Jedi Archive
Thread: Will Pub 24 Bring stronger BHs?
hockeyguy586 wrote:
This could be a potential problem.
there are two things wrong with the above statement... "could" and "potential" ![]()
this is going to be a problem
it'll be pushed to live and sorted in Patch 25... but not before a lot of Jedi have been hounded from one end of the game to the other by the new uber-enhanced bounty hunter.
Rurke Austin (Jedi Knight &Bunty Hunter Hunter) Pdger (Chef and Smuggler)
Steady Aim (Strategy I) - Enhances group accuracy.
Call to Arms (Strategy III) - Enhances group armor ratings.
Volley Fire (Strategy IV) - Gives group members the chance to bypass enemy armor.
Tactics (Tactics I) - Enhances group defenses.
Blaze of Glory (Tactics III) - Gives or enhances the chance to score a critical hit.
Double Time (Tactics IV) - Reduces cooldown times for group members.
Boost Morale (Leadership IV) - Enhances group Action/Mind regeneration.
Form Up (Mobility II) - Enhances group movement speed.
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double time times 7 and with mcm.... omg , we should just to start to runaway now and forget about fighting
I fought a bounty hunter/squad leader last week and that volley fire hurts.
chewboywa wrote:
Could someone say master bounty hunter/squad leader 0404/combat medic 4000 FOTM?
I fought a bounty hunter/squad leader last week and that volley fire hurts.
Message Edited by Dr_Nalio on 09-03-2005 12:32 PM
chewboywa wrote:
Could someone say master bounty hunter/squad leader 0404/combat medic 4000 FOTM?
I fought a bounty hunter/squad leader last week and that volley fire hurts.
Hmm . . . now shouldn't this break on first strike!? Or, perhaps . . . we could go EU where Jedi can use the force to sway a battle. ![]()
Really, this comes down to no cost bonuses, if it does not break at first strike. If it does not break at first strike, then let other Jedi heal, transfer force, and infuse their fellow Jedi.
Dr_Nalio wrote:
chewboywa wrote:
Could someone say master bounty hunter/squad leader 0404/combat medic 4000 FOTM?
I fought a bounty hunter/squad leader last week and that volley fire hurts.
Not enough points I think. I could only get novice combat medic with 3 points left over when I added it up.
There is indeed enough skillpoints for:
master bounty hunter
pistoleer 0003
squad leader 0404
combat medic 4000
One of the bounty hunters last week had that identical template and was rather tough to fight.
Actually, I plan on going:
Master BH / 0404SL / 4044 CM. I may have to change the 2 trees of SL depending on what's actually good, but woot!
They can only ever have 1 buff effect active at a time, so it means that a BH with 7 SL could have 8 different effects going, not 7 of the same. That would be insane.
bombuchu wrote:
Steady Aim (Strategy I) - Enhances group accuracy.
Call to Arms (Strategy III) - Enhances group armor ratings.
Volley Fire (Strategy IV) - Gives group members the chance to bypass enemy armor.
Tactics (Tactics I) - Enhances group defenses.
Blaze of Glory (Tactics III) - Gives or enhances the chance to score a critical hit.
Double Time (Tactics IV) - Reduces cooldown times for group members.
Boost Morale (Leadership IV) - Enhances group Action/Mind regeneration.
Form Up (Mobility II) - Enhances group movement speed.
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double time times 7 and with mcm.... omg , we should just to start to runaway now and forget about fighting
Just to let you see the source :
Squad Leader New Group Buffs
The buff system has been enhanced to allow group buffs. The core of the Squad Leader abilities are based on these new group buffs. Any group buff that a Squad Leader has active will automatically take affect on all the members of the group. The Squad Leader group buffs have been designed so only one buff can be in effect at a time so care will need to be taken by the Squad Leader to make sure the most important enhancement is active when it is most needed. Multiple Squad Leaders can have different group buffs active and they will all stack.
Squad Leader New Individual Buffs
In addition to the ability to enhance overall group performance a Squad Leader can choose to place their attention towards a single group member to give them even greater benefits than the general group enhancements. Like the group buffs these enhancements are designed to only allow one to be in effect at any one time though multiple Squad Leaders can combine their abilities for increased enhancement.