Carbineer Archive
Thread: If we're Positional Control where's our root?
Trebonious
Thu Aug 25, 2005 1:09 pm
#14
First, an overall point. We may be positional control, but pistoleers are the ones with the sucky range. If any ranged class needs a root, it's pistoleer, and they need it not to prevent mobs from getting too close, but to prevent riflemen from kiting away in PvP. The difference between a rifleman's max range and a pistoleer's max range is absurd and stopping shot is almost the pistoleers only tool to try to close that gap. Get rid of max range differences and you can then talk about removing roots from the game.
And just to play devil's advocate here: aren't snares just as much "I Win" buttons for PvE as roots? Sure, they require you to continue moving instead of just standing still, but they are just as effective at allowing you to defeat tough mobs, and perhaps even more effective because they don't have such ridiculously long cool-down timers between usage.
Ithilkir wrote:
Pfffffffffft, remove ALL roots from the game, it's basically an "I Win" button for PvE, or give the mobs some AI, so a Gorax would start chucking boulders when he's out of range, a Krayt could urm.
And just to play devil's advocate here: aren't snares just as much "I Win" buttons for PvE as roots? Sure, they require you to continue moving instead of just standing still, but they are just as effective at allowing you to defeat tough mobs, and perhaps even more effective because they don't have such ridiculously long cool-down timers between usage.
Message Edited by Trebonious on 08-25-2005 03:10 PM
TAfirehawk
Thu Aug 25, 2005 3:13 pm
#15
The official response I get is the CU Docs are no longer valid......I quoted the Carbineer section dozens of times and it didn't help
WiseBobo
Thu Aug 25, 2005 3:40 pm
#16
Trebonious wrote:
First, an overall point. We may be positional control, but pistoleers are the ones with the sucky range. If any ranged class needs a root, it's pistoleer, and they need it not to prevent mobs from getting too close, but to prevent riflemen from kiting away in PvP. The difference between a rifleman's max range and a pistoleer's max range is absurd and stopping shot is almost the pistoleers only tool to try to close that gap. Get rid of max range differences and you can then talk about removing roots from the game.
Ithilkir wrote:
Pfffffffffft, remove ALL roots from the game, it's basically an "I Win" button for PvE, or give the mobs some AI, so a Gorax would start chucking boulders when he's out of range, a Krayt could urm.
And just to play devil's advocate here: aren't snares just as much "I Win" buttons for PvE as roots? Sure, they require you to continue moving instead of just standing still, but they are just as effective at allowing you to defeat tough mobs, and perhaps even more effective because they don't have such ridiculously long cool-down timers between usage.Message Edited by Trebonious on 08-25-2005 03:10 PM
However, pistoleers are not meant to dominate in PvP. The rifles are reserved for nuking, and pistols for crowd control via status effects. They should not be equal in their effectiveness.
Trebonious
Thu Aug 25, 2005 6:16 pm
#17
WiseBobo wrote:
Trebonious wrote:
First, an overall point. We may be positional control, but pistoleers are the ones with the sucky range. If any ranged class needs a root, it's pistoleer, and they need it not to prevent mobs from getting too close, but to prevent riflemen from kiting away in PvP. The difference between a rifleman's max range and a pistoleer's max range is absurd and stopping shot is almost the pistoleers only tool to try to close that gap. Get rid of max range differences and you can then talk about removing roots from the game.
Ithilkir wrote:
Pfffffffffft, remove ALL roots from the game, it's basically an "I Win" button for PvE, or give the mobs some AI, so a Gorax would start chucking boulders when he's out of range, a Krayt could urm.
And just to play devil's advocate here: aren't snares just as much "I Win" buttons for PvE as roots? Sure, they require you to continue moving instead of just standing still, but they are just as effective at allowing you to defeat tough mobs, and perhaps even more effective because they don't have such ridiculously long cool-down timers between usage.Message Edited by Trebonious on 08-25-2005 03:10 PM
However, pistoleers are not meant to dominate in PvP. The rifles are reserved for nuking, and pistols for crowd control via status effects. They should not be equal in their effectiveness.
Equal in effectiveness? I never said pistoleers should be as good at nuking as riflemen. To even USE those status effects they have to be able to get into range.
AUD21
Thu Aug 25, 2005 8:38 pm
#18
TAfirehawk wrote:
The official response I get is the CU Docs are no longer valid......I quoted the Carbineer section dozens of times and it didn't help![]()
Then what the hell IS valid? Howw do they view us as a profession now?
Bennyboy4308
Thu Aug 25, 2005 8:46 pm
#19
I dunno, I want something unique. Roots, been there done that. Something neat that noone else has, like I dunno, a pushback or hell, FEAR. Yea its from WOW, what happens is if you fear a target they run around like a headless chicken in random directions for a few seconds (5-10 seconds).
I'd say
Basic Wildshot- Carbine Special Ablities II - 3 second single target fear, 30 second cool-down
Imprived Wildshot - Carbine Ablities IV - 6 Second single target fear, 30 second cool-down
Advanced Wildshot - Master Carbineer - 10 second single target fear, 30 second cool-down
Frenzyshot (for lack of creativity atm) - Master Carbineer - 3 second CONE fear, 60 second cool-down.
And maybe to give Pistoleers some lovin (they need some too) like some sort of Thigh shot, single and/or cone posture down.
I'd say
Basic Wildshot- Carbine Special Ablities II - 3 second single target fear, 30 second cool-down
Imprived Wildshot - Carbine Ablities IV - 6 Second single target fear, 30 second cool-down
Advanced Wildshot - Master Carbineer - 10 second single target fear, 30 second cool-down
Frenzyshot (for lack of creativity atm) - Master Carbineer - 3 second CONE fear, 60 second cool-down.
And maybe to give Pistoleers some lovin (they need some too) like some sort of Thigh shot, single and/or cone posture down.
TAfirehawk
Fri Aug 26, 2005 9:44 am
#20
AUD21 wrote:
TAfirehawk wrote:
The official response I get is the CU Docs are no longer valid......I quoted the Carbineer section dozens of times and it didn't help![]()
Then what the hell IS valid? Howw do they view us as a profession now?
The question really is how do they view the professions as a whole and related with each other......I have no idea except there are no plans to change the current state of most of the combat profs.....so basically what you have now is what you get. We are nukers like Riflemen should be and crowd controllers like Pistoleers/Smugglers.....
TAfirehawk
Fri Aug 26, 2005 10:04 am
#21
Bennyboy4308 wrote:
I dunno, I want something unique. Roots, been there done that. Something neat that noone else has, like I dunno, a pushback or hell, FEAR. Yea its from WOW, what happens is if you fear a target they run around like a headless chicken in random directions for a few seconds (5-10 seconds).
I'd say
Basic Wildshot- Carbine Special Ablities II - 3 second single target fear, 30 second cool-down
Imprived Wildshot - Carbine Ablities IV - 6 Second single target fear, 30 second cool-down
Advanced Wildshot - Master Carbineer - 10 second single target fear, 30 second cool-down
Frenzyshot (for lack of creativity atm) - Master Carbineer - 3 second CONE fear, 60 second cool-down.
And maybe to give Pistoleers some lovin (they need some too) like some sort of Thigh shot, single and/or cone posture down.
We were originally going to get a 'push-back' ability.....and may still, but nothing soon as many other profs need more attention than Carbineer right now.
Setinel
Fri Aug 26, 2005 3:37 pm
#22
Well they look at us, stare for a little, exchange looks and then notice we don't have a glow stick so they keep looking for a profession that they like to work on.
AUD21 wrote:
TAfirehawk wrote:
The official response I get is the CU Docs are no longer valid......I quoted the Carbineer section dozens of times and it didn't help![]()
Then what the hell IS valid? Howw do they view us as a profession now?
AriasImmortal
Fri Aug 26, 2005 3:57 pm
#23
TAfirehawk wrote:
Bennyboy4308 wrote:
I dunno, I want something unique. Roots, been there done that. Something neat that noone else has, like I dunno, a pushback or hell, FEAR. Yea its from WOW, what happens is if you fear a target they run around like a headless chicken in random directions for a few seconds (5-10 seconds).
I'd say
Basic Wildshot- Carbine Special Ablities II - 3 second single target fear, 30 second cool-down
Imprived Wildshot - Carbine Ablities IV - 6 Second single target fear, 30 second cool-down
Advanced Wildshot - Master Carbineer - 10 second single target fear, 30 second cool-down
Frenzyshot (for lack of creativity atm) - Master Carbineer - 3 second CONE fear, 60 second cool-down.
And maybe to give Pistoleers some lovin (they need some too) like some sort of Thigh shot, single and/or cone posture down.
We were originally going to get a 'push-back' ability.....and may still, but nothing soon as many other profs need more attention than Carbineer right now.
Fear would be awesome
viceroyxerxes
Fri Aug 26, 2005 8:23 pm
#24
I think we should have a "Groin Shot" which would completely stop a target cold in it's tracks and the pain acts like fire, causing damage for a set period of time.
Bennyboy4308
Fri Aug 26, 2005 9:04 pm
#25
viceroyxerxes wrote:
I think we should have a "Groin Shot" which would completely stop a target cold in it's tracks and the pain acts like fire, causing damage for a set period of time.
Too smugglerish. Realisticlly like Iebas said is we're in relativly good shape. Yes, we dont really have huge distinction, but we aren't broken or totally useless, just sort of, bland. They honestly need to diversify everything, it seems to be all too simplified.
Califerous
Fri Aug 26, 2005 9:29 pm
#26
I would beg to differe on Carbineer needing attention. The CU helped a heap for the profession I feel, since you no longer need buffs or other enhancements just to simply enjoy playing, much less accomplish anything. However, I was just talking over with my guildmate, who runs a Jedi, and versus this profession. I can see where the three stat changes are seperated, with specials like scatter shot totally losing thier effectiveness now, losing the area KD was a huge blow I feel. That is probably the one defining attribute the Carbineer has, and makes the profession unique. The AOE. I was revered, and even wanted for hunt groups, just for the puropose of my AOE specials, and being able to aggro an entire area, then KD them long enough for the groups to engage was enormous. I think everyone has thier own opinion for the Carbineer profession, and I feel that everyone on this particular forum are more knowledgable and respectful due to the deication needed to master it. However, I am starting to feel left behind compared to everyone else. Whether it is typical hunts, quests, the NPC engagements and all the way through PvP. I just don't see the results of either massive damage, or a good AOE attack that pushes or holds targets. I need something that really keeps the enemy at bay, because a melee fighter with no armor that can span the distance of the battlefield while under fire and do a KD/Dizzy/Stun at 20ms out like I'm a CL 1 Meatlump Bafoon gets tiresome after a while. I do appreciate your hard work though TA! Thanks!