Swg Bounty Hunter Expertise Build



Throughout the levels a Smuggler will be rewarded Expertise Points. 5 points at level 10, then 1 point every 2 levels up to a total of 45 points. There are 18 skillines to spend in. Each skilline consists of 1-5 boxes. This concludes my Bounty Hunter Guide. I hope it helps. Thanks for reading! - Darein Gi'Dei (AKA - Giles) Master Bounty Hunter, Wanderhome. PS - The SWG forums automatically removed some HTML code. If this ruined part of my guide, I apologize. Please tell me if part of it looks like it is missing so I can fix it for next time I submit one.


simplified.. note: still based upon test centre stuuf at time of plaugerism.
Props to MSNil for thier work on this..
Smuggler expertise
The Expertise System: Smuggler
The new expertise system might be difficult to swallow. This guide attempt to simplify the terms as much as I can. Hopefully it will be enough for you to get a hang of what the expertise system offers.
Character Creators
Character Creatores serve as excellent tools to build different templates and weight them against eachother.
MajorXP's webbased calculator:
http://www.golegend.com/swg/expertise
Phlar-Torog & SWG-Inside, webbased calculator:
http://swg.action-inside.com
The Basics
Throughout the levels a Smuggler will be rewarded Expertise Points. 5 points at level 10, then 1 point every 2 levels up to a total of 45 points.
There are 18 skillines to spend in. Each skilline consists of 1-5 boxes. Some boxes must be upgraded with up to 4 points to earn the next box in the same line.
If we are not satisfied about the skillines we have chosen, we can find ourselves a Profession Counsellar that can reset our expertise points and pick a new template.
I often use the Profession Counsellar right outside Mos Eisley Starport, to the left of the entrance, but there are one in most large cities near the Starport entrance.
There are many ways to build a smuggler. Perhaps we want a Pistoleer, or a Melee Specialist, or maybe just a smooth scoundrel with lots of contacts. It's up to you.
Our Free Skills
The following seems to be given to all Smugglers for free. Some of theese are reduced in power compared to what we used to have, but may be upgraded with expertise points.
Level 1: Fast Draw 1, Precision Strike 1, Find Illicit Goods, +25 Terrain Negotiation
Level 4: Concussion Shot 1, Dizzy 1
Level 7: Self Heal 1: Patch Up, Cover Fire 1, Pin Down 1
Level 10: Call a Favor 1: Smuggler, Issued Smuggler Backpack
Level 14: Fence Items, Stolen Cargo Manifest
Level 18: +25 Terrain Negotiation
Level 22: Armor Use, Rogue Chest Armor
Level 26: Dirty Trick 1, Stolen Receipts
Level 30: Scoundrel's Scout Blaster
Level 34: Self Heal 2: Self Preservation
Level 38: Dirty Trick 2, Issued Smuggler Ring
Level 42: Forged Documents
Level 46:
Level 50: Dirty Trick 3, Precise Striker Pistol
Level 54:
Level 58: Self Heal 3: Survival Instinct
Level 62:
Level 66: Dirty Trick 4, Issued Smuggler Pendant
Level 70: Bleed 2 (not actually granted)
Level 74:
Level 78: Dirty Trick 5, Plan Beta
Level 82: Self Heal 4: Vitality
Level 86:
Level 90: Dirty Trick 6, Camouflage Ally, Disarm Trap, Belt of the Smuggler
What we have at level 90
Call a Favor 1: Smuggler
Camouflage Ally
Concussion Shot 1
Cover Fire 1
Dirty Trick 6
Disarm Trap
Dizzy 1
Fast Draw 1
Find Illicit Goods
Pin Down 1
Precision Strike 1
Self Heal 4: Vitality
Our 'Lost' skills
The following are removed from our free skills, but are given back through expertise.
Bleed (Bleed, Artery Strike)
Coneshots (Combat Reflexes, Multi-Target Shot, Fan Shot)
The 'Skill lines'
The name of the skillines are not official. They are just there to give you a quick hint what the line is about.
An Underlined power means a new special is granted.
The Max Cost will tell you the max amount of points required to get the whole line.
Effect will give you a very short description what the line is about.
Quickchart
The 18 skillines in short, followed by the power that initiates the line and the points required to max out the whole line.
Scoundrel
Enhanced Precision 2pt
Enhanced Luck 2pt
Armor Bonuses (Hidden Padding) 6pt
Pistol Bonuses (Gun Oil) 14pt
Melee Bonuses (Elbow Grease) 14pt
Debuff Line (Spot a Sucker) 7pt
Buff Line (Off the Cuff) 4pt
Narrow Escape 1pt
Smuggler
Easier Smuggling (Sly Lie) 6pt
Fast Talk 1pt
Smugglers Luck (Easy Money) 14pt
Combat Bonuses (Ploy) 13pt
Healthy Profits 1pt
Fake ID 1pt
Underworld Boss 1pt
Business (Off the Books) 5pt
Long Odds 1pt
Quick Fix 4pt
Details about each skilline
The roman numbers equals the tier of the ability.
Tier I is free, you can buy it at any time.
Tier II requires 4 points spent in abilities from the same specialization (Scoundrel/Smuggler) and all earlier boxes from the same line.
Tier III requires 8 points spent in abilities from the same specialization (Scoundrel/Smuggler) and all earlier boxes from the same line.
Tier IV requires 12 points spent in abilities from the same specialization (Scoundrel/Smuggler) and all earlier boxes from the same line.
Tier V requires 16 points spent in abilities from the same specialization (Scoundrel/Smuggler) and all earlier boxes from the same line.
Scoundrel Specialization
Enhanced Precision
Max Cost: 2 Points
In a nutshell: +25 Precision per point spent
Enhanced Luck
Max Cost: 2 Points
In a nutshell: +25 Luck per point spent.
Armor Bonuses
Skilline: Hidden Padding, Lined Pockets, Idiot Proof Plan
Max Cost: 2+2+2 = 6 Points
In a Nutshell: Improved damage reduction, with and without armor.
I. (2/2) Hidden Padding: +1000 Override armor* per point spent.
III. (2/2) Lined Pockets: +1000 Override armor* per point spent.
V. (2/2) Idiot Proof Plan: All damage is reduced by 2% per point.
* Override armor adds (Overridable Armor - (Armor / 2)) to armor as long as (Armor / 2) is not greater than your total Overridable Armor value.
Pistol Bonuses
Skilline: Gun Oil, Hair Trigger, Precise Bead, Hammer Fanning, Break the Deal
Max Cost: 1+4+4+4+1 = 14 Points
In a Nutshell: Makes you better when you fight with pistols.
I. (1/1) Gun Oil: Fast Draw 2, A quick level 10 attack that causes bonus damage.
II. (4/4) Hair Trigger: Decreases Fast Draw line of attacks action cost 4% per point spent while using a pistol.
III. (4/4) Precise Bead: +2m range and +2% per point chance to increase critical chance rate with pistol.
IV. (4/4) Hammer Fanning: A passive chance of 3% per point spent to shoot twice as fast as usual with a pistol.
V. (1/1) Break the Deal: Debuff, -75% damage for 5 seconds, 40 sec cooldown, 25 sec immunity.
Melee Bonuses
Skilline: Elbow grease, Switcheroo, Head Crack, One-Two Pummel, Bad Odds
Max Cost: 1+4+4+4+1 = 14 Points
In a Nuthshell: Makes you better when you fight with melee weapons.
I. (1/1) Elbow grease: Precision Strike 2, a precise level 10 strike that causes bonus damage.
II. (4/4) Switcheroo: Increase chance to take glancing blow by 2% per point while using melee weapon.
III. (4/4) Head Crack: A passive chance of 3% per point spent to stun an opponent with a melee weapon.
IV. (4/4) One-Two Pummel: 4% per point to strike twice as fast as usual with a melee weapon.
V. (1/1) Bad Odds: Level 34 Poison attack, causing a dot.
Debuff line
Skilline: Spot a Sucker, Meager Fortune, Wretched Fate, Poor Prospect
Max Cost: 1+2+2+2 = 7 Points
In a nutshell: Debuffs a target, making them deal less damage.
Prerequisite: 4 points in scoundrel
II. (1/1) Spot a Sucker: Debuff target with -40 Precision for 8 seconds, 25 seconds cooldown.
III. (2/2) Meager Fortune: With Spot the Sucker debuff, -10% per point for victim to deal critical hits.
IV: (2/2) Wretched Fate: With Spot the Sucker debuff, 10% per point for victim to deal glancing blow.
V: (2/2) Poor Prospect: With Spot the Sucker debuff, 10% per point for victim to deal less damage.
Buff line
Skilline: Off the Cuff, Double Deal, End of the Line
Max Cost: 1+2+1 = 4 Points
In a nutshell: Ensures critical hits and boost the damage done with criticals.
Prerequisite: 4 points in scoundrel
II. (1/1) Off the Cuff: A buff that allows a next strike within 8 seconds to be critical. 2 minutes cooldown.
III. (2/2) Double Deal: A passive chance of 25% per point spent to strike two enemies while using Off the Cuff.
IV. (1/1) End of the Line: A buff that makes next critical within 8 seconds to deal double damage. 5 minutes cooldown.
Narrow Escape
Max Cost: 1 Point
In a nutshell: Gives you a buff that can make you immune against snares snares
Prerequisite: 16 points in scoundrel
V. (1/1) Narrow Escape: Level 34 buff, cures snares/roots and make you immune for 10 sec, 25 sec cooldown.
Smuggler Specialization
Easier Smuggling
Skilline: Sly Lie, Half Truth, Innocent Cargo, Inside Information
Max Cost: 1+2+2+1 = 6 Points
In a nutshell: Quick lies and good contacts make your smuggling easier.
I. (1/1) Sly Lie: Use this before NPC's found your illicit goods to make them not attack you. Can be used at any time to enable the bonus from Half Truth and Innocent Cargo. The buff lasts for 10 minutes.
II. (2/2) Half Truth: Increases Sly Lie and Fast Talk by 5% per point spent. Adds +25 Luck per point spent.
III. (2/2) Innocent Cargo: Increases Sly Lie and Fast Talk by 5% per point spent. Adds a +25 Precision buff per point spent to Sly Lie.
IV. (1/1) Inside Information: Communicates with a contact within Jabba's palace to get information on bounties.
Fast Talk
Max Cost: 1 Point
In a nutshell: When NPC's have found your cargo and initiated an attack on you, you can use Fast Talk to make them stop attack you. Sometimes they even attack eachother. You can use Fast Talk on any NPC to get the agility bonus from Fake ID, even if it would not have any effect. The buff lasts for 10 minutes.
Smugglers Luck
Skilline: Easy Money, Feeling Lucky, Lucky Break, Card up your Sleeve
Max Cost: 2+4+4+4 = 12 Points
In a nutshell: Luck bonuses and a temporary combat bonus after you looted a smuggler loot.
I. (2/2) Easy Money: +25 Luck per Point spent.
II. (4/4) Feeling Lucky: Chance to find smuggler loot increased 1% per point spent; Finding smuggler loot grants a +100 'Feeling Lucky' Buff that lasts for 60 seconds but can then not be earned again for 4 minutes.
III. (4/4) Lucky Break: While Feeling Lucky, Lucky Break has a 1% chance per point to buff 100% critical hits for 10 seconds.
IV. (4/4) Card Up Your Sleeve: 10% Chance per point to buff the player with double firing for 5 seconds, while Feeling Lucky and Lucky Break.
Combat Bonuses
Skilline: Ploy, Scandal, Smooth Move, False Hope, Fake Goods
Max Cost: 2+4+4+1+2 = 13 Points
In a nutshell: Makes a Smuggler more effective in combat.
I. (2/2) Ploy: +25 Precision per point spent.
II. (4/4) Scandal: Increases area affect damage by 1% per point.
III. (4/4) Smooth Move: All damage is increased by 1%, while using a pistol or melee weapon.
IV. (1/1) False Hope: Grants the False Hope ability, which is a stun area effect attack.
V. (2/2) Fake Goods: Extends the duration of the stun from False Hope by one second per point.
Healthy Profits
Max Cost: 1 Point
In a nutshell: Call a Favor 2: Medic, calls a Medic to your side through a favor, instead of a Smuggler. Cannot be used together with Call a Favor and the cooldown lasts as long (about 15 minutes).
Fake ID
Max Cost: 1 Point
In a nutshell: Smuggling Rank bonus, +10% Fast Talk/Sly Lie per rank. +50 Agility from Fast Talk.
Prerequisite: 4 Points in Smuggler
Underworld Boss
Max Cost: 1 Point
In a nutshell: Smuggling Rank armor bonus, +200 points per rank.
Prerequisite: 8 Points in Smuggler
Business
Skilline: Off the Books, Under the Counter, Best Deal Ever
Max Cost: 1+2+2 = 5 Points
In a nutshell: Calls in a junk dealer. When the dealer leaves, the party gets a buff.
Prerequisite: 8 Points in Smuggler
III. (1/1) Off the Books: Communicates with a junk dealer to visit your location for party members to sell to. The party get a +50 luck buff when the dealer leaves.
IV. (2/2) Under the Counter: Adds +25 Luck per point spent to the Off the Books buff
V. (2/2) Best Deal Ever: Smuggler gets 5% of profits per points. Off the Books buff reduces damage by 3% per point spent.
Long Odds
Max Cost: 1 Point
In a nutshell: Smuggling Rank, combat bonus, +1m range and +1% damage per rank.
Prerequisite: 12 Points in Smuggler
Quick Fix
Max Cost: 4 Points
In a nutshell: +10% damage healed to your self heals per point spent.
Prerequisite: 16 Points in Smuggler
-- Edited by Jibblett at 10:21, 2006-09-21
-- Edited by Jibblett at 10:50, 2006-09-21
Swg bounty hunter skills

Swg Legends Bounty Hunter Guide

Darein's Guide: Learning the Trade of the Bounty Hunter v1.0 beta

(I had this posted on the BH forums for some time, but have reposted it here so it's hopefully easier to find.)

Table of Contents
Section 1 - Newbie skills: Marksman and Scout

Section 2 - Combat and Equipment Tips
Section 3 - Tips on Skill order
Section 4 - Investigation
Section 5 - Tools of the Trade
Section 6 - BH Missions
Section 7 - Specials
Section 8 - Player VS Player
1. Newbie Skills: Marksman and Scout
You should start the game as either a Marksman or a Scout. That way you'll already be working your way towards Bounty Hunter. A while back they changed the requirement for BH from Master Scout to just the Exploration branch of Scout.
As a Marksman, you have to become well-learned in three common ranged weapon types: Pistols, Carbines, and Rifles. (Carbines in SWG somewhat resemble guns like M-16's or sub-machine guns IRL. Pistols and Rifles are fairly obvious.)
It doesn't really matter what you do first, but you should level one whole branch at a time. Therefore, if you start at pistols, it's better to work on your whole line of Pistols (to IV) instead of dabbling with Rifles I-II or Carbines I-II.
As a scout, you'll need scouting XP. You can earn this through killing creatures and harvesting their meat (so it's nice to have marksman to kill the creatures with, and you can get two types of XP this way when you kill a creature), or by using the scout ability Mask Scent and evading creatures who are trying to detect you.
2. Combat and Equipment Tips
Combat is one of the most important parts to being a Bounty Hunter. At Marksman, one of the best tricks in combat against NPC's is going prone from a far distance (but not too far) before attacking a target. This will cause them to take more time to detect you, thereby giving you an estimated 2 to 3 extra combat moves before they even start to attack you. (If you are planning to Master Scout, it's also a great time to build some of your traps and start using them.)
In combat, planning your moves carefully can mean the difference between victory and defeat. With that said, you've got a combat queue where you can put your planned moves. It can be cleared by hitting the clear button. Also - take advantage of the toolbar! You can resize the toolbar to hold twice as many moves by moving your cursor over the bottom part of the window until the arrow shows, and then resizing it down. To use the second row, you need to hit {Shift + F#} instead of plain {F#} (being an 'F' key, like F1, F2, etc.)
The best place to put your moves or equipment that you need to access instantly in combat is the first toolbar panel {Ctrl + F1}. Make sure you save room here especially for combat. You might want to keep some things like the Standing, Kneeling, and Prone states as they affect your accuracy and defenses.
When you get the status of Bounty Hunter (be it Novice or Master, or anything between), one of your best tactics is using your specials that you've earned. If you have carbines, you'll want to use your Knock Down specials to give your target a disadvantage. If pistols, you'll probably want to put on a status effect such as Bleeding Shot or Torso Shot (which can put them on fire). Know your specials (see section 7 for more info. on specials).
You will also want to use the proper weapon in combat. If you've learned a fair amount of each weapon, you should learn that it can be very efficient to Knock Down a target (Underhand Shot), then put status effects on (such as Bleeding Shot), and finally attack them with your most powerful weapon, the Light Lightning Cannon (LLC). You may ask why not just attack with the LLC in the first place, and I'd answer that you really can't aim that well with the LLC. Therefore, knocking your target down on their back will help you aim, and the status effect (A.K.A. Damage Over Time [DOT]) will slowly eat their HAM pools while you work to finish off the rest of them. If you cannot finish them quickly, DOT's become much more important.
Know your equipment! How can I stress this point more!? You simply cannot go into battle with crappy equipment and expect to win very often. It's like using a toothpick against a pikeman - not a good idea.
Equipment has different statistics such as Damage (You want fairly high minimum and max. damage), Ideal range (shows range you will have most accuracy at), Max range (farthest you can shoot, decreased accuracy), Min. Range (closest you can shoot them, decreased accuracy), etc. The best way to know weapons is to compare them. I'd suggest going to different bazaars around the galaxy and comparing weapons until you find the best one. Then, if you can afford it, go to a weaponsmith or weapon vendor and buy an even better one!
You can also get weapons or armor 'sliced' by a smuggler to increase random statistics, and thereby increasing overall weapon quality. Also, make sure to buy at least one type of weapon for each Bounty Hunter specialization there is, and that it's one of the harder weapons to get certified for. Next - get some good armor! Right now composite is the most common battle armor, it has fairly good defenses and many armorsmiths specialize in making it. In addition to your armor, get a Personal Shield Generator (armorsmiths make these too). This will add even more to your defenses.
[Take care of your equipment. If you won't be using it for a long time, store it in your bank or house where it's safe. If you are, insure it often and make sure it's repaired to a fair condition.]
Also, make sure to take advantage of the food and drinks chefs make. They can boost various HAM pools, some for amazing amounts and even surprisingly long amounts of time. Be careful when selecting spices as they often have a 'downer' period after use. Finally, visit a doctor for a 'Medical Enhancement' (or 'Buff'), this will help you
3. Tips on Skill order
You need the proper skills if you want to level Bounty Hunter quickly. To a certain extent, the rule I stated above applies - even for Bounty Hunters, it can be easy to specialize in one weapon first before meddling with the others. However, you will want to use some specials from other weapons in order to more effectively kill targets. Probably the most useful is Underhand Shot, which is a carbine special. I'd recommend levelling the Light Lightning Canon to IV while getting some Carbine XP here and there.
After you have a decent amount of Carbine and LLC XP, you may want to get Pistol XP before moving on to your investigation tree, since some of those missions can be tough (see the next section 'Investigation' for more information.)
4. Investigation
This is what a Bounty Hunter uses most for missions. Your skills in Investigation determine what type of missions you can take, how hard they are, which informants you have to talk to, and how good you are at using your tracking droids.
At novice BH, it is probably best to get some investigation XP while working on your weapon skills. Many BHs would suggest maxing out, or at least gathering plenty of Investigation XP before learning Investigation I. You should have enough for Investigation II before bothering to learn Investigation I, since at Investigation I, you have to start taking off-planet missions and use droids to track your targets. (At novice BH, informants give you the location instead of droids, and the bounty is always on the same planet you got the mission at (or talked to the informant at?)
As your investigation skills and mission difficulty increase, you will need to talk to different informants who know more about your new bounties. They will give you a biological signature that you need to program into your droid so it can find the target. For a list of Informants and their locations, check out http://www.gamingfriends.net/swgbounties/. (It may say that some informans are for your level of Investigation when they are really for the previous/next level, but you'll figure it out I'm sure.)
For more information on droids, see the next section 'Tools of the Trade'.
5. Tools of the Trade
A Bounty Hunter uses quite a few differnt types of weapons. He/she starts out certified for many weapons due to his/her marksman skills. One thing you won't care for much (at least specifically as a bounty hunter skill) is rifles. You will, however, want to get a hold of some good Carbines (preferrably fast and accurate) such as the DXR6, EE3, or Laser Carbine. You will also need a fast-speed and fairly accurate pistol (and I'd suggest the Scatter Pistol, as that's what you're certified for). Finally, your LLC should have high minimum and maximum damage, and accuracy + low HAM costs are always nice. (accuracy being hard to find.)
As a BH, droids are used in almost every BH mission you will take. Therefore, it's important to know some things about droids. First of all, a DZ-70 (or 80? or whatever...) is not the droid you're looking for. Neither is a 'ProBot' droid. You are looking for Arakyd Droids (which, when examined on a vedor, appear to simply be a radio or controller-device), as well as Seeker Droids (which looks like the droid Luke Skywalker was training with on the Millenium Falcon.) You can often find these droids in droid shops, vendors, player 'malls', and bazaars.
(Other droids are not directly related to Bounty Hunting, but may come in handy for various uses.)
6. BH Missions
I've already explained what equipment you need, and how to find who you need to talk to (if you can't find the informants or BH terminals on http://www.gamingfriends.net/swgbounties/, you can always just look for them, or talk to random SpyNet Ops and see if one works :smileyvery-happy - now I'm going to layout the process of a BH Mission.
Beginners:
Step 1 - Get a mission (you'll have to find a BH mission terminal.)
Step 2 - Talk to a SpyNets Ops (AKA 'Informant')
Step 3 - Find and eliminate your bounty at the given waypoint.
Advanced / Experts:
Step 1 - Get a mission (BH terminals)
Step 2 - Talk to your Informant (SpyNet Ops - they'll be harder to find now.)
Step 3 - Leave the city far enough to call an Arakyd droid from orbit. Call the droid (select find or track from the droid's radial menu.)
Step 4 - The droid drops from orbit and is now called 'Imperial Probot Base'. Go up to it and use option 3 to upload biological signature.
Step 5 - Wait for the droid to locate the target (approx. 3 minutes).
Step 6 - Go to the planet the droid finds the target on.
Step 7 - Send out a seeker droid (find or track).
Step 8 - After seeker locates the target, travel to the new waypoint and eliminate your target. (You can start travelling to the waypoint your Arakyd droid gave you, but your bounty probably moved far away while you were travelling to the planet.) You may have to send more than one seeker to pin down their location, and the targets are often moving (trying to get to a starport or something).
(If, for some reason, the bounty is on the planet you are on - in otherwords, if you're lucky - you could potentially find the target by sending out a seeker after getting the mission and speaking with the informant, and not be required to call an Arakyd droid from orbit. Just realize that once you've started tracking, you can't keep sending out droids to track until the first one is done.)
7. Specials
The Bounty Hunter learns many special techniques and tactics to use with their available arsenal. Below I list the specials a BH has, and what they do (or can do. 'Dungeons' mean any mission or quest place such as Death Watch Bunker, Geonosian Bio Labs, Squill Caves, etc.)
Carbines:
Underhand Shot - Causes good damage and target to get knocked down. Doesn't work great in dungeons.
Fire Knockdown - Causes target to get knocked down, and has chance of Dizzying the target. (Dizzy causes them to fall over if they change postures such as standing, kneeling, or prone. It can keep your target on the floor longer.) Also doesn't work wonderfully in dungeons.
Confusion Shot - This should confuse a target and can stun and dizzy it too.
Spray Shot - Causes very high damage, and can Blind/Dizzy/Stun. Due to high damage, this could be considered useful in dungeons.
Pistols:
Bleeding Shot - Causes target to bleed, thereby reducing their Health Pool over time. Note that bleeding can be stopped, but NPC's usually don't stop it. Can be useful in dungeons.
Eye Shot - Causes good damage to your target's mind, and has chance of blinding target.
Torso Shot - Causes high damage and will likely set the target on fire. (Fire is hard to put out - unless near water - and can do heavy damage over time. Can be very useful in dungeons.)
Fast Blast - This attack tends to do fairly high damage with the pistol, but over various pools. It's purpose is to attack the action pool, but seems to equally affect each aspect of the HAM bar.
Light Lightning Cannon:
L.L.C. SPECIALS ONLY WORK 15 METERS FROM YOUR TARGET, AND DO NOT WORK WHEN PRONE!
Lightning Single 1 - Causes high damage to a single target.
Lightning Cone 1 - Causes high damage to multiple targets within a 'cone' area. (Basically fries anything in it's line of fire, and anything behind the original thing you are frying. Can be dangerous to use in dungeons as you will probably hit more NPC's than you intended, but may also be quite useful - if you don't.)
Lightning Single 2 - Causes very high damage to a single target.
Lightning Cone 2 - Causes very high damage to multiple targets within a 'cone' area.
8. Player VS Player
PvP combat can be difficult as a Bounty Hunter. As stated earlier, you must make sure you have excellent equipment and know how to use your specials and abilities before entering combat with another player. You should also be 'medically enhanced' and have eaten foods to 'buff' you as most other players do so before fighting.
It is very important to know your enemy before engaging in combat. Therefore, you should study other skill trees to see what abilities and weaknesses they have. Before you fight them, it is important to realize that they are not always strongest in their displayed title's field. You may have to engage them before knowing their class, as they will then likely equip their best weapon. Then you must use your knowledge of their skill tree to attack their weaknesses. (Note that some characters 'stack' skills, so though their main combat field may be in one area, they might have more attack or defenses in other areas than you'd expect.)
PvP against melee classes requires some questionable tactics. One is called 'kiting', or staying out of range for their melee weapons. You want to keep 20m or more as melee classes can reach either 10 or 15 meters with their lunge attacks. Be careful not to change stance to often because you could be dizzy and you'll fall down over and over. If you fall, try standing once in a while until you are back on your feet.
PvP against ranged classes should be a bit easier. Try using knockdown to get them on the ground, then attempt to waste them with the LLC. If that isn't working you will most likely want to switch to your pistol to add a status effect (my personal favorite is Torso Shot). Make sure to stay in range so you can keep firing at them, no matter what class they are.
Jedi. Missions are same as a MBH's regular missions. Do NOT give the Jedi /tells before you show up - they'll call in reinforcements and you'll end up fighting three jedi, which isn't fun unless you have a large group with you. It's hard to do damage to Jedi and there is little you can do to prepare in a battle with one. There is no commonly-available armor that defends against lightsaber damage, so your only chance is either staying away from them, or making them stay away from you. You can try knocking them down, but if they get back up they'll probably run at you faster than you could drop them again. Good luck.
Keep trying different things in PvP, and eventually you will get better. Don't expect to win all your battles after reaching Master. You still have a lot more exprience to earn that doesn't register in the game! Just realize what you did wrong, or could have done differently, and do what works best for you.
This concludes my Bounty Hunter Guide. I hope it helps. Thanks for reading!
- Darein Gi'Dei (AKA - Giles)
Master Bounty Hunter, Wanderhome

BuildExpertise

Swg Legends Bounty Hunter Expertise Build

PS - The SWG forums automatically removed some HTML code. If this ruined part of my guide, I apologize. Please tell me if part of it looks like it is missing so I can fix it for next time I submit one.

Swg Bounty Hunter Expertise Build
[Edit - I also wanted to point out that this guide is more for Master BH and not hybrids, although you're welcome to post guide for Hybrid BH's on this thread if you'd like. I just haven't mastered any complimentry skills yet so I couldn't comment on them.]

Message Edited by Giles025 on 10-14-200412:39 AM

Swg bounty hunter skills

DareinGi'Dei * Elder BH
Pikeminnow bounties... 'yah im MBF (master bounty fisher) with my +200 luck suit and my unyielding reeling attack' - Esoda
-o;=--- - -

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