[TABLE cellSpacing=10 cellPadding=0 border=0 bgcolor=#F4FAFF]
At First Glance
A Comparison and Contrast of The Jedi and Bounty Hunter Expertise Systems
By Hebda Wohou
SWG WarCry
Editor's note: For detailed information about the new Jedi Expertise system, click here. For the new Bounty Hunter expertise system, click here.
This report is being written before the new expertise systems for Jedi and Bounty Hunters are added to the live servers, but we thought it would be a good idea to compare them now, then revisit them after some experimentation on Test Center.
We knew that once the system hit Test Center (TC), we would have to revise and update to keep up with what results we think these skills will produce and how they operate in actual practice. With that said, we will now present to you our view of what all this means for Jedi and Bounty Hunters alike.
This report will discuss only the "General Skills", tiers 1-5. A separate report will follow for the "Specialization Skills". We will also be producing a report that will introduce what we think will be the best skills to have for a one-on-one battle between a level 90 Jedi and BH.
At first glance, it would appear that the BH has the upper hand in a battle with a Jedi. One might even think that the skills that a BH can have would overpower or nullify the Jedi's skills. However, we can assure you that this is not the case. After thoroughly reviewing both skill sets, the worst-case scenario would be a draw on the battlefield. Of course, we all know that there has to be a winner and a loser. Who will that person be? You will have to answer that yourself. We will provide you with the data to make a decision that you feel is the most correct. We will also provide you with our opinion of who the winner would be at the end of this report.
Each tier is broken down by profession (which will be boldfaced) and following each profession's breakdown, we have provided an analysis of how each of those skills will or will not provide benefits. At the end of this paper, we will attempt to provide an overall analysis of both professions. Please keep in mind that each player will have to determine which skills he or she wants.
For the purpose of this report, the system has been approached as though a member of each profession could acquire all the skills in that profession's general tree.
[center]Bounty Hunter | [center]Jedi |
TIER 1
Jedi
- Character enhancements This is really the only thing in tier one for Jedi. However, do not laugh. Any true RPG'er would know that enhancements to constitution, strength, agility, and stamina are rather important.
- Crippling Accuracy Grants a 25% chance to snare the target of a Force Throw. Up to 100% chance if you max this modifier.
Bounty Hunter
- Action cost reduction for assault/combat/maim/traps attack lines What can you say about this. It is self-explanatory and does offer the BH an advantage over the Jedi. Reduction of action cost results in more attacks.
- +500 defense against Kinetic attacks Again here is a modifier that is to the point. It is a saving throw of the dice, so to speak.
- +20% damage increase to maim line traps 20% is a lot for a modifier, but it will not be the biggest modifier we will see.
Conclusion
We can see where Jedi might think, "Wow, the BH already has us beat down with just tier one skills."
This is not the case, we assure you. Keep in mind that almost every BH attack is a ranged attack. Jedi, however, are more deadly with melee attacks and when it comes down to a melee versus ranged attack, the Jedi will nearly always have the upper hand.
Ranged attacks are just that, and anything inside of 5 meters limits the attack's damage. The only thing a BH can do is keep distance between himself and the Jedi and hope for good shots. Area attacks can help with this, but accuracy becomes a problem when both the target and the shooter are both in motion.
Action cost reduction is perhaps the biggest modifier in tier one. It provides the BH with the ability to get more shots off with fewer hits to his/her action bar.
The 20% increase in damage for maim traps can be a big deal. The Maim line is a Snare/DOT attack a BH can use to keep an opponent at a distance or just to inflict a bleeding wound.
On the other hand, a Jedi using Force Throw, with the Crippling Accuracy modifier, has an opportunity to snare the BH. A snared BH becomes an easier target for the Jedi, but beware; a snared BH can still be a deadly opponent.
TIER 2
Jedi
- Improved force throw - This is a big one. Grants up to a 10% increase to the damage caused by Force Throw.
- 2% per point increase in dodge ability - Grants a 2-8% increase in ability to dodge incoming attacks. Very useful if you want to try to put away the BH quickly or if you just need to dodge a few attacks so that you can heal yourself.
Bounty Hunter
- 10% increase to assault special damage This is nice, makes the action cost worth it when you can get a bigger bang for your buck. This is nothing more than a balance modifier to force throw.
- Return Fire This one is a problem child. It would seem that there are Jedi out there who think this ability give an unfair advantage to the BH, or actually be stealing an ability, that by definition should belong to the Jedi. However, let's call a spade a spade. The Jedi's entire ability tree has always been focused around "The Force". Everything that a Jedi can do is "Magic" based. Lightning from the fingertips, clouding people's minds, throwing people around a thought, I mean come on, do you think that if Jedi can do all this, that a person who has been hit can't immediately return fire? Seems plausible to us.
- 10% increase to ambush specials damage Same as the increase for assault specials.
- 2-meter increase in trap range Does not make much of a difference in PvP. Range is always reduced in PvP anyways. This ability is only useful as a first strike ability as a surprise attack.
Conclusion
Other than the return fire ability, the BH is no more at an advantage than the Jedi is at this point. Existing skills will be the determining factor in a win or lose between the two. While the skills alone are great, they do not offer any real important modifier that would break these two professions apart. In fact, at this point, the only thing that would happen is that a long and winded battle would take place, and it had better happen on a weekend, when both players have plenty of time to duke it out.
TIER 3
Jedi
- 2 second increase in Force Throw duration The longer you are attacking your opponent, the longer you are not being attacked. Time equates to winning or losing.
- Force Cloak Useful if you are playing hide and seek. Offers you the chance to get some action back if you are not being attacked. [/li]
- 10% -40% increases to Force Run I have never seen a Jedi use Force Run in combat. However, if you really need to get away and break combat, this is the ability to have, plus the snare break at higher levels is a direct counter to the Bounty Hunters increased snares.
- 2-8% increase in strike/sweep damage The key to this ability is choosing the best basic attack to use to get the most damage possible.
Bounty Hunter
- 1 second decrease in cool down timer for assault line attacks As we said before, time is everything in combat.
- Aggro Targets Useless in PvP combat, your opponent is already mad at you.
- +1000 point boost to energy protection Most useful against blasters, but also against sabers. Weapon damage ability is going to be the deciding factor here.
[li]2 second decrease in cool down timer for ambush line attacks Same as the 1-second timer for assault, only its 2 seconds. Again, every second counts in combat.
[li]3 second increase to maim trap duration In this case, time equates to more damage over a longer period.
Conclusion
Up to this point, there have not been many upper hand abilities or modifiers provided. For the Jedi, Force Throw is the big modifier here, and for the BH it has to be the energy protection. Nevertheless, the bottom line is that even at this point, basic skills and specials are going to play a bigger role than the modifiers are. I think that we can all agree that neither of these professions is in a superior position to take the other in a one-on-one battle.
Jedi
- Saber Block Here it is the turning point of the skill trees. Using Saber Block, you can block up to 20% of incoming attacks. Very useful against a BH that is accurate with a blaster.
- Improved Saber Block Gives the Jedi the opportunity to increase Saber Blocks up to 80%. No self-respecting Jedi would be without this ability unless, they are confident in their own abilities to destroy a BH.
- 1-4% increases in ability to get a critical strike Used with the right basic skill, this ability could give the Jedi a very big upper hand in combat.
- Up to a 4-second increase in Force Run duration Not really much to say about this ability, might just give you the time you need to escape.
Bounty Hunter
- Increase chance for a critical strike Using this with the right basic ability could yield very good results and give you just that push you need to get the kill.
- Increase an opponent's chance for a glancing blow by 20% Less damage is less damage, but it's better not to get hit at all.
- Reduce ambush line attacks cool down timer by 2 seconds The less time that it takes to recharge an ability, the more you can use it.
- Cause action damage to opponent In plain terms, the less action points your opponent has, the less specials they can accomplish against you. The result is that you might actually win.
Conclusion
The tier 4 abilities and modifiers really start to pack a punch for both professions. For Jedi, Saber Block is the big ability. Used properly, it could give the Jedi the ability to render a lot of what a BH has to offer, useless. With the 4 second increase to Force Run, the Jedi could effectively chase down that BH that can't stand the heat of combat and has determined that the pay out isn't worth the cost.
The BH also has quite a few tricks in the bag. The biggest bang for the buck is Intimidating Strike. This allows the BH to do action damage, which if coupled with the Cripple ability, could also produce some very good results in either PvP or PvE combat.
The outcome is that player ability is still going to be the overall determining factor at this point. Pound for pound, each profession has abilities that could or can counter the others. A veteran player already knows that, if you take 2 equally matched opponents and place them against each other, the one who can read the battle situation better will win.
TIER 5
Jedi
- Force Shockwave/Improved Force Shockwave Additional 2-6% of damage and a range increase of 2-6 meters. Every little bit counts in ranged combat, both in damage and in range.
- Extra Damage to opponents 1-4% increase to ALL damage done to opponents. Combine this with the right basic attacks and you could have the to answer to all your BH problems.
- Improved Force Cloak Allows player to break attack with NPC. This is not very useful in PvP, but good to have if you do a lot of hunting and things like that.
- Unstoppable Force Allows the player to break roots and snares, as well as allows the player to prevent roots and snares for the duration of the Force Run. This modifier is very useful because the BH has several root/snare attacks that could wreck havoc on the unprepared Jedi.
Bounty Hunter
- Stun Give the BH to root the target, plus 100% for a glancing blow. Used with the right basic attack, this could also yield damage results. The Jedi's Unstoppable Force modifier could make this ability useless, but it is still worth having.
[li]Chance for a 0% cost to action This is a good ability to have. It could allow the BH to get off a couple of attacks without cost to action. Use this with a big attack for the best results.
[li]25% decrease to damage from opponents This is probably more useful than the Shield ability (+10000 Energy/Kinetic Protection, +50 Glancing Blow chance for 20 seconds, 5 minute cooldown). One, it does not have a lot of dependency on other abilities or modifiers, so there is less point expenditure here. That means that you can spend points on other things. Two, with a 30-second cooldown, it can be used much more often.
[li]5% increase in chance for a critical strike Critical strikes do not occur often in combat, so any increase in chance to get one can be useful.
Conclusion
The tier 5 abilities and modifiers offer both the BH and Jedi the best overall result in PvP. In this tier however, it is our opinion that the BH might actually have the upper hand. While the Jedi can break roots and snares, the BH gets a chance for less damage and a chance for 0% cost to his/her action. A well-rounded Jedi could still pull through, but if two amateur players fought, the BH would have a 80% or better chance of winning.
[center]
FINAL ANALYSIS
We have shown that for the most part, each ability or modifier has a counter ability or modifier. We feel that we have also shown that the only real reason these new abilities and modifiers are being released was to provide the player the ability to have a little variation in offensive and defensive abilities. These variations results in the player having to choose the right abilities for the right kind of combat (PvP or PvE) as well as the type of opponent the player plans to do battle with. It is obvious that picking the right abilities is the key to combat, but it is also painfully obvious that player ability is equally, if not more important. A veteran player would know that the right mixture of abilities could yield great results. It is also very important to note that if you take 2 equally leveled players and pit them against each other they would be roughly equal in ability and the same is true with the expertise tree. If you take those same 2 players and let them choose expertise abilities, they would still be roughly equal at least as far as General Expertise skills go.
The more points that you spend in the trees of course, the better off you will be. Point expenditure could very be the key to separating players. If one player spends all of his/her points in the General trees, then the player who did not might find himself on the short end of the stick. Of course, in the long run spending all the points in just the General tree or Specialization tree could hurt a player in combat against a player who has spent his/her points in both trees.
The bottom line is, point spending, ability/modifier selection, and player ability is what it takes to win against a BH/Jedi. Also, keep in mind that using the right basic abilities and attacks with the expertise abilities and modifiers is just as important. Try to maximize the amount of damage done. Pick high damage attacks, with bonuses, to combine with your expertise abilities and modifiers. The right combination can mean the difference between a loss and a victory.
Over the next few weeks, we will be releasing our thoughts and analysis of the Specialization abilities and modifiers. We will also be releasing a table that will show what we think is the best combination of basic and expertise abilities.
