Brawler Archive

Thread: The Brawler Line Needs a Ranged Taunt

Rasputiin
Thu Sep 18, 2003 8:09 am
#1


I just started working on some brawler skills last night and quickly found out that running down animals that are much faster than you to initiate combat is irritating.


There should be a ranged taunt at novice brawler that you can use to pull mobs to you.


It doesn't have to do any damage, just make the mob come after you.


A larger range on Intimidate would be perfect, make it 10 or 20 meters.




Rasputiin - Rifleman
Imperial Sergeant
-=QynTech=-
Eclipse

All Killer, No Filler!

[email protected]
CowboyBothan
Thu Sep 18, 2003 10:23 am
#2

Ora "root" type shout that will stop them in place for about 5-10 seconds.



Ral Sora
Master Merchant, Master Smuggler

Ral Tech Industries, Coronet Corellia
Ral Tech Industries, Olympus Corellia
Gorath
Wise_Old_Jedi
Thu Sep 18, 2003 11:11 am
#3

i just carry a cdef pistol around to pull things.
Cralius
Thu Sep 18, 2003 9:00 pm
#4

i think this may create a conflict with the brawlers short ranged nature. i do think their atack should be strong to compliment the weakness of their range, but giving them range just leaves them open for a debate about crossing range and nonranged lines and how "fair" brawlers are... like the one recently.
DTank
Mon Sep 22, 2003 4:58 pm
#5

I am a Master Brawler and almost Master TKS. I have always envisaged themain purpose of my character is to use my taunt and defense skills to save the other members of my party from the agro they are less able to defend themselves from (particularly Medics ..I love Master Doctors).


However because you can't hit anything while you are moving and also dueto lag issues in large groups (especially with a Commando where you are lucky to see anything at all) it is very hard to intercept any of the higher end Endor/Lok mobs which move at approximately twice the speed you do. This means you are often in a situation of chasing back into the group to try and taunt it off your doc, normally by the time you get there and successfully engagesomeone else has shot the beasty and pulled the aggro away fromthe doc, so the doc spends his time thanking the ranged playerand you end up playing chase the mobto the new target thismakes you far less useful in stopping an incoming mob than a creature handlers pet.


Itherefore think a ranged taunt would be useful in this situation. To some extent I already have this from Warcry 2 but in amultiple mob situation the cone effect is often suicide (There is no way my defensive skills augmented as they are by the start of the fencing line) can take multiple hits from the type of mobs a large group fights.Even with constant healing max stat buffs you will go down very fast. Not from Health or action but Mind as even a top end Helm and max dancer buff on mind and smuggler spice will go down pretty quick.


All I want in SWG is a role in a group at the moment a group loves a combat medic to heal, a master doc to buff, a master dancer to mind buff, Commandoes and Bounty hunters for there awesome damage and Rangers for there luxury hotel camps. Currently it is the pets of Creature handlers that handle the agro adds due to their awesome speed and mob interceptabilities coupled withfantastic HAM bars that mean the pets can soak up loads of damage until the BH and Coms get round to killing the mobs.Given this situation what is the role of a melee specialist in a hunting group? In a PvP group we are even more pointless so please a bit of love


Thanks


DTank

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