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Bounty Hunter Assistance


SeanYouinsMartin

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I have a Bounty Hunter, currently level 18, that I have trained all of the skills available so far, chose the path that gave him twin blasters. Can anyone help and give me some advice as to what is the best way to assign the combat skills to the slots available? have tried a couple of variatiions but would appreciated some help on what the best options are
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Do you mean, like, a keybinding arrangement? Fortunately or unfortunately, depending on how you look at it, there are more buttons to press than there are convenient keys to map them to, so I end up clicking many powers (the ones I don't use often, or that have long cooldowns).

 

I use the numpad for movement and controls, which gives me eleven keys I can hit quickly. Num-1 is always the freebie starter attack, num-plus is always my interrupt and num-0 is always my point-blank-area-effect attack (usually a knockback / defensive type power but for classes without that, it's just whatever PBAOE I have; the spinning-flame-circle for Bounty Hunter, I think).

 

The other abilities are just placed as I get them, usually. Abilities that I don't use often are relegated to the two side hotkey bars and the second, lower, center hotkeybar.

 

Not really sure if that's what you meant.

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Thanks for the help, my current set u is a follows :

 

1 Rapid Shots

2 Missile Blast

3 Vent Heat

4 Death From Above

5 Combustible Gas Cylinders

6 Disabling Shot

7 Explosive Dart

8 Kolto Shot

9 Sprint

0 Electrro Dart

- Quick Dart

= Recharge and Reload

 

was just trying to work out if i could arrange these better or if any of the other skills would be a better

option

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Thanks for the help, my current set u is a follows :

 

1 Rapid Shots

2 Missile Blast

3 Vent Heat

4 Death From Above

5 Combustible Gas Cylinders

6 Disabling Shot

7 Explosive Dart

8 Kolto Shot

9 Sprint

0 Electrro Dart

- Quick Dart

= Recharge and Reload

 

was just trying to work out if i could arrange these better or if any of the other skills would be a better

option

 

Everyone and their mother has an opinion about this.

 

I recommend setting up multiple bars; keep one for the things like your cylinder, sprint, class buffs (things that are always or nearly always on, that you can mostly forget about), have one for your utility abilities (electro dart, disabling shot, vent heat, etc.), and one or two (later) for abilities that are part of you main damage dealing/healing rotation.

 

Also, consider binding to other keys beyond 1 through =. Even with a naga, I find having q, e, r, f, z, x, c, v bound is helpful. (For me, those are typically utilities and defensive cooldowns.)

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A lot also depends on what discipline tree you choose. For example I chose Arsenal as my spec so my main bar (I have 5 bars in total 1 for movement/quick travel stuff, 1 for buffs and self heals, 1 for misc items including other healing moves, 1 for assorted AOE attacks and 1 main one for my attacks).

 

Now on my main bar IIRC i have :-

1) rapid shots (just in case I ever run out of heat)

2) Tracer round (my main "filler")

3) Rail shot

4) Heat seeking missile

5) Unload (though not as useful yet until you learn the barrage move)

 

Basically its sort of a priority thing if you look at http://dulfy.net/category/swtor/3-0-class-guides/3-0-mercenary/ it will give you an idea of what moves are important to your spec.

 

The end of my attack bar holds my interrupts and CC ability.

 

Anything that is outside the rotation (unless heals or AOE) I simply remove from the bar, its better to spam tracer round than use power shot.

 

Obviously is you specced IA than the attack bar will be different.

Edited by Jedi_riches
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Thanks for the help, my current set u is a follows :

 

1 Rapid Shots

2 Missile Blast

3 Vent Heat

4 Death From Above

5 Combustible Gas Cylinders

6 Disabling Shot

7 Explosive Dart

8 Kolto Shot

9 Sprint

0 Electrro Dart

- Quick Dart

= Recharge and Reload

 

was just trying to work out if i could arrange these better or if any of the other skills would be a better

option

 

personally i like to keep all my main attack abilities bound to 1-6. so i have

1- unoad/blazing bolts

2- rapid shot

3- fusion missile/priming shot

4-power shot/tracer missile

5- rail shot/mag shot

6- heat seeker/thermal det

my dots like Incendiary missile and serrted shot I have bound to T(IM) and 8 on my naga (SS) cause i don't need to spam them all the time. For some of the utility stuff i have

7- knockback

8- electro net

9- thermal sensor override

0- chaff flare

- class buff

= recharge and reload

I also use shift 1-0 and the rest of the side buttons and scroll wheel on the naga for different abilities.And with a orbweaver i don't have any trouble hitting any keys or have to try and stretch my hand over an entire keyboard to hit a keybind. If you are using a regular keyboard I would maybe think about using only 1-6 or 7 for keybinds with modifiers such as ctrl, alt, and shift. thay way you have plenty of kebind options (can't forget all the letters that arent' hotkeys for ingame menus ;p and possibly the F1-F6 buttons) to use. It's really all about personal preference and what makes it the easiest for you to quickly and accurately use your abilities while being able to move.

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I use on all my chars the same keybindings and usually put same effects on same keys.. like stuns or interrupts

alt+/shift+/1

alt+/shift+/2

alt+/shift+/3

alt+/shift+/4

alt+/shift+/5

alt+/shift+/x

alt+/shift+/q

alt+/shift+/e

alt+/shift+/f

alt+/shift+/r

alt+/shift+/t

alt+/shift+/^

alt+/c

alt+/shift+/ctrl+mousewheel up/down

F9-F12 target hotkeys like crosshair, flame etc.

 

That's usually enough for everything I need.

 

On my merc it looks like this:

1 Rapid Shots

2 Power Shot

3 Rail Shot / Mag Shot

4 Incendiary Missile

5 Determination

X Flame Thrower

Q Missile Blast

E Rocket Punch

F Disabling Shot

R Sweeping Blasters

T Jet Boost

^ Vent Heat

a+1 Serrated Shot

a+2 Unload

a+3 Thermal Detonator

a+4 Energy Shield

a+5 -

a+X Stealth Scan

a+Q Hydraulic Overrides

a+E Healing Scan

a+F Electro Dart

a+R Death from Above

a+T Concussion Missile

a+^ Kolto Overload

s+1 -

s+2 Kolto Shot

s+3 Explosive Dart

s+4 Fusion Missile

s+5 Hunter's Boon (Buffs)

s+X Supercharged Gas

s+Q Feign Death (Healing)

s+E Emergency Scan

s+F Cure

s+R Kick the Huttball

s+T Medipack / Warzone Medpac

s+^ Warzone Adrenal

C Chaff Flare

a+C Rocket Boost

c+mousedown Speeder

 

I probably should change some skills from the rotation to keys like E, F, R etc. but I'm using these hotkeys for so long now it's hard to change them.^^

Edited by lordfzoid
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I never use any keybindings on the number line above 6. I don't want to have to look down to make sure I'm hitting the right button.

 

1-6

[shift] 1-6

`, q, e, r, t, f, g, x, c, v

[shift] q, e, r, t, f, g, x, c, v

Middle Mouse Button

Mouse Button 4

Mouse Button 5

F1 stun escape

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