above with a single opponent.
On the other side of it .. in a group, M Carbineer and MBH is awesome. You can stand back, and knockdown the mobs as they get close to your melee folks (and remember that Underhand Shot and Charge Shot can be used nearly simultaneously against different mobs) plus the area attacks do pretty good damage and are a great asset to any hunting group.
Now, for the solo part in u ... the concealment tree on Rifles is also essential. Because the /cover command and Improved Concealment shot will allow u to hit the mobs about 4 times at the max damage of your weapon before u are discovered, which should reduce most ham bars on mobs about 25-50% (depending on their ham recharge) and when they do discover u, u can use underhand shot to knockdown them down, giving you time to get back up, snare them and critshot/rapid shot them to death.
Also, a word of caution: If you are going to solo, Melee is not the best answer, IMO. Melee needs to be within 5m to actually hit the creature. So, if u need to run, u have no specials to assist your escape. As a Carbineer or a BH, u havetwo knockdowns and plenty of snaring power .... and u can use them all the way up to 65m away .. so run, and knockdown/snare will give u the time u need to escape an encounter gone wrong. Also, don't bother with training as medic, unless u wanna be a CM or group hunt. The reason is, the stim packs are now designed to be used by anyone depending on CL. For instance, a stim pack D can be used by a CL 60 character, and it goes down from there ... A CL 1 can use a Stim pack A. So, go buy some STim Pack D's ... and make sure u use your defense modifier (COB if melee and Duelist Stance if BH)
Hope this helped!
P.S. Honestly, although I do hunt solo from time to time, grinding solo is just not worth it unless ur jedi ... the XP gains from grouping (and the fun and wackiness on TeamSpeak) make group hunting far more enjoyable IMO. Have a great one!
Depends on your play style.
If you like melee, then the aforementioned TKM + Swordsman or other melee professions is a good way to go. High defense plus some great offensive moves and weapons.
If you like ranged, you can go a lot of ways.
Whatever you do in a ranged template, make sure you have a root attack. Smuggler, pistoleer, and bounty hunter, IIRC, have these attacks. Maybe rifleman as well.
My ranged character is a carbineer that dabbles in other ranged professions to pick up more ranged speed, defense, and the root attacks. I can solo quite a bit.
I am Master BH and Master Ranger with 1/1/4/4 Marksman and loving life. With MBH I get to use the Proton Carbine for my primary weapon. As a Master Ranger, I can track anything and use it to find those hard to-to-find peeps and creatures (think hermit quests and Kashyyk Quests). And I get to harvest resources to make the Camo Kits for every to use myself or sell to others.
Felerof Cegal,
Master BH & Master Ranger
Owner of the "No-Kill" List on Radiant
Problem is, I can't really explore how my template has changed (i.e., decide if it's still for me) because I'm told I have an excess of points and cannot move until I surrender skills or respec. So basically, I have to commit one way or the other before I can go anywhere or do anything.
I love the Rifleman Conceal Shot, but I admit it's of limited use in close quarters. The TKM/Swordsman/Fencer sounds appealing because of all those ranged and melee defense mods. If I have all those and go against a ranged opponent, it doesn't matter that I have to get within 5m since they will have a hard time hitting me, right?
Still, there's just something that feels "right" about a Wook Rifleman/Ranger.
**sigh** decisions, decisions......
I've found that whenI was a rifleman, the essential post CU class to go along with it is MBH, MBH gives you so many general ranged bonuses, plusthe shear amount of specials. Combine these specials and ranged bonuses with rifleman's weapon potentials and you have yourself one of the most powerful ranged classes. If you're worried about creatures moving in too close, pick up some pistoleer for the root's and snares.
As for a melee template, my favorite is Master TK, Fencer, Swords. TK for the innate armor, improved CoB, and meditatation line. Fencer for the binding strike (a PvP must have) bleeds andblind's. Swords for area taunt, armor break (a PvE must have), and berserk. This grouping has very high melee and ranged resistances (with food and clothing I've gotten my Melee defence up to 467 and ranged to 309, equiped as a TKM)