Fencer Archive
Thread: OK.. Here's something to ponder....
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
the reason it seems they are geared more towards melee users is because melee users have more ways to initiate state changes
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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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
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
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.
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
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.