The All-Encompassing Field Guide for Bounty Hunters Pt. 1 by Skryer Councilor - November 20, 2008
I have wanted to put an ultimate bounty hunter guide together for a very long time, and when I finally set out to piece together this "All-encompassing Guide to Bounty Hunters" I thought it would be a few small pages of tid-bits and helpful information. Those few pages grew into dozens, and ultimately 45 pages in my word processor. However, there is a reason behind the depth and complexity that is the Bounty Hunter. More than any other profession, the player that is a Bounty Hunter cannot simply play as a Bounty Hunter, they have to truly become a Bounty Hunter, through and through. And here's how to do it, piece by piece.
Topics Overview
I. Profession Overview
II. Player Bounty Hunting
III. Character Statistics
IV. Player Attributes
V. Preparing for Combat
VI. Buffs
VII. User Interface and Macros
VIII. Your first hunt
IX. Tactics
I. Bounty Hunter: Profession Overview
Bounty hunters chase the worst foes in the galaxy. These mercenaries learn to use whatever dirty tricks necessary must to bring the prey down.
When someone needs an enemy taken care of, they hire bounty hunters to do their dirty work. Tracking down and eliminating people are what bounty hunters do best. As a bounty hunter, you must learn the tricks of ambush and assault so your prey does not escape.
A good build is anything that consists of some basic boxes, mostly de-buffs and other tanking abilities. Expertise is there for you to tinker your template to what suits you as a hunter, so not one template works for everyone. Also there is no "alpha" build that will make you better then everyone else, so keep in mind that when choosing boxes. If you plan on being a melee BH, keep in mind that not all specials work with melee and you need to be ranged in order to get the full potential of your expertise.
Bounty Hunter: Core Skills
These are the skills that come inherently in the profession wheel. Rather than list the order in which you get them, I am going to lump together similar attacks, list the levels at which they improve, and give a description.
Assault
(Granted at CL 1, Progression is CL: 1, 10, 22, 30, 42, 54, 66, 70) - The default special attack of a Bounty Hunter, it is widely the most used Bounty Hunter Special. It does nothing special, other than cause more damage than the default attack. Usually used to bridge from one special to another while awaiting a cooldown timer to finish.
Ambush
(Granted at CL 4, Progression is CL: 4, 14) - A special attack that increases an opponent's vulnerability to critical hits. It debuffs your opponent, lowering their critical hit resistance (or increasing your critical hit chance, however you look at it).
Cripple
(Granted at CL 7, Progression is CL: 7, 18, 26) - A special attack that snares your opponent, and also does more damage than the default attack (although less than Assault)
Burn
(Granted at CL 46, Progression is CL: 46, 74) - An "AOE" or "Area of Effect" special attack that fires in a cone in front of you, hitting multiple enemies, and does more damage than a normal default attack. Burn does Heat Elemental Damage and has a 35m range.
Heal
(Granted at CL 7, Progression is CL: 7, 34, 58, 82) - The default heal for Bounty Hunter. This helps you recover some health at the cost of your action.
Tangle Bomb
(Granted at CL 38, Progression is CL: 38, 62, 86) - An "AOE" special attack that casts a net at the feet of the Bounty Hunter, and snares anyone who walks on it. Typically does little to no damage.
Razor Net
(Granted at CL 50, Progression is CL: 50, 70, and 90) - An "AOE" special attack that casts a net at the feet of the Bounty Hunter, and snares anyone who walks on it. Razor Net also does "tick" damage (damages an opponent a set amount for a set number of times) and grants a chance at "DOT" (Damage over Time) damage by way of a bleed.
Bounty Check
(Granted at CL 86, Progression is CL: 86) - This skill checks to see if a random, non-elite NPC is actually a fugitive in hiding. If the NPC is, and is revealed, the Bounty Hunter engages with the NPC while Duel of the Fates plays as the combat music. Upon killing the fugitive, a collection is opened: Find and kill all 10 of the different hiding fugitives using Bounty Check, and you will be granted a Master Crafted EE3 Carbine or DC-15 Rifle schematic, which you can take to a crafter to be made. The Collection is repeatable by visiting the Bounty Check Collections NPC in the Bestine Cantina.
Conceal Device
(Granted at CL 90, Progression is CL: 90) - A 30 Second Buff that automatically conceals any factional traps you set down. Cooldown is 40 Seconds.
Detect Camouflage
(Granted at CL 90, Progression is CL: 90) - A skill that allows a Bounty Hunter to potentially detect a nearby cloaked character.
Bounty Hunter: Expertise
For each Expertise skill box, I will have a (*/#) after it, with a number in place of the #. That number is the number of points that can go into the box. I will also list any dependencies.
Bounty Hunting Tree:
Tier I:
Assault Efficiency (*/4) = Reduces the action cost of Assault Special Attacks by 5% per point spent.
Absorption (*/4) = Increases Kinetic armor protection by 125 per point spent. (Is a Requirement for Tier II Deflection)
Ambush Efficiency (*/4) = Reduces the action cost of Ambush Special Attacks by 5% per point spent.
Lethal Mechinations (*/4) = Increases the Damage of Cripple Special Attacks by 5% per point spent.
Tier II:
Intense Assault (*/3) = Increases the Damage of Assault Special Attacks by 2% for 1 point, 5% for 2 points, and 10% for 3 points. (Is a Requirement for Tier II Return Fire)
Return Fire (*/1) = Buff that allows you to Automatically Retaliate against attacks made against you. (Dependant on having the Intense Assault skill box)
Ambush Intensity (*/3) = Increases the Damage of Ambush Special Attacks by 2% for 1 point, 5% for 2 points, and 10% for 3 points.
Trap Extension (*/2) = Increases the Radius of Razor Net and Web Bomb by 1 meter per point.
Tier III:
Rapid Assault (*/2) = Reduces cooldown time on Assault Special Attacks by 5 seconds per point. (Is a Requirement for Tier V Innate Assault)
Antagonize (*/1) = A "Taunt" attack that makes NPCs attack you instead of other group members. (Is a Requirement for Tier IV Fumble)
Deflection (*/4) = Increases Energy armor protection by 250 per point spent. (Dependant on having the Absorption skill box)
Swift Ambush (*/2) = Reduces cooldown time on Ambush Special Attacks by 5 seconds per point. (Is a Requirement for Tier IV Advanced Ambush)
Cruelty (*/3) = Increases the Snare Duration of Cripple, Razor Net, and Web Bomb by 1 second per point spent (Is a Requirement for Tier IV Intimidating Strike)
Tier IV:
Fumble (*/1) = A combination "Taunt" like in Antagonize, and a debuff that makes your opponent more likely to hit glancing blows when they attack, reducing incoming damage.
(Dependant on having the Antagonize skill box; Is a Requirement for Tier V Stun)
Ambush (*/1) = A quick high powered attack that increases your target's vulnerability to critical hits and reduces their armor rating. Once applied it breaks 20% of targets armor in PvP for 4% on a stack of 5, or 400 per stack to a max of 2k on a PvE target. This is changing to 6% per stack in pvp and 600 in pve to a max of 30% in GU5. (Dependant on having Swift Ambush)
Advanced Ambush (*/1) = Increases damage by 2% as well as increases the Bounty Hunter's chance to score a critical hit with ambush line attacks to 10%. (Dependant on having Ambush)
Intimidating Strike (*/1) = An attack that targets your opponent's action pool. (Dependant on having the Cruelty skill box; Is a Requirement for Tier V Dread Strike)
Tier V:
Innate Assault (*/1) = A Buff that gives a 20% chance that you can fire an Assault Special Attack with no action penalty. (Dependant on having the Rapid Assault skill box)
Stun (*/1) = A combination "Taunt" like in Antagonize, and a root that prevents your opponent from attacking. (Dependant on having the Fumble skill box)
Shields (*/1) = Puts up a defensive barrier for a short time, that increases both Energy and Kinetic Resists by 10,000. Has a 3 minute cooldown timer. (Dependant on having the Deflection skill box)
Man Hunter (*/4) = Increases the chance to hit a humanoid in PvE and PvP with a critical by 1% for 1 point spent, by 2% for 2 point spent, by 3% for 3 point spent, and by 5% for 5 point spent.
Dread Strike (*/1) = Attack that decreases opponent's damage by 25 % and healing by 50% for 15 seconds; has a 30 second cooldown. (Dependant on having the Intimidating Strike skill box)
Bounty Specializations Tree:
Tier I:
Endurance (*/4) = Increases Stamina stat by a total of 10 for 1 point, 20 for 2 points, 30 for 3 points, or 50 for 4 points.
Marksmanship (*/4) = Increases Precision stat by a total of 10 for 1 point, 20 for 2 points, 30 for 3 points, or 50 for 4 points.
Evasion (*/4) = Increases Agility stat by a total of 10 for 1 point, 20 for 2 points, 30 for 3 points, or 50 for 4 points.
Pain Tolerance (*/4) = Increases Constitution stat by a total of 10 for 1 point, 20 for 2 points, 30 for 3 points, or 50 for 4 points.
Tier II:
Carbine Efficiency (*/4) = Reduces the action cost of Specials while using a carbine by 3% for 1 point, 6% for 2 points, 10% for 3 points or 15% for 4 points.
Rifle Efficiency (*/4) = Reduces the action cost of Specials while using a Rifle by 3% for 1 point, 6% for 2 points, 10% for 3 points or 15% for 4 points.
Tier III:
Carbine Accuracy (*/2) = Increases damage when using a carbine by 2% for 1 point, or by 5% for 2 points. (Is a Requirement for Tier IV Deadly Strikes)
Rifle Marksmanship (*/2) = Increases damage when using a rifle by 2% for 1 point, or by 5% for 2 points. (Is a Requirement for Tier IV Sniper Shot)
Kinetic Defense (*/4) = Increases the Kinetic Armor value by 250 per point.
Energy Defense (*/4) = Increases the Energy Armor value by 500 per point.
Tier IV:
Deadly Strikes (*/1) = Grants an innate 10% Critical Hit bonus per point when using a carbine, and extends the carbine's range 10 meters per point. (Dependant on having the Carbine Accuracy skill box, Is a Requirement for Tier V Relentless Onslaught)
Sniper Shot (*/1) = A high powered attack launched from the prone position; requires the use of a rifle. (Dependant on having the Rifle marksmanship skill box, Is a Requirement for Tier V Take Cover)
Melee Defense (*/3) = Grants extra protection against melee attacks by increasing the Block skill Modifier by 1% for 1 point, 3% for 2 points, or 3% for 3 points; requires that
the user be wearing Assault Armor (aside from gloves and boots). (Requirement for Tier V Power Assisted Sprint)
Ranged Defense (*/3) = Grants extra protection against ranged attacks by increasing the Dodge skill Modifier by 1% for 1 point, 3% for 2 points, or 3% for 3 points; requires that the user be wearing Assault Armor (aside from gloves and boots). (Requirement for Tier V Duelist Stance)
Tier V:
Relentless Onslaught (*/1) = Buff that reduces Action Costs by 75% for 15 seconds, and has a 2 minute cooldown. (Dependant on having the Deadly Strikes skill box)
Take Cover (*/1) = Buff that grants increased defenses and invisibility to enemy Radar. Buff lasts 40 seconds. - requires user be in prone position and have a rifle equipped. (Dependant on having the Sniper Shot skill box)
Power Assisted Sprint (*/1) = Increases movement speed by 60% and breaks/prevents snares (can be rooted by Jedi and Dire Snare and will not break Officer/Smuggler snares) for 30 seconds; has a 3 minute cooldown; requires that the user be wearing Assault Armor (aside from gloves and boots). (Dependant on having the Melee Defense skill box)
Duelist Stance (*/1) = Buff that grants a 15 second Reactive Heal (heals you when you are taking damage). Top Duelist Stance Heal is 950 per tic, and kicks in every 3 seconds you are hit. Cooldown is 2 Minutes. (Dependant on having the Ranged Defense skill box)
II. Player Bounty Hunting
How a player bounty is marked:
Any player in the game can declare "Special Forces" and then engage in Player-vs.-Player combat.
As players engage in PvP battles, they will automatically accumulate credits on their total bounty.
If you are killed in PvP combat, you will also have the option of placing a bounty on the player who killed you in combat.
A window will open so you can set the bounty. The window will display the maximum and minimum bounty amounts, as well as your current funds.
The bounty can be any amount from 20,000 credits to 1,000,000 credits.
If a player defeats enough enemies in PvP combat, they will have enough credits on their bounty to show up on the bounty hunter terminals located throughout the galaxy.
Any bounty hunter can then take a player bounty mission from the bounty hunter terminal (bounty hunters will not know the names of specific characters by taking these missions).
These missions are anonymous. The Bounty Hunter knows only that he is hunting another player and the faction alignment of their mark.
Up to three (3) bounty hunters can take a mission on the same target.
Bounty Hunters earn the total amount of bounty credits on the target (and only the bounty credits). The Bounty Hunter will also earn extra faction points if they complete a bounty on someone of the opposing faction or lose faction points for completing a bounty on someone of the same faction.
The maximum total amount of bounty credits that any single player can have on them at one time is 20,000,000 credits.
A player bounty may not be marked:
Players cannot have a bounty placed on their character by another player until they are level 20 or above.
A player cannot place bounty credits if their character's death is the result of a duel.
A player cannot place bounty credits if their death is the result of the mission target killing the Bounty Hunter.
Neither the Bounty Hunter nor their mission target can place a bounty on the other player as a result of the bounty mission PvP death.
A player cannot place bounty credits if they do not have enough money to meet the minimum bounty amount requirement.
How a Bounty Hunter tracks their target:
Bounty Hunters start by taking a player bounty mission from any Bounty Hunter mission terminal throughout the galaxy.
Bounty hunters can then use their bounty hunting tools (bounty hunting droids, etc.) and prowess to track down their mission target.
A bounty hunter cannot access PvP Bounty missions until they are level 22 (the level at which they gain droid tracking), and players will not appear on the PvP bounty list until their character is at least level 20 or above.
When a Bounty Hunter finds their mark:
Once a Bounty Hunter takes a player mission, they are flagged for PvP combat with their target.
Bounty Hunters get first strike in combat. Smugglers have a "Shoot First" ability that can be used if the Bounty Hunter has their mission.
Once a Bounty Hunter makes a move and attacks their bounty target, the target player can attack back immediately (note that all PvP rules are still in effect!).
If a bounty hunter successfully kills their mission target, the bounty hunter will earn all of the bounty credits their target.
Any Bounty Hunters who might also have the same mission target will be notified that the target is no longer valid when the mission target is slain.
If the bounty hunter is killed by the target of his/her bounty mission, the hunter fails the mission and will need to get a new mission. In this case, the target keeps the bounty on his/her head and other bounty hunters may continue to hunt the target.
Bounty Hunter / Player Bounty Attacks:
Once a Bounty Hunter takes a player mission, they are flagged for PvP combat with their target. Once a Bounty Hunter makes a move and attacks their bounty target, the target player can attack back immediately.
ALL PvP rules are still in effect so if both a Bounty Hunter and their mark are declared for full PvP combat, either player may attack the other player at any time.
Once the PvP combat encounter begins, players that are factionally opposed to the Bounty Hunter can assist the target in killing the Bounty Hunter and visa versa; players that are factionally opposed to the target can help the Bounty Hunter kill their target.
However, the Bounty Hunter must be the player delivering the death blow in order to win the mission (and get the payout).
Additional Player Bounty System Details:
Once a Bounty Hunter takes a player bounty mission, they will be flagged for PvP combat 10-20 seconds after they take the mission. The PvP flag remains in effect for as long as the mission is active.
All PvP rules are in effect. That means that if you are declared "Special Forces" or engaged in a Guild War all PvP rules still apply.
Bounties placed on a player are cumulative. If multiple bounties are placed on a player, their overall bounty amount will increase.
A single player can have multiple bounties on them.
No bounties will be accumulated for combat with creatures or NPCs (PvE) whether they are faction NPCs or not. Player Bounties are only accumulated for PvP combat.
Player Bounty Missions have Faction Point bonuses and penalties. Bounty Hunters who kill targets of the opposite faction will earn a faction point bonus and killing a target of the same faction will get a faction point penalty.
Bounty icons are no longer used.
The /bountycheck command will still be used for NPC mission targets, but will not do anything when used on a player target.
If a player has multiple bounties on them, the Bounty Hunter will collect all of the bounty rewards on their target.
Players who try to log out as a way to escape a bounty hunter will find that their character will stay in the world. Their character can (and probably) will be killed by the bounty hunter.
Players may not place bounties if their character is killed in a duel.
Here is an example of how Player Bounty Hunting might happen:
An Imperial player kills a Rebel player in PvP combat. A window will pop up asking the Rebel if he or she wants to take out a bounty on the Imperial player. The Rebel player can choose to take out the bounty. At they time, they will be asked for the amount of credits they wish to make the bounty (up to a maximum of 1,000,000 credits). The bounty is effective immediately.
This will deduct the specified amount from your bank account or from your cash on-hand and added the bounty to your killer. A player with a bounty will always display as red on the Bounty Hunter's radar as soon as the PvP flag is set. Bounty Hunter droids are only used to track the target and are not necessary to complete the mission.
III. Character Statistics
Your characters statistics can be viewed on the Character window. By default this is assigned to the C key.
Health and Action
Heath - Health is a measure of your physical condition. It is a pool that is reduced every time you take physical damage. Should it reach zero, you will be incapacitated. Some enemies will instantly kill you when your health reaches zero.
Action - Action is a measure of how rested your character is. As you grow tired, you will see your Action pool being depleted. A task cannot be attempted unless you have enough Action to attempt it, such as special moves.
There have been significant changes to the internal workings of our combat engine. Game play for the end user should remain unchanged, but some new results are possible once you pull the trigger.
New Values: Miss, Dodge, Block, Parry, Strikethrough, Evasion and Punishing Blow
Miss
NPCs and players with ranged weapons in Auto-Aim mode have a base 5% chance to miss their target. Factors such as debuffs and movement increase the player's chance to miss.
Buffs and the strength stat reduce the chance to miss.
The base miss chance for melee and ranged in Manual-Aim mode is 0%.
Dodge
Dodge is a defender attribute that gives a chance to avoid incoming damage. On a successful roll, the attack will be treated as a miss and no damage will be applied.
Block
Block is a defender attribute that has a chance to mitigate additional damage based on the defender's block score. Block mitigation is applied after armor so it is possible to
reduce incoming damage to 0 with a high enough Block Value.
(Block Value + Strength) / 2 + 25 = Block Value
Parry
Parry is a melee defender attribute that will allow the defender to negate a successful attack. Normal parry can only block other melee attacks though Lightsaber weapons can parry ranged attacks as well.
Strikethrough
Strikethrough is a type of critical which instead of adding damage will bypass a % of your target's armor. Strikethrough amount is based on the attacker's Strikethrough Value.
Evasion
Evasion is a defender attribute that will allow the target to avoid a % of damage from an Area Effect attack. The amount of % evaded is determined by the defender's Evasion Value.
Punishing Blow
A punishing blow is a type of critical only available to NPCs that do 150% damage. Elite and Boss category NPCs (as well as those higher level than the player), can land a punishing blow.
Glancing Blows
The damage reduction from a glancing blow has been reduced from 96% to 60%. In addition, Elite and Boss category NPCs (as well as those higher level than the player), have a natural chance to receive a glancing blow.
IV. Player Attributes
Constitution: Adds 8 max points to your Health Bar and 2 max points to your Action bar for every 1 point.
Stamina: Adds 8 max points to your Action bar and 2 max points to your Health bar for every 1 point.
Agility: Affects Dodge, Parry and Evasion Chance
Strength: Affects Block Chance, Block Value, Hit Chance, and adds a damage bonus to melee attacks.
Precision: Affects Parry, Block Chance, Critical Hit Chance and Strikethrough Chance.
Luck: Affects Dodge Chance, Evasion Chance, Evasion Value, Critical Hit Chance, Strikethrough Chance and Strikethrough Value. Luck also increases the chance of Lucky events.
The <<LUCKY!>> message in the combat fly text means you scored a critical hit. You'll notice that you hit for two times or more of your normal damage, this also works with heals in that you will heal for more damage.
You can also get Lucky kills in space and ground PvE combat (more XP and faction points for that kill), crafting (critical assembly) and selling junk to junk dealers (more credits for that sale).
Attributes to Hit Type Chance
100 points in Agility gives 1% Dodge, .5% Parry and 1% Evasion.
Every 100 points in Strength gives 0.5% Block, 50 points to Block Value and 1% to-Hit. 33% of your Strength is added as a Melee Damage Bonus to your weapon's damage range.
Every 100 points in Precision gives 0.5% Strikethrough, 1% Critical Hit Chance, 0.5% Parry, and 0.5% Block Chance.
Every 100 points in Luck gives 0.33% Dodge, 0.5% Strikethrough Chance, 10.0% Strikethrough Value, 0.33% Critical Hit Chance, 0.33% Evasion and 10% to Evasion Value.
Your Critical Hit Chance varies depending on the target, and is thus not displayed on the Character Sheet. Melee Damage Bonus, Strikethrough Value and Evasion Value are also not displayed on the Character Sheet.
Every 100 points in Combat Defense: Block, Combat Defense: Dodge, Combat Defense: Evasion, Combat Defense: Parry, Combat Offence: To-hit Bonus and Combat Offence: Strikethrough
You character has a base 500 points (5% chance) in Combat Defense: Block, Combat Defense: Dodge, Combat Defense: Evasion, Combat Defense: Parry and Combat Offence: Strikethrough.
Combat Offence: To-hit Bonus has a base chance of 0. Increasing your To-hit Bonus offsets your base chance to miss.
How the hit type for your attack is decided.
Post Chapter 7 Changes:
Defender combat actions and attacker combat actions are now independent checks. All combat modifying stats (Block, Parry, Crit hit chance, strikethrough chance and evasion) are all subject to diminishing returns. This comes into effect at 20%, and is subject to buffs from mods, pups and med buffs. Any bonuses attained via expertise or not subject to diminishing returns. So stacking Crit over 40% is pointless, as the diminishing returns formula with come into effect at 20%.
Precedence of Combat Results is as follows:
Miss, Parry, Dodge will NEGATE Hit, Critical, Strikethrough, Punishing Blow
Critical, Strikethrough will NEGATE Glancing Blow
Glancing Blow, Block, Evasion will MITIGATE Hit, Punishing Blow
Block, Evasion will MITIGATE Critical, Strikethrough
Armor: Kinetic, Energy, Heat, Cold, Acid and Electricity
Sum of the protection given to you by armor. Kinetic and Energy are the two main types of damage in SWG.
Heat, Cold, Acid and Electricity protect against certain elemental damage and also provide Resistance and Absorption to certain Damage over time effects.
Armor DoT Absorption.
Damage caused by Damage Over Time (DoT) effect is reduced via armor protections as indicated below:
There is now a secondary resistance check on each DoT "tick" that will give a chance to resist for partial damage.
Different armor types add an increase resistance to certain DoT types based on the number of slots covered by that armor type. The effect becomes most pronounced when wearing a similar type of armor over all slots that normally offer protection.
Assault Armor: Resistant vs. Fire/Acid
Battle Armor: Resistant vs. Poison/Energy
Recon Armor: Resistant vs. Bleed/Disease
The following information is the approximate total Resistance that each piece will attribute:
Chest = 22.6% chance to resists DoT type
Pants = 12.6% chance to resists DoT type
Helmet = 8.4% chance to resists DoT type
Arm Pieces = 4.1% chance to resists DoT type
You can mix and match the armor you wear to come out with your overall resistance possible.
V. Preparing for Combat
Equipment: We will now take a look at the following Equipment needed in Combat Preparation. Armor / Clothing / Jewelry Weapons Grenades Instant Stimpacks Cybernetics Droids
Top of the line crafted armor is far superior to looted armor, crafted armor can still be made with up to +350 health bonus and you can customize the stats on your armor by using Armor Attachments.
Personal Shield Generator - 2400 Energy Resist, 65% recharge time. Note: Absorbs energy damage from ranged attacks only.
What those armor ratings mean:
8200 = Absorb 56.58% of damage
7000 = Absorb 52.50% of damage
6000 = Absorb 48.00% of damage
5000 = Absorb 42.50% of damage
Some armor chest pieces do not allow you to wear the bracers and arms, the Mabari Chest Piece for example. Tantel does however. The only advantage of wearing more armor pieces is that you can have extra mods from the armor pieces.
A good Armorsmith can make armor with custom resists, for instance more Kinetic and Energy resists at the expense of Elemental resists. See your local Munitions Trader for more info.
Once you have your armor, you can add some clothing, jewelry and Armor and Clothing Attachments to increase your Stats. The best source for jewelry items are cl92 Elite NPC's
and the best Armor and Clothing attachments come from Munitions and Domestic traders respectively.
These are the locations where you can equip non-armor items:
Non-Armor:
Necklace
Ring x 2
Bracelet x 2
Shirt (can apply an "Exotic" attachment)
Boots
Gloves
Belt - You may prefer the extra protection of a Personal Shield Generator.
Backpack
That gives you a lot of room for stat boosts without giving up armor resists. Profession rewards belts also have stats, but take the place of a Personal Shield Generator.
Armor:
Helmet
Chest (can apply an "Exotic" attachment)
2 x Biceps
2 x Bracers
Legs
Traders can also supply you with Armor, Clothing and Weapon powerups! These have limited use and each use lasts for a set time only.
Treasure Map Loot
Schematic For Ayelixe/Krongbing Textiles Survival Backpack V2 (+20 Constitution, Stamina, Agility, Strength, and Luck)
There are jewelry sets you can buy after obtaining enough tokens from completing the Aurellian Instances.
Flawless Set
Flawless Necklace
Each piece grants 30 to Luck, and 50 to Precision
The 3 piece set grants the BONUS ABILITY - Flawless strike, this ability has a 25% chance to activate 'Flawless Bead' which reduced the chance that following attacks will be
Dodged, Parried, Blocked, or Glancing by 65%.
The 4 piece set grants a 15 second reduction to the time of Flawless Strike. Increases the chance of Flawless Bead to activate by 15% (Will now be at 40%)
The 5 piece set will grant you 150 to Luck, and 250 Precision. The Flawless Strike ability will now have a 30 second reduction on the cooldown. Increases the chance of Flawless
Bead to activate by 75% (will now be at 100%)
Current CAP - 120 to Luck, and 220 to Precision. 15 second reduction on Flawless Strike and 40% chance to activate Flawless Bead
Dire Fate Set
Necklace of Dire Fate
Each piece grants 1 to Dire Root Chance, 1 to Dire Snare Chance, 2 to Cripple Fast Attack
Chance
The 5 piece set will grant you +45% to Dire Root Chance, +45% to Dire Snare Chance, +35 to Cripple Fast Attack Chance
Current CAP - 10% Cripple Fast Attack Chance, 20% Dire Snare Chance, 20% Dire Root Chance Enforcers Set
Enforcer's Necklace
Each piece grants 1 to Assault Action Cost, 1 to Ambush Action Cost, 1 to Return Fire Duration, 1 to Assault Cooldown
The 5 piece set will grant you +10 Assault Action Cost, +10 Ambush Cooldown, +10 second to Return Fire Duration, 1 second cooldown reduction to Assault, 75 second reduction to
Return Fire Cooldown.
Current CAP - +5 Assault Action Cost, and +5 Return Fire Duration
Heroism
Necklace of Heroism
Each piece grants 30 to Luck, 30 to Precision, and 30 to Strength
The 5 piece grants 150 to Stamina, Agility, and Constitution
TOTAL STAT MODIFICATION 150 Stamina, Agility, Constitution, Luck, Precision, Strength
Current CAP - 120 to Luck, Precision, Strength, 90 to Stamina, and Agility
Weapons:
Weapons do either Energy or Kinetic damage and some have a bonus elemental damage, so it is advantageous to take into account the armor resists of your target, are they weaker to Energy or Kinetic attacks? Known issue : Mobs currently do not display armor values, only applies to PvP combat.
Sometimes there are different versions available of the same weapons with different stats.
Top tip: Remember, you don't have to click your mouse button like crazy to fire, just hold the attack button down!
The Following are the best weapons for a Bounty Hunter based on expertise and the community's picks.
*Weapon choice is very important and there are a wide array of weapons to choose from.
Carbine - fast speed (0.6), medium damage - typically 0-50m range.
Elemental damage on a weapon gives you a chance to execute certain special effects.
Heat = On Fire - You are losing Health due to being on fire (1 tick of your weapons maximum damage as Fire DoT Damage per second) - Duration 3 seconds. Cold = Cold Critical - Freezing Blow - Vulnerable to more damage - Duration 3 seconds. Electricity = Electric Critical - Muscle Spasms - Trivial Hit Chance Increased by 75.00 - Duration 3 seconds. Acid = Dissolve Armor - Vulnerable to Critical Hits - Duration 3 seconds.
When any of these effects wear off the target receives this buff icon:
Recovered - Immune to some critical effects - Duration 6 seconds.
Procedure Effects
You can also supplement your weapon damage by adding items that cause a "Proc", or Procedure Effect.
Some come in an item buff form, like the Mustafarian Distance Globe (ranged only), some are on the weapons themselves like the Caller of Storms sword, and some come in the form of a buff activated by wearable jewelry like the Amoebic Discharge Bracer (ranged and melee).
A Proc has a random chance to fire and performs an extra damage attack in the range of 200-600 damage.
You can combine the Proc on a weapon with a Proc buff details below, the Cyborg Lightning Arm proc (melee only) and the proc from the Synaptic Focus Crystal and all four will have a chance to fire.
Examples of available Proc buffs :
Amoebic Discharge Bracer (Right arm Bracelet) - Toxic Shock - Will fire in Ranged and Melee combat
Bio-Capacitance Discharge Bracer (Right arm Bracelet) - Static Strike - Will fire in Melee combat only
Explosive Pellet Bracer (Right arm Bracelet) - Explosive Pellet - Will fire in Ranged combat only
Mustafarian Distance Globe (Reusable buff item) - Mustafarian Heat Shock - Will fire in Ranged combat only, Duration Permanent (Known Issue), 2 minute Cool down (possibly bugged, some reports of random 30 minute cool down)
Fiery Strike (Improved) (Consumable buff item) - Fiery Strike - Will fire in Ranged and Melee combat, 5 uses, Duration 3 minutes.
Overwhelming Shock Device (Consumable buff item) - Overwhelming Shock - Will fire in Ranged combat only, 10 uses, Duration ? minutes.
Toxic Weapon Spray (Consumable buff item) - Toxic Spray - Will fire in Melee combat only, ? uses, Duration ? minutes.
Capacitor Overcharger (Consumable buff item) - Overwhelming Shock - Will fire in Ranged combat only, ? uses, Duration ? minutes.
Grenades
Anyone can use grenades, they act like a free special move so are well worth using. Find them on the Bazaar or talk to your local munitions trader.
It is possible to "chain" grenades using multiple stacks of different grenade types.
Instant Stimpacks
These can be used to supplement your healing abilities, A to D are no longer craftable so get them while you can! All instant stimpacks have a one minute timer before you can use another.
Instant Stimpack - A - CL1 - approximately 100-200 heal.
Instant Stimpack - B - CL15 - approximately 150-400 heal.
Instant Stimpack - C - CL35 - approximately 250-800 heal.
Instant Stimpack - D - CL60 - approximately 400-1200 Heal
Experimental Stimpack E - CL80 (Looted from Forward Commander MKI) -1500 Heal
Publish 27 granted players a no-trade gift item of a "Concentrated Bacta Tank" which heals you to full health when not in combat and can be used once every 30 minutes. This has been used to great effect by Jedi and Spies who cloak to break aggro, use the Concentrated Bacta Tank to heal fully then continue the fight.
Galactic Civil War Instant Stimpacks
Military Stimpack E - Healing Power: 5500 (Health)
Military Adrenaline Injection E - Healing Power 2750 (Action)
Military Dexterity Enhancement - This is a military grade enhancement that boosts the user's dexterity.
Military Pain Numbing Powder E - Effect Increases Energy and Kinetic Protections by 500 - 30
Minutes Military Damage Booster Pack E - Effect: Increases Damage Done by 250 - 3 Minutes
Military Personal Reactive Shield E - Effect: Does 300 Damage to Attacker - 30 Seconds
Military Reactive Stim Injector E - Healing Power: 950 (Health) - 10 Seconds
Military Reactive Adrenaline Injector E - Healing Power: 300 (action) - 10 Seconds
Military Critical Reactive Stim Injector C - Effect: Attempts to heal for 2500 Health at time of death and increases defense for a short time - 30 Minutes
Rallying Banner - (CL 75) This banner will greatly increase the morale of friendly troopers in its vicinity, increasing their combat ability.
Rallying banner gives a buff to your surrounding players depending on your profession. They are placed as banners on the ground and are static for 3 mins.
You get the banner as a 10 use item, then you can place one every three minutes and have to go back and get a new one after you have spent all 10. Buffs refresh every time you go near the banner.
Jedi - Aura of the Force - 100 Strength - 10 Minutes
Officer - Aura of Command - 100 Precision - 10 Minutes
Commando - Aura of Destruction - Chance to Fire an Additional Effect - 10 Minutes
Spy - Aura of the Hidden - 100 Agility - 10 Minutes
Bounty Hunter - Aura of the Assassin - Critical Hit Change Modified by 5% - 10 Minutes
Medic - Aura of Health - 100 Constitution - 10 Minutes
Smuggler - Aura of Luck - 100 Luck - 10 Minutes
Cybernetics
Cybernetic limbs are awarded as quest rewards. These can be fitted by NPC's in Medical Centers in some large cities like Coronet on Corellia, Theed on Naboo and Mos Entha on Tatooine.
Cyborg Strength Arm (left - 4800 armor): Awards a buff special of +200 Strength and +100 Stamina that will be in effect for 1 minute. This ability may be used once every 10 minutes. Quest reward from Doctor Kinesworthy, Myyydril village, Kashyyyk /way -356 -453.
Cyborg Revive Arm (left - 4800 armor): Awards an ability to resurrect others. It may be used once every 30 minutes. Quest Reward from Nurse Yraka, Myyydril village, Kashyyyk /way -305 -477.
Cyborg Sure Shot Arm(left - 4800 armor): Awards a ranged damage special move with no action costs. This ability may be used once every 4 minutes. Quest reward from Qakkee, Bestine, Tatooine /way -1399 -3664
Cyborg Lightning Arm (right - 4800 armor): Awards a melee damage special move with no action costs. This ability may be used once every 6 minutes. This cybernetic also has a melee proc. Loot from Necrosis, Myyydril caverns, Kashyyyk
Cyborg Armor Arm (right - 5700 armor): Provides a level of armored defense as if you were wearing a bicep and bracer as armor. Quest reward from Doctor Kinesworthy, Myyydril village, Kashyyyk /way -356 -453.
Cyborg Critical Snipe Arm (right - 4800 armor): Awards a ranged damage special move with no action costs. This ability may be used once every 10 minutes. Quest reward from Doctor Kinesworthy, Myyydril village, Kashyyyk /way -356 -453.
Droids
You can acquire a combat droid from an Engineering Trader or the Bazaar. They can have a maximum combat level of 60 and help you attack combat targets. Combat Droids are effectively a free Damage over Time attack and come in either Melee or Ranged Combat versions.
You can use macros to command your droid (see User Interface and Macros section).
Beasts
A combat pet can assist you in combat, they can be a maximum of combat level 90 and they can learn a maximum of five different special attacks.
Example specials are listed below.
Bite - Single target damage
Bolster Armor - Increases armor rating
Charge - Single target root
Claw - Single target damage
Defensive Stance - Increases glancing blow and avoidance
Disease - Single target action DOT
Enfeeble - DPS debuff
Flank - Increased critical chance debuff
Hamstring - Single target snare
Health Leech - Single target health steal
Poison - Health Poison DOT
Provoke - Increases hate against pet
Puncture - Armor piercing single target damage
Shaken - Increased damage debuff
Slash - Health Bleed DOT
Stomp - Circle AOE damage
Wind Buffet - Glancing blow debuff