Fencer Archive

Thread: OK.. Here's something to ponder....

KaliMirchi
Tue Jan 13, 2004 7:07 am
#14






morticide wrote:

c) i really could care less what Dogg says, you cannot initiate combat with panicshot - my other char is a smuggler and has been pvp'ing for quite some time. i'd go so far as to say you cannot open with warcry or intimidate but i haven't tested it as much




You missed the point. All you need to do, is /attack /panicshot. Just as when using warcry you must /attack /warcry


Given that, panic shot will kick in before warcry. Every time.



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the reason it seems they are geared more towards melee users is because melee users have more ways to initiate state changes






Um, not quite sure what you are saying here...but the bottom line is,ranged people have more skill mods/BE clothing to use against OUR attacks, then we do theirs.




Seena





SYRI, Mistress of Melee. Serious Melee Weapons for Intelligent Meleers. It ISN'T always about Damage!
I've been a successful melee combatant since launch. I know melee.
Short ride SE of Coronet. 804 - 5348

morticide
Tue Jan 13, 2004 7:18 am
#15







KaliMirchi wrote:


You missed the point. All you need to do, is /attack /panicshot. Just as when using warcry you must /attack /warcry


Given that, panic shot will kick in before warcry. Every time.




i know that (hence the comment that you have to be in combat) and i used to use it, but i prefer /lowblow; /panicshot; by far. now as to it's effectiveness - could it be that a novice brawler skill is less powerful that a hybrid elite skill?




KaliMirchi wrote:

Um, not quite sure what you are saying here...but the bottom line is,ranged people have more skill mods/BE clothing to use against OUR attacks, then we do theirs.



i think you missed my point this time - most of ranged is based on damage - which has many way to avoid. Ranged Defense/Dodgekeeps you from getting hit. Armor/One-Hand Toughnesskeeps the damage down (note: melee users get toughness, while ranged users don't). the few skills that have state changes are affected by the skill mods the same as melee specials. for example - stopping shot: no state change, mearly a damage multiplier (think 1hand hit 2) - there's nothing to defend against except damage



The Brothers Bane - Aeger (a deranged bothan) / Forseti
Brotherhood of Tartarus

morticide
Tue Jan 13, 2004 7:37 am
#16

ok, a little more thought ... there are only 3 attacks that i know of in-game that have no skillmods (through a profession or skill-enhancing attachments). all of these attacks are ranged so maybe you have a point.


flame DOTs - torsoshot, fire knockdown, flamesingle1, flamesinge2, flamecone1 and flamecone2


panicshot - ranged delay, never studied if warcry defense affects this which it may since it acts the same way, but we will leave it in for now


disarmingshot - degrades the targets weapon, currently broken


every other attack in any ranged professions is defendable to some extent, and even these listed are affected by ranged defense and dodge/counterattack/block




The Brothers Bane - Aeger (a deranged bothan) / Forseti
Brotherhood of Tartarus

Lurimoose
Tue Jan 13, 2004 9:26 am
#17

You can find armor attachments/skill tapes with flame resistance so make that only 2 that have no defense to em?



Cad Coldheart

Former Master Ranger, Master Scout, Master Commando, Master Artisan, Master Droid Engineer, Master Doctor, Master Combat Medic
Current Bladesmaster, Master Medic, Hmmm Next? Aha! Smuggler

Let me win your hearts and minds.............or I'll burn your **** huts down!
MutantSquirrel
Tue Jan 13, 2004 1:09 pm
#18

A coupla people already pointed this out, but Stopping shot and Disarming shot are both bugged: Stopping shot doesn't 'stop' anything, just does high random HAM damage; Disarming shot doesn't 'disarm' anything, just does random HAM damage that any normal non-special shot would do. So I guess you only have to be worried about Panic shot.





Col. Mutant Squirrel
Don't mess with me or I'll BITE YOUR NUTS OFF!!!


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