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Thread: Quick Question
quick question....
whats the cap on Ranged and melee defense?
"Uhh, you're done with the game. You will now kill millions of the same creatures you killed to get to this point, and then die with 3 more chubas left before your mastery. We apologize... For real, go buy an X-Box and get some of those Jedi games. Oh, and here's your $120 back, and those 500hours you could have spent with friends and family, and your dingity... Go Broncos."
.... yet I'm still trying.
Heya i'm about to master BH 3-4-4-4
Starting to wonder if it's worth it though... I see a Master Smuggler + TK with med... humm, guess who wins the fight ? Then you see a novice entertainer with anought CH to just own me lol
So I started to find search on what my stupid 33 next AP would go in... I figured only novice medic and carbine countermeasurs might be good... at least I will have +60 of counter and some defence on KD and intimidate... but is it worth it or i'm really wasting my time to work on being a master BH ? It's the hardest class to master yet the end result seems so poor... right: you can hunt jedis... weee..
Anyone can tell me what to do with those 33 points to be effective?
It's possible to be a Master Rifleman and a Master CM at the same time. You just don't have any skill points for anything else...maybe Pistol I in the marksman tree, but that's it.
Once you hit Master Riflemen, you won't need to worry about creatures getting too close, since you can take out just about anything before it gets to you. Just need to worry about the really fast creatures, like Gurrecks, Wrix, ect.
You can drop any scout skills, since CM gives you +50 Terrian Negotiation, and +10 to Burst Run Efficiency. Those who are used to Mask Scent might miss it at first...