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joejccva71
Novice Member
Joined: 7/07/04
There are no perfect men in this world, only perfect intentions. |
I've been getting too many different views on the "best" template for killing jedi. My template that I'm going for: MBH, MPistoleer, Combat Medic 4/0/0/0
MBH, MRifles, Combat Medic 4/0/0/0 They say that with Head shot or Sniper shot, they can ultimately reak havoc on jedi's. Is this true? Has anyone else seen or experienced this?
MBH, Mrifles, Pistols 0/0/0/1, Combat Medic 3/0/0/0 so they can get stopping shot or something?
I know that pistols get root (stopping shot), carbines get a snare shot or something, and rifles do the best damage but are also slower. People say that in GROUP pvp combat, rifles are the BEST. But they also say that pistols are good solo but alot of MBH's die from jedi's cause they have to get in pistol range to fight. Can someone give me more advice or their expertise on this? I would really appreciate hearing your templates and your experiences killing jedi. Thanks in advance! |
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7/18/05 10:49:44 AM#2
i use Master Image Designer, Master Merchant, Master Scout.
i totally PWN t3h j3d1 no0bz! :) ******************************** |
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joejccva71
Novice Member
Joined: 7/07/04
There are no perfect men in this world, only perfect intentions. |
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7/18/05 11:06:20 AM#4
The Pistol line is understandable. Jedis will love to fight in your face, and then standing there with a friggin rifle... You will have a great first alpha strike, but when he starts swinging, you will be heavilly outskilled at point blank. So I would vote for Pistols, or Rifle/Pistols, not only Rifles. Just a comment, not meant to be the answer to life, the universe and everything
"This is not a game to be tossed aside lightly. |
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joejccva71
Novice Member
Joined: 7/07/04
There are no perfect men in this world, only perfect intentions. |
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7/18/05 11:24:11 AM#6
wow..sorry i overestimated your sense of humor and intelligence. i wont make that mistake again. ******************************** |
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7/18/05 11:59:18 AM#7
Hmm there are several templates that work very well for killing jedi. The pistols one you list works pretty well. Another one I've heard a lot about is Master BH, Smuggler, rifles and Medic using Last Ditch when you're almost dead to surprise the jedi with a killing shot. Another good template is the one I use which is MBH / MC / Pistol 0001 / Medic 0220 - Good healing to burn out their force, good dmg and snares and kd's plus I can stay out of range of sabre throw. They can't get away due to cripple and stopping shot and KD. Typically a fight either ends with me face down against a knight (bout 50/50) or them dying or managing to get away. I don't hunt Padawans too terribly often but I have yet to have a padawan kill me and they rarely get away. Another good template is MBH / MCM with some of a ranged proff for added accuracy, etc. There are literally dozens of ways to successfully spec your template as a MBH. My best suggestion is figure out what you enjoy playing and do that. Because if you spec it because someone told you to spec it a certain way you probably won't enjoy it as much as one you figure out on your own. |
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joejccva71
Novice Member
Joined: 7/07/04
There are no perfect men in this world, only perfect intentions. |
Also do you know of an updated website that can tell me which abilities come with each tree. For instance, the Pistols 0/0/0/1 is stopping shot, but is there a website that tells me this so I can look at ALL the skill trees and see what special attacks I get? Also is the MBH / MC / Pistol 0001 / CM 4/0/0/0 good for PVE in groups too? Will I do good dmg against mobs? Edit again: I noticed that when I tried using my "Bacta Toss" and it threw that ball of light to a player I didn't notice their healthy raise any...only when I used "Bacta Shot" did it go up. Any reason why that is? Am I doing something wrong? Thanks again my friend. Joe |
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7/18/05 1:09:09 PM#9
bacta toos does a lot less healing at lower levels i think. what level medic are ya now?
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joejccva71
Novice Member
Joined: 7/07/04
There are no perfect men in this world, only perfect intentions. |
0/3/0/0 medic |
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7/18/05 2:10:47 PM#11
I meant Novice Medic 0220 Medic 0220 gives me Bacta Shot, Bacta Toss and +15 to Healing. My Bandoleer gives an additional +18 to my healing which gives me a total of +33 to my healing ability. I heal over 1000 with bacta shot and around 7-800 with Bacta Toss. With Medic 0300 you only have +5 to healing so you're healing for much less. There are several websites that have profession calculators but the one I use works offline locally on your computer:
Look for the link on this site to download his calculator. |
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joejccva71
Novice Member
Joined: 7/07/04
There are no perfect men in this world, only perfect intentions. |
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7/18/05 2:14:37 PM#13
Should be able to get your local Bio Engineer to make you one. Or you can do a vendor search at the bazaar for clothing items. Be aware though that it's probably pretty pricy :) I got mine free from a friend :) |
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joejccva71
Novice Member
Joined: 7/07/04
There are no perfect men in this world, only perfect intentions. |
1 - If I do the MBH, MC, Pistols 0001 for stopping shot, medic 0220...during PVP combat, how easy is it to use your pistol to root and then switch to carbine for main dmg, then switching back to pistol for root again, etc etc?? Is there some kind of macro you have setup to accomplish easy so you aren't scrambling in your inventory to change weapons?
Also what do you think of this template killing jedi: MBH, MRifle, Pistols 0003 (improved stopping shot), medic 0200 Your thoughts? Thanks again man. |
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7/18/05 2:33:41 PM#15
forget smuggler 4000, go full or let it be. switching between weapons is pretty fast, just have your hotkeys set up and you'll be set. you have a number of hotkeys you can set up once your ingame for things like special attacks, state positions, profession abilities, and even inventory activations. stopping shot is very nice, a good solid root. but the racharge on it is soooooo sloooowwwww. you'll probably only get it off once or twice in any combat session. if you are going MBH to hunt jedi, you gotta have some ability to heal yourself in large chunks. otherwise every jedi will just outlast you.
and a note on Last Ditch, it is EXACTLY that. it does more damage when you are lower on health. and it will take 99% of your remaining action and health, meaning your one hit away from incap. while it can do a lot of damage, especially if you get it off while you have very few health points left, it only hits about 25-30% of the time. ******************************** |
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7/18/05 2:55:40 PM#16
You can use Stopping Shot (if you have the skill from pistoleer) with any ranged weapon. No need to switch. I use stopping shot with a rifle, then when that is close to breaking I hit them with cripple and if they run I just follow if they charge I switch to carbines and start laying the smackdown on them. I can engage from 80meters out with my ranged arms equipped. I've actually killed a jedi or two before they even really knew what hit them :) Musta been EBAY'ers though because it took 4 hits. That or they were afk or something. Anyway, you don't need to swap weapons. I highly recommend enough healing ability to heal 1000+ damage QUICKLY. I can heal 1200 with bacta shot and 7-800 with toss. Throw in a Stim D now and then and I'm healing for decent damage. MBH/MCM is a really good "wear them out" template MBH / MSMUG / Medic is a good template as well you wear their force out then let them think thy've got ya and let yourself get down to like 400hp then BAM last ditch with a rifle |
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joejccva71
Novice Member
Joined: 7/07/04
There are no perfect men in this world, only perfect intentions. |
Hmmm...just did some more character building using the tool and I found this one also: MBH, MCarbineer, Pistols 0003 (for improved stopping shot), medic 0200 and using a bandoleer. It might be worth sacrificing +10 Healing efficiency using medic 0220, to have enough points for the improved stopping shot so it lasts longer by going Pistols 0003 instead of 0001, also giving me +10 melee and +10 ranged defense as well. What ya think? You think it's worth sacrificing the +10 healing efficiency for a longer stopping shot? |
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7/18/05 3:55:11 PM#18
i'd say yes. if you get skill tapes and bio-clothing to augment your healing, you'll be glad to have better stopping shots at your disposal. ******************************** |
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7/18/05 3:57:20 PM#19
Hmmm...just did some more character building using the tool and I found this one also: MBH, MCarbineer, Pistols 0003 (for improved stopping shot), medic 0200 and using a bandoleer. It might be worth sacrificing +10 Healing efficiency using medic 0220, to have enough points for the improved stopping shot so it lasts longer by going Pistols 0003 instead of 0001, also giving me +10 melee and +10 ranged defense as well.
Improved stopping shot isn't worth the extra points. Technically you can live without stopping shot at all. I only have it for PVE really :) Though it is nice for stopping Jedi in their tracks if I need to :) The reason I use a rifle for stopping shot is because I can engage at 80m with my ranged cyber arms (65 without) whereas with a Carbine it's 65/50 and pistols it's 50/35. Remember that a Jedi can engage at range with their sabre from 32m out so pistols are playing it risky since once they're in range they can KD, Snare and do all kinds of other nasty things to you with the force. I engage as far out as possible. I hit them at 80m whenever possible and just keep them in range. If they close, fine, they eat the carbine with max powerup and 900DPS :) If they stay at range I just kill 'em a little slower. Using a rifle gives me more 'reach out and touch' ability. And you don't have to have rifles to use a rifle, Bounty Hunter can use any ranged weapon. Rifle/Carbine/Pistol because we train them in the BH lines. Having Pistoleer, Carbineer or Rifleman just makes us more accurate with them. If you don't want to engage with a rifle thats fine too :) Nothing wrong with just engaging at carbine range, you just don't have as much buffer range to keep them from getting in saber distance :) That's all. Under no circumstances should you ever get into melee combat with a Jedi Knight :) He will kick your rear all over the place. Even stacker Melee templates have trouble with Jedi in melee combat. And BH just doesn't have the points to properly stack a melee template :) Technically speaking even with the Bandoleer I'm *pushing it* on healing ability against a Jedi. I don't need as much healing because I'm good at staying the heck out of his range. But if one manages to close I get in a heap of doodoo fast if I can't knock him over or root him to get away. My heals are strong enough to give me time to get back out to range but not strong enough to stand up to him in a melee brawl while he wails on me with his best sabre moves. If you want to be able to do that you want to be MBH / MCM. At any rate the BEST BH template is the one you are most comfortable with. MBH / MRIFLES/CM4000 is another popular one. I'm still not 100% happy with my template to this day and I've dinked around with it for ages :) I'm always tinkering and trying different things. Heck, I'm not even always a Bounty Hunter :) Spent stints as a Smuggler, TK, and even Commando :) I've seen MBH be successful with dozens of different templates and all of them will tell you THEIRS is the best. The only template required to hunt Jedi is MBH and healing in the 1000 range :) Other than that feel free to play around with your template all you want :) |
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7/19/05 12:04:11 AM#20
I chose a final BH template of Master, with Master Rifleman, and Master Marksman. There is a good reason for this. Although I haven't hunted Jedi in a year, what with all the griefing, the exploiting, and general lack of challenge involved, I will do so in the future if Permadeath is brought back. But only if that permadeath includes the top Jedi. In that case, by observation I recently dicovered that Jedi love to hunt Pikets (as one good example), and groups love to have Jedi, whether they are guildies or not. Under those circumstances, these hunting groups generally open fire on a single target, but usually when Jedi are involved they do a round-robin. That is, the Jedi pulls everything. The group members fire on the piket, retarget, fire on next, retarget etc until all pikets are eliminated. This way everybody gets quick experience and the Jedi maintains all aggro. Given this method of hunting, a Master Rifleman can easily sneak up on that group under cover without being discovered on radar, and use cover shot to enhance the damage being done on the Jedi until they 'avoid incap'. After that, it's only a matter of time. See, what they are looking for is the fast-moving speeder hunter that drops off and engages using surprise. Under the above conditions though, it's much easier to 3-incap a Jedi to death, and they or the group might never even tell what you just did until the engagement is long ended and your credits in the bank. With all that firepower being directed toward that central area, nobody will notice your shots.
__________________________ "For one who seeks what he cannot obtain suffers torture; one who has what is not desirable is cheated; and one who does not seek what is worth seeking is diseased." - Augustine of Hippo |
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