Carbineer Archive
Thread: WildShot Redundant?
FullAuto2 is the standard attack for people who aren't speed capped or very close to it. It has great DPS and a chance to apply those three states. However, those three states are very, very short-lived. And if you are near the cap, you're going to be wanting to use CrippleShot or ScatterShot. Unfortunately, the FullAuto states wear off so quickly that you're going to have to constantly be going back to it, effectively lowering your DPS.
WildShot, on the other hand, is a lower damage shot that in my experience has a much, much higher chance of landing a stun for a lot, lot longer. Stun is a very important status, and having one or two attacks at the beginning of the battle then flipping to my shot of choice is much better than always mixing in FullAuto. In fact, I'd go so far as to suggest that there should be a special shot for Dizzy and Blind as well, since all of those states are so important. An Intimidate shot would be icing on the cake (but IMO I think Intimidate should remain the state of melee attackers, since they really do get shafted by a ranged professional that knows what they're doing).
In fact, I would argue that the new Master special, if there is one, should be a FullAutoArea 3 or FullAutoArea 2 moved up to master, with a much, much higher chance to apply all of its three status effects for a much longer time. That would be a very useful utility, but also not redundant, because using AoE cone attacks is always risky and I'm sure it would be more HAM than the standard single-target blind-stun-dizzies.
I'm real hesitant about giving intimidate to ranged opponents, though. It's a skill that a lot of people are willing to spend 15 points on (Novice Brawler) and even more to master brawler (intimidate 2).
Blind: Lowers attack and defense modifiers.
Dizzy: Adds the chance for the character to fall back down when attempting to stand.
Intimidate: Greatly lowers damage potential and slightly lowers defense modifiers.
Stun: Lowers attack modifier and slightly reduces damage potential.
Warcry: Adds a delay to the targets action queue.
These are the relevant (applied through attacking) status effects as the devs think they work. Obviously, in practice, we've all found them to work a little differently, but ostensibly after the combat balance they're going to work in the ways that they're intended to.
The thing is, the effects are ambiguous. What does it mean to "lower damage potential" or "lower defense modifiers"? Which modifiers? Primary defenses? Secondary defenses? Does that include status defenses? We have an idea, but we're not entirely sure.
To that end, I'd suggest that Blind lowers secondary defense modifiers. Intimidate should lower melee and ranged defense. Then, I'd add in one more status: confused, startled, surprised, something like that. It would be applied only by carbineers through wild shot (and a possible master box move that combines every status effect). The effect would be to greatly reduce the enemy's Def. vs. modifiers. This would be the perfect state for carbineers to be able to apply and make them very valuable on high-end content where states and their damage types are mostly resisted.
Furthermore, I think it's bull that it takes ten hits to stick a stun. I'm a BH Carbine IV working on master carbineer, and confusion shot sticks both a longer stun and a longer dizzy, and if it takes three times it's a remarkable occasion. I think this idea would help with that, and also upping FAA to at least stick its states half or a quarter as much as Confusion Shot.
Message Edited by ScarletPhoenix on 06-11-2004 11:09 AM
novamarine wrote:
I agree wildshot needs to do something different. I have flagged that special as redundant and in need of something different for some time. Nothing will change before the revamp but hopefully in the revamp we will get it to do something new.
Matter of fact, I am writing something up now...
Hmmm, I'm not conviced it is redundant. You see, most of the time I want to apply stun at the start of a fight and whilst it may take a few shots to get it to stick, I know eventuallyit will stick.
With the FullAuto attacks, not only do the states not necessarily stick first time, I've also only got a 1 in 3 chance of what sticks being stun. So in theory I may have to use FA three times more than stun to get the same effect - which means I would get less attacks to use other shots at my disposal.
If a fight last 10 shots, I don't want to spend 6 of those shots hoping that FA will apply a stun when with WildShot, it may only take 1 or 2 shots thus leaving me8 shots for CrippleShot, ChargeShot, ActionShot and so on.
I like having a special that is specific to a certain state. If anything I think they should remove stun from the FA attacks and keep WildShot as it is. This would make WildShot not redundant and would improve the effectiveness of FA attacks.
I know some of you guys want Intimidate, but I'm a wook so I get /wookieeRoar!
-Ymo
Spank-A-Thon wrote:
I know some of you guys want Intimidate, but I'm a wook so I get /wookieeRoar!
-Ymo
TAfirehawk wrote:
INTIMIDATE......
/emote is intimidated by TAfirehawks fear inspiring, legendary, -1m, AP0, EE3carbineer flamer.
jfang wrote:
TAfirehawk wrote:
INTIMIDATE......
/emote is intimidated by TAfirehawks fear inspiring, legendary, -1m, AP0, EE3carbineer flamer.
ROFLMAO
Spank-A-Thon wrote:
With the FullAuto attacks, not only do the states not necessarily stick first time, I've also only got a 1 in 3 chance of what sticks being stun. So in theory I may have to use FA three times more than stun to get the same effect - which means I would get less attacks to use other shots at my disposal.
-Ymo