SWG Wiki
Advertisement
So... You want to be a Bounty Hunter, do ya?

by shibishomefry, Badgersmaker, &; Zion

Note: Work in Progress... Need Input.

I. 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.


Skills

  • Ranged Combat
  • Bounty Hunting
  • Melee Combat
  • Capture Techniques


Bounty Hunter Base Statistics

  • +20 Luck
  • +60 Precision
  • +40 Strength
  • +80 Constitution
  • +80 Stamina
  • +80 Agility


Essential Links


Now that we have the introduction out of the way, let's talk about expertise builds, and some of their abilities.

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 than everyone else, so keep in mind that when choosing boxes.


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, 7)
  • 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.


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)
  • Advanced Ambush (*/1) = A powerful attack that increases your target's vulnerability to be hit with Critical Strikes. and also reduces your target's armor by 4500. (Dependant on having the Swift Ambush skill box)
  • 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 250 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 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 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.
  • Once a Bounty Hunter makes a move and attacks their bounty target, the target player can attack back immediately (Please 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 vice 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.


[Guide: Tracking Marks at the Nova Orion Station


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

  • 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.


Sub Stats:

  • 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 gives 1% chance to execute each attack.
  • 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. Chapter 7 Changes:

Defender combat actions and attacker combat actions are now independent checks.

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


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:

  • Bleeding/Disease DoT - Cold Elemental Resistance
  • Poison/Acid DoT - Acid Elemental Resistance
  • Fire DoT - Heat Elemental Resistance
  • Energy DoT - Electricity Elemental Resistance

What this translates to:

Note: All percentages are approximate values with a standard deviation of 1% Elemental Resist - % of DoT absorbed.

  • 1000 - 6%
  • 2000 - 12%
  • 3000 - 17%
  • 4000 - 22%
  • 5000 - 25%
  • 6000 - 28%
  • 7000 - 30%
  • 8000 - 32%
  • 9000 - 34%
  • 10000 - 35%
  • 11000 - 37%
  • 12000 - 38%
  • 13000 - 39%
  • 14000 - 40%
  • 15000 - 41%


Armor DoT Resistance

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

  • Armor / Clothing / Jewelry
  • Weapons
  • Grenades
  • Instant Stimpacks
  • Cybernetics
  • Droids


Buffs

  • Veteran
  • Profession
  • GCW
  • Usable Item (non consumable)

Group 1 - Unrestricted Buffs. Group 1a - Targeting Assistance/Healers Touch Group 2a - Mustafarian Rewards and Cube Products (Buff slot, group 2a cooldown). Group 2b - Mustafarian Rewards and Cube Products (Stim slot, group 2b cooldown). Group 2c - Mustafarian Rewards and Cube Products (Stim slot, group 2c cooldown).

  • Chef
  • Spice
  • Stims

________________________________________

Equipment:

Armor / Clothing / Jewelry

  • 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.


Typical crafted armor stats:

  • Reconnaissance - Energy : 7000, Kinetic : 5000, Elemental : 6000
    • Appearances: Mabari, Tantel, Ubese, Ithorian Guardian, Kashyyykian Ceremonial, and Factional


  • Battle - Energy : 6000, Kinetic : 6000, Elemental : 6000
    • Appearances: Bone, Marauder, Padded, Ithorian Defender, Kashyyykian Black Mountain, R.I.S. (quest), Factional and Clone Trooper.


  • Assault - Energy : 5000, Kinetic : 7000, Elemental : 6000
    • Appearances: Chitin, Composite, Ithorian Sentinel, Kashyyykian Hunting, Factional, Bounty Hunter and Mandalorian.


  • 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. Here is an example of a fully modded suit:

• Head: +35 Strength, +35 Precision, +35 Luck
• Left Biceps: +35 Strength, +35 Precision, +35 Luck
• Right Biceps: +35 Strength, +35 Precision, +35 Luck
• Left Bracer: +35 Strength, +35 Precision, +35 Luck
• Right Bracer: +35 Strength, +35 Precision, +35 Luck
• Pants: +35 Strength, +35 Precision, +35 Luck
• Boots: +35 Strength, +35 Precision, +35 Luck
• Belt: +35 Agility, +35 Precision, +35 Luck
• Bandolier: +35 Agility, +35 Precision, +35 Luck
• Gloves: +35 Agility, +35 Precision, +35 Luck
• Shirt-Exotic: Strikethrough Chance +5, Assault Crit Chance +4, PVP Crit +3
• Chest-Exotic: Strikethrough Chance +5, Assault Crit Chance +4, PVP Crit +3
• Weapon-Exotic: Strikethrough Chance +5, Carbine Crit Chance +3, PVP Crit +3
• Shirt-Powerup: Strikethrough Chance +7
• Chest-Powerup: Strikethrough Chance +4
• Weapon-Powerup: Luck +50

________________________________________ Treasure Map Loot

Misc
Schematic For Ayelixe/Krongbing Textiles Survival Backpack V2 (+20 Constitution, Stamina, Agility, Strength, and Luck)

Level 75: Adventurer Hiker & Hunter Toxin Resistant Wristband Prototype IV (right) (Bleeding, fire, poison resistance 8 )

Bounty Hunter

Level 75: Courier Wrist Communications Scanner SCNv4 (Droid speed 10, PVP critical chance 2, stamina 20)

Level 85: Blastech WrisTek - Wrist Assault Booster Zulu (Assault Action cost 4, Assault Critical chance 4, Assault Damage 4, Assault Freeshot 4)

________________________________________

Aurellian Jewelry

There are jewelry sets you can buy after obtaining enough tokens from completing the Aurellian Instances. The pics that follow also show how many tokens you need to acquire the set. Read the description of each item to get more information on the sets.

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.

Key: (Pa) Parts (S) Standard (M) Manufactured (Pr) Prototype (ORT) Old Republic Technology (LT) Lost Technology (F) Forward Firing Area of Effect (G) Ground Targeting Area of Effect

Weapon choice is very important and there are a wide array of weapons to choose from. Typically they fall into the following categories, with high level examples included for reference.

Carbine - fast speed (0.6), medium damage - typically 0-50m range.
• Sfor Republic Carbine (ORT) : Energy Damage 395 - 790, Cold Elemental Damage 34, Precision 12 (Can also be crafted with a socket)
• Nym's Slugthrower Carbine : Kinetic Damage 326 - 652, Acid Elemental Damage 22 (stats randomly vary)
• Modified X-1 Carbine : Kinetic Damage 395 - 790, Heat Elemental Damage 24 (Wookiee only)
• 'Whistler' Modified Carbine: Kinetic Damage 387-774, Acid Elemental Damage 26
• Master EE3 Carbine – (Still for Waiting Official Stats)

Rifle - slow speed (0.8 ), high damage - 0-64/65m range.
• Disruptor Rifle (ORT) : Energy Damage 527-1054, Electricity Elemental Damage 26, Precision 12 (Can also be crafted with a socket)
• Master Bowcaster : (Still for Waiting Official Stats) (Wookiee only)
• Guardian Heavy Lightning Rifle (Pr) : Energy Damage 530-1060, Electricity Elemental Damage 155
• Elite Tusken Rifle: Kinetic Damage 482-998, Acid Elemental Damage 26
• Master DC-15 - (Still for Waiting Official Stats)


________________________________________

These are the Profession rewarded weapons for a Bounty Hunter. • Rookie Bounty Hunter’s EE3
CL – 30 • Precise Lighting Cannon
CL – 50

The following links are from the SWG website and has all of the weapons in the game before Ch. 8.


Rifles


Carbines

________________________________________

Elemental Damage

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.

C12 Fragmentation Grenades - CL 1
C22 Fragmentation Grenades - CL 48
Cryoban Grenade - CL56
Glop Grenade - CL 64
Imperial Detonator - CL72
Proton Grenade - CL80
Thermal Detonator - CL80
Old Republic Grenades - CL88
Zicx-bug Bomb (Disabled)

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 biceps 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

Beast Master Guide v2: all you need to know or links to it

VI. Buffs[]

________________________________________

Veteran:

Favor of the Elders (Elder buff) - Group Enhancement. Constitution, Stamina and Agility +20, 15 minutes duration.

________________________________________

Profession:

You can have any and all of these Profession buffs active at once, they won't prevent you using any other buffs.

Medic

Nutrient Injection - +250 to Constitution, 30 minute duration.
Stamina - +250 to Stamina, 30 minute duration.
Enhance Strength - +80 to Strength, 30 minute duration.
Enhance Precision - +80 to Precision, 30 minute duration.
Enhance Agility - +80 to Agility, 30 minute duration.
Enhance Block - +20% Block Chance, 30 minute duration.
Enhance Dodge - +5% Dodge Chance, 30 minute duration.
Entertainer


Build a Buff http://i2.photobucket.com/albums/y45/Badgersmaker/buildabuff.jpg

Officer • Tactics (Mark 9) - 5% Chance to Dodge, Constitution + 70, Chance to receive critical hits is reduced by 10%. Duration 4 minutes 30 seconds.
• Inspiration (Mark 6) - Action costs modified by 5%. 2800.00 action restored.
• Focus Fire (Mark 6) - Strikethrough Chance is modified by 32% Critical Chance is modified by 5%, Chance to bypass opponents armor and the amount of armor. Duration 4 minutes 30 seconds
• Charge! - Modify movement speed. Damage output modified by 10.00%. Action costs modified by 10.00%. Prevent movement impairing effects.
• Scatter! - Modify Movement Speed. Chance to receive glancing blow is modified by 5.00%. Prevent movement impairing effects. Also breaks snares and roots.
• Last Words - Heal, Action heal, Dodge chance, and Speed boost (when officers dies).

Commando

Base of Operations - +500 armor group buff ________________________________________ Galactic Civil War Rank Buffs

Retaliation: After years in the battlefield, your mind has instinctively learned to suppress pain by immediately counter-attacking your enemies. As you are wounded, so shall they be wounded.
Granted at: Rank 7 (Lieutenant/Lieutenant)
Duration: 2 Minutes
Recharge: 10 Minutes
Description: A proc effect where you have the chance to attack the enemy back each time you are damaged. Usually about 200-300 damage.

  • Note: Does not work with heavy weapons

Adrenaline Rush: Through countless battles, fear has hardened you for combat allowing you use an adrenaline rush to your advantage. Your combat skills are quickened in the face of danger.
Granted at: Rank 8 (Captain/Captain)
Duration: 2 Minutes
Recharge: 5 Minutes (Note: This is on the same timer as Unstoppable)
Description: Reactive action heal - Your action has the chance to be healed for 560 with each hit.

Unstoppable: Your body has become so used to pain and wounds that you ignore all but the most severe. When other solders would be on their knees begging for mercy, you will fight on... unstoppable.
Granted at: Rank 9 (Major/Major)
Duration: 2 Minutes
Recharge: 10 Minutes (Note: This is on the same timer are Adrenaline Rush)
Description: Reactive health heal - Your health has the chance to be healed for 950 with each hit

Last Man Standing: Seasoned by many battles, you alone have been the deciding factor between victory and defeat. Pushing yourself beyond the abilities of common soldiers, you are destined to be the last person standing.
Granted at: Rank 10 (Lt. Colonel/Commander)
Duration: 5 Minutes
Recharge: 10 Minutes
Description: You receive a 7500 heal upon incapacitation followed by a 100% glancing blows buff for 5 seconds.

Legendary Warrior: Soldiers and warriors throughout your faction recognize you as a legend. Your presence on the battlefield will dramatically boost the morale and combat abilities of those around you.
Granted at Rank 11 (Colonel/Colonel)
Duration: 3 Minutes
Recharge: 15 Minutes
Description: All allies within 50m range receive +200 to agility, +120 to Constitution and +750 to Energy and Kinetic Armor buff.

Imperial Airstrike: Your high rank in the Imperial army gives you the authority to call down a TIE Bomber to attack your enemies.* Granted at Rank 12 (General)

Rebel Airstrike: Your high rank in the Rebel Alliance gives you the authority to call down an X-Wing to attack your enemies.* Granted at Rank 12 (General)

  • Note: These abilities cannot be used indoors.

________________________________________

Usable Item (non consumable): I've put these into groups that share the same cooldown timers and buff "slots", for instance, if you use the Sith Holocron, you will start a one hour cooldown on all the buff items in that group, even if the cooldowns are shorter on the other items.

________________________________________

Group 1 - Unrestricted Buffs.

These buffs have their own buff slot and do not interfere with any other buffs, even ones in this group.

A focused Crystal (health) (Pre Publish 25 reward, no longer available) - +2000 Health, Duration 2 hours, 3 day cooldown. Multiple health crystals can be used one after the other as the cooldown is on the crystal itself.

A focused Crystal (mind) (Pre Publish 25 reward, no longer available) - +500 Action and Proc Effect, Duration 2 hours, 1 day cooldown.

Experimental Electrobinoculars - Detect Hidden +100, 15 minute duration. ________________________________________

Group 1a - Targeting Assistance/Healers Touch

These buffs have their own buff slot and only overwrite each other.

Target Enhancement Helm (Targeting Assistance) - +20 to Precision and Strength (counts as buff not item), duration as long as item is equipped, no cooldown.

Microsensory Mesh Gloves (Healers Touch) - +20 to Agility and Stamina (counts as buff not item), duration as long as item is equipped, no cooldown.

________________________________________

Group 2a - Mustafarian Rewards and Cube Products (Buff slot, group 2a cooldown).

Most non-consumable buffs, from loot, reward or cube recipes tend to go into this group.

Lair Crystal - Critical chance modified by 5%, Avoidance modified by 5%, 10% damage increase, Constitution +75, Luck +50, 3 minutes duration, 15 minute cooldown.

Shard of Retaliation - Luck, Agility and Constitution +200, 3 minutes duration, 15 minute cooldown.

Shard of the Serpent - Modify Poison, Disease, Bleeding and Fire Absorption + 50, 5 minutes duration, 60 minute cooldown.

Sith Holocron - Constitution and Stamina + 150, 3 mins duration, 60 minute cooldown.

Cooling Spray Unit - Luck +160, duration 30 seconds, cooldown 30 minutes.

Mustafarian Injector - +100 to Strength and Precision, 30 minute Duration, 2 minute cooldown.

Mustafarian Distance Globe - Chance to execute the Mustafarian Heat Shock effect in ranged combat only (extra damage), duration ?very short?.

Miners Medallion (Advanced Fire Prevention) - +100 to agility, duration 30 minutes, no cooldown (re-equip to reactivate).

Amoebic Discharge Bracer (Right) - Toxic Shock - Will fire in Ranged and Melee combat.

Bio-Capacitance Discharge Bracer (Right) - Static Strike - Will fire in Melee combat only

Explosive Pellet Bracer (Right) - Explosive Pellet - Will fire in Ranged combat only

Rare Nova Crystal, Nova Crystal Critical Hit - 3600 sec reuse time - lvl 80 <biolink>

Flask of Naris-Bud Tea, Naris-Bud Tea (+30 evasion chance?) - 1800 sec reuse time - X charges - lvl 80

Small Flask of Nerfmilk, (1 minute snare immunity buff)

Flask of Elba Water

Rare Rol Stone - Chance to strike through, 1000 action restored.

Rare Power Gem

Rare Corusca Gem

Rare Sasho Gem

Rare Ankarres Sapphire

________________________________________ Group 2b - Mustafarian Rewards and Cube Products (Stim slot, group 2a cooldown).

The following buffs can be activated with any of the buffs in group 2a active at the same time (cooldown permitting), but will activate cooldown for all buffs in groups 2a and 2b

Anti-Mobility Dampening Device - Immune to all snares, duration 20 seconds, 30 minute cooldown.

Revitalization Pack - Constitution, Agility and Luck +200, duration 3 minutes, cooldown 30 minutes.

Sprint Enhancement Stim - Burst Run for 1 minute, cooldown 30 minutes.

Synaptic Stimulation Collar - Immune to mesmerizing effects, duration 20 seconds, 30 minute cooldown.

Stims - See Stims section below.[/align]

________________________________________ Group 2c - Mustafarian Rewards and Cube Products (Stim slot, group 2c cooldown).

Wild force shards have their own cooldown timer and use the Stim buff slot.

Wild Force Shard (Defensive Burst) - Constitution and Agility + 120, 5 minutes duration, 60 minute cooldown.

Wild Force Shard (Offensive Burst) - Constitution, Precision, Strength +120, 5 minutes duration, 60 minute cooldown.

Stims - See Stims section below.

________________________________________

Aurellian/Instance

After completing the each of the following instance you get a +1 to the following: Critical Hit Resistance (Tusken Instance)
Parry Resistance (Akxva Min)
Strikethrough Value (IG-88 )
Block Resistance of 5% (ISD)
________________________________________

Domestics Trader: Only one Domestics Trader buff can be active at a time. Stats are given as a guide as final stats vary. When using BE tissues when crafting multi-stat foods, only the first stat listed will vary, the second (or third) will remain constant. ________________________________________

Combat

Travel Biscuit: 8-13 Agility, +15 Movement Modifier, 12–24 minutes.
Accarragm: 30-50 Agility, +27 Movement Modification, 12–24 minutes.
Flameout: 22-35 Agility, +30 Strikethrough Chance, +30 Strikethrough Value, 12–24 minutes.
Breath of Heaven: 22-35 Constitution, +30 Dodge, 12–24 minutes.
Thaktillo: 22-35 Stamina, +30 Parry,, 12–24 minutes.
Vercupti of Agazza Boleruuee: 21-35 Precision, +30 Evasion, +30 Evasion Value, 12–24 minutes.
Deneelian Fizz Pudding: 22-35 Luck, +30 Block Chance, +30 Block Value, 12–24 minutes.

Note: The +30 values above on Strikethrough Chance, Dodge, Parry, Evasion and Block Chance add 300 points to the your Combat Defense: Block, Combat Defense: Dodge, Combat Defense: Evasion, Combat Defense: Parry and Combat Offence: Strikethrough respectively as viewed on your character sheet.

This translates to an extra 3% chance to execute these combat hit types. ________________________________________ Constitution

Terrata: +25 Constitution, 26 Filling, 18 Mins
Pikatta Pie: +20 Constitution, 27 Filling, 18 Mins
Parwan Nutricake: +15 Constitution, 27 Filling, 18 Mins
Garrmorl: +10 Constitution, +10 Strength, +10 Precision, 50 Fill, 18 Mins
Blood Chowder: +10 Constitution, 17 Fill, 18 Mins
Kanali Wafers: +5 Constitution, 17 Filling, 18 Mins
Meat Jerky: +2 Constitution, 5 Filling, 14 Mins

Stamina

Bivoli Tempari: +35 Stamina, 25 Filling, 18 Mins
Ahrisa: +20 Stamina, 33 Filling, 18 Mins
T'illa T'iil: +20 Stamina, +20 Constitution, 68 Filling, 20 Mins
Gorrnar: +15 Stamina, +15 Constitution, 33 Filling, 20 Mins.
Dweezel: +15 Stamina, 16 Filling, 18 Mins Gralinyn Juice: +10 Stamina, 27 Filling, 18 Mins
Durindfire: +10 Stamina, +10 Constitution, 16 Fill, 18 Mins
Blue Milk: +5 Stamina, +5 Constitution, 30 Fill, 20 Mins
Blob Candy: +5 Stamina, 11 Filling, 18 Mins
Exo-Protein Wafers: +3 Stamina, +3 Luck, 5 Filling, 18 Mins

Strength

Mandalorian Wine: +30 Strength, +30 Constitution, 67 Filling, 18 Mins
Rakririan Burnout Sauce: +25 Strength, +25 Precision, 27 Filling, 18 Mins
Havla: +20 Strength, 33 Filling, 18 Mins Trimpian:+15 Strength, 16 Filling, 18 Mins
Vasarian Brandy: +15 Strength, +15 Constitution, 49 Filling, 18 Mins
Corellian Brandy, +10 Strength, +10 Constitution, 15 Fill, 18 Mins
Corellian Ale: +10 Strength, 15 Fill, 18 Mins
Air Cake: +5 Strength, +5 Precision, 9 Fill, 18 Mins
Caf: +5 Strength, 16 Filling, 18 Mins
Caramelized Pkneb: +4 Strength, +3 Precision, 16 Filling, 18 Mins
Bofa Treat: +3 Strength, 9 Filling, 18 Mins

Precision

Gruuvan Shaal: +20 Precision, 33 Filling, 18 Mins
T'ssolok: +15 Precision, +15 Constitution, 45 Filling, 18 Mins
Ormachek: +15 Precision, 80 Filling, 18 Mins
Ithorian Mist: +10 Precision, +10 Constitution, 15 Fill, 18 Mins
Deuterium Pyro: +10 Precision, 16 Filling, 18 Mins
Crispic: +5 Precision, 16 Filling, 18 Mins Spiced Tea: +4 Precision, 8 Filling, 18 Mins

Agility

Vegeparsine: +25 Agility, 29 Filling, 18 Mins
Vayerbock: +20 Agility, +20 Stamina, 22 Filling, 18 Mins
Elshandruu Pica Thundercloud: +20 Agility, +20 Constitution, 16 Filling, 18 Mins
Scrimpi: +20 Agility, 31 Filling, 18 Mins
Vagnarian Canape: +15 Agility, +15 Stamina, +15 Constitution, 39 Filling, 18 Mins Kiwik
Clusjo Swirl: +15 Agility, +15 Constitution, 39 Filling, 18 Mins
Karkan Ribenes: +15 Agility, 66 Filling, 20 Mins
Veronian Berry Wine: +10 Agility, +10 Constitution, 16 Filling, 18 Mins
Pastebread: +10 Agility, 20 Filling, 18 Mins
Almond-Kwevvu Crisp Munchies: +5 Agility, +5 Stamina, 22 Filling, 18
Mins Won Won: +5 Agility, +5 Constitution, 39 Filling, 18 Mins
K-18 Rations: +4 Agility, 15 Filling, 18 Mins
Jaar: +3 Agility, +3 Health regen (?), 60 Fill, 20 Mins
Jawa Beer: +3 Agility, +3 Luck, 21 Filling, 15 Mins
Ruby Bliel: +3 Agility, +3 Stamina, 22 Filling, 18 Mins

Luck

Sweesonberry Rolls: +25 Luck, 22 Filling, 18 Mins
Citros Snowcake: +20 Luck, 27 Filling, 18 Mins
Felbar: +15 Luck, 20 Filling, 18 Mins
Cho-Nor-Hoola: +11 Luck, 16 Filling, 18 Mins
Synthsteak: +5 Luck, +5 Constitution, 28 Filling, 18 Mins
Aitha: +5 Luck, 14 Filling, 20 Mins
Teltier Noodles: +3 Luck, +3 Constitution, 16 Filling, 18 Mins
Dustcrepe: +3 Luck, +3 Stamina, 60 Fill, 20 Mins
Blap Biscuit: +5 Luck, +5 Constitution, 22 Fill, 18 Mins

________________________________________

Incap Recovery:

Cavaellin Creams: 55% Incap time reduction, 25 Filling, 20 Mins (or next incap) Starshine Surprise: 30% Incap time reduction, 30 Filling, 20 Mins (or next incap)

Terrain Negotiation:

Accaragm: +40 Terrain Negotiation, 49 Filling, 18 Mins Travel Biscuits: +10 Terrain Negotiation, 9 Filling, 18 Mins

Crafting:

Pyollian Cake: +7 Assembly Bonus, 15 Filling, 20 Mins (or next assembly) Bespin Port: +10 Experimentation Bonus, 20 Filling, 20 Mins (or next experiment)

Surveying:

Chandad: +10 Surveying, 16 Filling, 18 Mins

Movement:

Rancor Aid: +0 Movement bonus (removes any movement debuffs) and electrolyte drain resist, 16 Filling, 47 seconds. Known issue - has no effect post publish 25.

Spice Downer:

Smuggler's Delight: 40% spice downer reduction, 25 Filling, 20 Mins (triggers on next downer after the next spice taken after eating this food).

Creature Harvesting:

Veghash: +15 Creature Harvesting, 16 Filling, 18 Mins. Known issue - has no effect post publish 25. ________________________________________

Spice

No longer craftable, but you can should be able to find a few crates on the bazaar if you don't have any. I've put them in groups according to their duration.

Group 1

15 minute Duration. 30 Second debuff of Agility, Constitution, Stamina and Luck - 50.
Booster Blue - +50 Constitution, -50 Agility, +50 Stamina, +50 Luck
Muon Gold - +50 Constitution, +50 Agility, -50 Stamina, +50 Luck
Neutron Pixie - +50 Constitution, +50 Agility, +50 Stamina, -50 Luck
Crash N' Burn - -50 Constitution, +50 Agility, +25 Stamina, +25 Luck
Gunjack - +25 Constitution, +25 Agility, -50 Stamina, +50 Luck
Thruster Head - -15 Constitution, +25 Agility, -15 Stamina, +50 Luck

Group 2

10 Minute duration then 30 Second debuff.
Sweetblossom - +25 Constitution, +50 Agility, -25 Stamina, -25 Luck
Zypolene Droid Lubricant - +50 Constitution, -30 Agility, +25 Stamina
Yarrock - +25 Constitution, -30 Agility, +50 Luck
Sedative H4B - +50 Agility, -30 Stamina, +25 Luck
Pyrepenol - +50 Constitution, +25 Agility, -30 Luck
Giggledust - +50 Stamina, -25 Luck

Group 3

5 Minute duration then 30 Second debuff.
Scramjet - +50 Agility, -12 Stamina, -12 Luck
Grey Gabaki - -25 Constitution, +50 Luck
Shadowpaw - -25 Agility, +50 Stamina

________________________________________

Stims

Different levels of stims are available for different combat levels, they all last for five minutes and have a 5 second cooldown. Using a stim of greater power than the one you have active will replace the buff, if you try to replace a buff of a higher value, you are told that you already have a similar buff active.

Known issue - Not all of these stims are assigned to any loot tables, for instance, we've not seen any CL80 Lucky Artifacts. Ones marked in gold are highest level confirmed to drop.

There are a wide array of reward stim buffs as well, these are usually a low bonus for a longer duration.

Stims . Note: The stims are listed alongside items that use the "buff" slot so you may end up creating a "Stim" that is actually a buff. Some trial and error is required. Here is a list of looted stims:

Constitution

Fitness Stim (CL1) - +5 Constitution
Improved Fitness Stim (CL10) - +10 Constitution
Advanced Fitness Stim (CL20) - +15 Constitution Health Stim (CL40) - +20 Constitution
Improved Health Stim (CL40) - +25 Constitution
Advanced Health Stim (CL50) - +30 Constitution
Constitution Stim (CL60) - +35 Constitution
Improved Constitution Stim (CL70) - +40 Constitution
Advanced Constitution Stim (CL80) - +45 Constitution

Stamina

Fortitude Stim (CL1) - +5 Stamina
Improved Fortitude Stim (CL10) - +10 Stamina
Advanced Fortitude Stim (CL20) - +15 Stamina
Endurance Stim (CL30) - +20 Stamina
Improved Endurance Stim (CL40) - +25 Stamina
Advanced Endurance Stim (CL50) - +30 Stamina
Stamina Stim (CL60) - +35 Stamina
Improved Stamina Stim (CL70) - +40 Stamina
Advanced Stamina Stim (CL80) - +45 Stamina

Strength

Energy Stim (CL1) - +5 Strength
Improved Energy Stim (CL10) - +10 Strength
Advanced Energy Stim (CL20) - +15 Strength
Power Stim (CL30) - +20 Strength
Improved Power Stim (CL40) - +25 Strength
Advanced Power Stim (CL50) - +30 Strength
Strength Stim (CL60) - +35 Strength
Improved Strength Stim (CL70) - +40 Strength
Advanced Strength Stim (CL80) - +45 Strength

Precision

Perception Scope (CL1) - +5 Precision
Improved Perception Scope (CL10) - +10 Precision
Advanced Perception Scope (CL20) - +15 Precision
Ocular Enhancement Scope (CL30) - +20 Precision
Improved Ocular Enhancement Scope (CL40) - +25 Precision
Advanced Ocular Enhancement Scope (CL50) - +30 Precision
Precision Scope (CL60) - +35 Precision
Improved Precision Scope (CL70) - +40 Precision
Advanced Precision Scope (CL80) - +45 Precision

Agility

Dexterity Stim (CL1) - +5 Agility
Improved Dexterity Stim (CL10) - +10 Agility
Advanced Dexterity Stim (CL20) - +15 Agility
Quickness Stim (CL30) - +20 Agility
Improved Quickness Stim (CL40) - +25 Agility
Advanced Quickness Stim (CL50) - +30 Agility
Agility Stim (CL60) - +35 Agility
Improved Agility Stim (CL70) - +40 Agility
Advanced Agility Stim (CL80) - +45 Agility

Luck

Hopeful Trinket (CL1) - +5 Luck
Charmed Trinket (CL10) - +10 Luck
Lucky Trinket (CL20) - +15 Luck
Hopeful Keepsake (CL30) - +20 Luck
Charmed Keepsake (CL40) - +25 Luck
Lucky Keepsake (CL50) - +30 Luck
Hopeful Artifact (CL60) - +35 Luck
Charmed Artifact (CL70) - +40 Luck
Lucky Artifact (CL80) - +45 Luck
________________________________________

Trader Reverse Engineered Modifiers. Traders can use a reverse engineering tool to deconstruct loot items. The tool breaks the items down into their basic "bits": power bits and modifier bits.

These modifier bits and power bits are combined to make skill enhancing attachments, power-ups or even better bits. Finally, skill enhancing attachments and power ups can be added to crafted armor, clothing and weapons to give them a wide variety of bonuses and modifiers. If your crafted Armor, Clothing or Weapon has a socket on it, you can add a skill enhancing attachment to it. Only Constitution, Stamina, Precision, Strength, Agility and Luck modifiers can be applied to all sockets. All other modifiers can only be applied to Armor Breastplate (Breastplate Attachment), Shirt (Shirt Attachment) and Weapon (Weapon Attachment).

Look here for 

Known Combinations . Another Guide to look at is A Bounty Hunter's Guide to SEAs.

If you want to work out how much of a particular mod you can stack in theory, the number in brackets is the "Ratio":
SEA : 35 / Ratio = X (round down this number)
PUP : 35 / Ratio * 2.5 = Y (round down this number)
x + y * 3 = maximum stackable.
________________________________________ Modifiers 1-H [Melee] Critical Chance (10)

1-H Melee Action Cost (10)
1-H Melee Critical Chance (10)
1-H Melee Damage (14)

2-H Melee Action Cost (10)
2-H Melee Critical Chance (10)
2-H Melee Damage (14)

Agility (1)

Assault Action Cost ( 8 )
Assault Critical Chance ( 8 )
Assault Damage ( 8 )
Assault Freeshot Chance ( 8 )

Bleed Resistance (4)
Bleeding Absorption (4)

Block Chance (4) : 1 point of "Block Chance" gives 20 points of "Combat Defense: Block".
Block Value (1) : (Block Value + Strength) / 2 + 25 = Block Value

Carbine Action Cost (10)
Carbine Critical Chance (10)
Carbine Damage (14)

Constitution (1)

Creature Critical Chance (10)

Critical Chance Increase (15) : 1 point of "Critical Chance Increase" gives 100 points of "Combat Offense: Critical Chance".
Critical Hit Defense (4) : 1 point of "Critical Hit Defense" gives 33.33 points of "Combat Defense: Critical Hit Defense". 1000 points of "Combat Defense: Critical Hit Defense" gives 1% more defense against being critically hit.


Disease Absorption (4)
Disease Resistance (4)
Dodge Chance ( 8 ) : 1 point of "Dodge Chance" gives 10 points of "Combat Defense: Dodge".

Evasion Chance (3) : 1 point of "Evasion Chance" gives 10 points of "Combat Defense: Evasion".
Evasion Value (4) : 1 point of "Evasion Value" gives 0.5% Evasion Value.

Fire Absorption (4)
Fire Resistance (4)

Glancing Blow Increase (18 ) : 1 point of "Glancing Blow Increase" gives 1% Chance of Glancing Blow.
Glancing Blow Increase (Melee) (14) : 1 point of "Glancing Blow Increase" gives 1% Chance of Glancing Blow from Melee attacks.
Glancing Blow Increase (Ranged) (14) : 1 point of "Glancing Blow Increase" gives 1% Chance of Glancing Blow from Ranged attacks.


Healing Potency ( 8 )
Humanoid Critical Chance (10) - NPC only

Luck (1)

Parry Chance (6): 1 point of "Parry Chance" gives 10 points of "Combat Defense: Parry".

Pistol Action Cost (10)
Pistol Critical Chance (10)
Pistol Damage (14)

Poison Absorption (4)
Poison Resistance (4)

Polearm Action Cost (10)
Polearm Critical Chance (10) Polearm Damage (14)

Precision (1)

PVP Critical Chance (10)

Rifle Action Cost (10)
Rifle Critical Chance (10)
Rifle Damage (14)

Stamina (1)

Strength (1)

Strikethrough Chance (6): 1 point of "Strikethrough Chance" gives 10 points of "Combat Offence: Strikethrough".
Strikethrough Value (4) : 1 point of "Strikethrough Value" gives 0.5% Strikethrough Value.

Tracking Droids (4)

Unarmed Action Cost (10)
Unarmed Critical Chance (10)
Unarmed Damage (14)

VII. User Interface and Macros[]

By BadgerSmaker

You can fire special moves directly from your toolbar by activating the "Actions can be fired from the toolbar" feature. This allows you to use custom macros to: • Fire multiple special moves at the press of a single button on your keyboard.
• Customize your key layout the way you want it.
• Automatically use buffs, heals and items.
• Switch Weapons, Clothing and Armor
• Call and mount Vehicles
• Call and group Droids and Pets
• Fire off a constant and automatic chain of grenades.
• Travel via shuttles without talking to the ticket droid.
• Loot while in combat
• Automatically mine asteroids in Space

If your a Bounty Hunters that uses rifles here is a Sniper Shot Macro. You need 1 toolbar slot and either a hot key or another toolbar slot for the macro itself. The macro is as follows:

/prone;
/pause .25;
/ui action toolbarSlotxx; (xx is the slot you have the sniper shot)
/pause .25;
/stand;

Works great for anytime you have the action to use the shot. Should be use as a first attack and a finishing move. Feel free to play around with other macros and create you own combos. ________________________________________

VIII. Your First Hunt[]

Before you go on your first hunt, you need to make sure you are prepared. Expertise is the first thing you need to tweak to make sure it fits your playing style. An example of a template is mine, which is suited for high damage using a carbine.

Carbineer Template

Another example of a template is suited for the high damage rifleman:

Rifleman Template Note: These Templates vary from person to person based on their playing style.

After you have your Expertise tweaked to your playing style, now you need to take the information you have learned in this guide to get the equipment you need to be successful in hunting. Below is an example of my equipment that matches my playing style and expertise.

________________________________________

Weapons:

'Whistler' Modified Carbine:
• 958 DPS, Kinetic dmg /w 24 Acid Elemental
• Carbine Action Reduction +3, Carbine Damage +2, Carbine Critical Chance +3

Sfor Carbine /w socket:
• 928 DPS, Energy dmg /w 30 Elect. Elemental
• Strikethrough Chance +5, Carbine Crit Chance +3, PVP Crit +3

Nym's SlugThrower Carbine:
• 838 DPS, Kinetic dmg /w 20 Acid Elemental

________________________________________

Suit: Bounty Hunter Armor (7550 Kinetic, 5550 Energy - PSG: 2441 Energy)

• Head: +35 Strength, +35 Precision, +35 Luck
• Left Biceps: +35 Strength, +35 Precision, +35 Luck
• Right Biceps: +35 Strength, +35 Precision, +35 Luck
• Left Bracer: +35 Strength, +35 Precision, +35 Luck
• Right Bracer: +35 Strength, +35 Precision, +35 Luck
• Pants: +35 Strength, +35 Precision, +35 Luck
• Boots: +35 Strength, +35 Precision, +35 Luck
• PSG: +35 Strength, +35 Precision, +35 Luck
• Bandolier: +35 Agility, +35 Precision, +35 Luck
• Gloves: +35 Agility, +35 Precision, +35 Luck
• Shirt-Exotic: Strikethrough Chance +5, Assault Crit Chance +4, PVP Crit +3
• Chest-Exotic: Strikethrough Chance +5, Assault Crit Chance +4, PVP Crit +3
• Weapon-Exotic: Strikethrough Chance +5, Carbine Crit Chance +3, PVP Crit +3
________________________________________

Jewelry: • Gilded Combatant's Ring - +25 Precision, +25 Constitution, +2 Carbine Action Cost
• Fancy Combatant's Ring - +25 Precision, +25 Agility, +2 Carbine Action Cost
• Blastek Wristek-Wrist Assault Booster Zulu (Right)

Assault Action Cost 4
Assault Critical Chance 4
Assault Damage 4
Assault Freeshot Chance 4
Lvl 85
Bounty Hunter Only

• Bracelet of the Marksmanship - +23 Precision
• Necklace - +17 Agility, +17 Precision, +17 Strength, +17 Constitution

________________________________________

Powerups: • Shirt-Powerup: Strikethrough Chance +7
• Chest-Powerup: Strikethrough Chance +4
• Weapon-Powerup: PVP Critical Chance +9

Food/Buffs:
• Flameout - +78 Agility, +30 Strikethrough Chance, +30 Strikethrough Value, 12–24 minutes
• Deneelian Fizz Pudding - +78 Luck, +30 Block Chance, +30 Block Value, 12–24 minutes
• Accarragm - 30-50 Agility, +27 Movement Modification, 12–24 minutes
• Mustafarian Injector: +100 to Strength and Precision, 30 minute Duration, 2 minute cooldown
• Shard of the Serpent - Modify Poison, Disease, Bleeding and Fire Absorption + 50, 5 minutes duration, 60 minute cooldown.
• Wild Shard (Offensive) - Constitution, Precision, Strength +120, 5 minutes duration, 60 minute cooldown.
• Revitalization Pack - Constitution, Agility and Luck +200, duration 3 minutes, cooldown 30 minutes
• Shard of Retaliation - Luck, Agility and Constitution +200, 3 minutes duration, 15 minute cooldown. ________________________________________

Stats When fully buffed(not including Musty Short Buffs):

STR - 597
CON- 405
STA- 367
PRE- 780
AGI- 400
LUCK- 520

Offense - Strike. Chance- 31%
PVP Crit - 23%
Assault Crit - 12%
Carbine Crit. - 3%
Crit. Chance - 17%

Defense - Dodge Chance 11%
Parry Chance 11%
Evasion Chance 11%
Block Chance 12%

________________________________________

You can also reference the guides below for other opinions on suits and equipment.

You can also reference the guides below for other opinions on suits and equipment.
[GUIDE] BH Template Thread
Stacking Criticals
SEA Guide
Armor Guide
Carbineer Role Call

IX. Tactics[]

You are free to use any methods necessary - Darth Vader, ESB

I have been a big believer in using guerilla warfare tactics, much like the Predator movies and the way wild cats hunt their prey. So I'll use the wild cats' tactic as an example.

"Although there are a number of specialist hunters within the cat family, basic hunting techniques can be broadly categorized into two distinct methodologies. The first and most common amongst wild cats is the Stalk-Run-Pounce approach, in which the cat actively seeks out prey, and the second, the Ambush, in which the cat lies in wait for its prey. Very few species use a single approach to hunting, but usually select the strategy that most suits the prevailing circumstances. Weather conditions, time of day, prey availability and in some instances general fitness or age of the cat may dictate the choice of hunting approach.

The general technique used in the stalking method is common to most species of cat and many people may well have witnessed it first hand in watching a domestic cat attempting to catch a bird."

What does this mean? Simple, after you find out where your mark is, don't just go in blazing fire at your mark (unless you know it is an easy kill). Wait for the right time to attack. Sometimes just running up and attacking is the best tactic, and sometimes it isn't. You have to be aware of your surroundings and make the decision of whether now or later is best. You also have to remember, you are not fighting NPCs. There are people behind these toons and some of them are really good at PvP and using their profession. This is why I feel being smarter is better than being stronger.

Bounty Hunter is not a dueling class. The number of hunters I see "stalking" their mark wearing full Mandalorian or BH armor, carrying a GLC and with their head turning to follow their target is incredible! Titles are another problem. Never have any titles up that would give away that you are a bounty hunter. I suggest either a pilot title or no title at all. Most marks recognize the hunter before they even finish loading! The key to winning is surprise and timing. You have to catch them off guard. If you do, 90% of the time you'll win.

Kill stealing and honor among bounty hunters seem to be a big issue. In my opinion, it depends on the situation and who the other bounties are at the time of the kill. I personally will only split money with those I am grouped with. I don't see anything wrong with kill stealing, because even the best bounty hunters in the galaxy (Boba Fett) stopped at nothing to come out on top. Remember, being a BH isn't about the strongest fighter, it's about who is the smartest fighter. Always ignore those that want you to duel them as well, never let them have control of the situation, because if you do, you lose.

 "It's not my job to fight you fair or one on one, but to kill you" - AngryBH

Specific Tactics for Hunting

Spies
Jedi
Officers
Commandos
Medics
Bounty Hunters
Smugglers

Credits:

Badgersmaker - Awesome guide on Combat Preparation
AngryBH - Awesome guide to Jedi hunting and thinking outside the box.
GerricSablestar - Armor and SEAS Guide
MasterCosmo - Stats Chart
Suddenly - Aurillian Jewelry Info
Char-Gon Dar Website - Information on bracelets and stims.
Big Cats Online - Information on wild cats hunting techniques
Zion - Expertise information

More to come as we add to this guide. Chris 16:45, 27 April 2008 (UTC)

Advertisement