Game Guides Archive
Thread: Maskscent + Pistol = One aggro at a time
Cheers
yup, this is something any ranged profession can do without mask scent. the original poster strategy is for someone that is unbuffed and can't take on a lot of creatures or npc's at the same time....because with the current armor and buffs in the game, even a pistoleer can take on a group of nightsisters, I know because I have done it and that was before all this 80% composite was around (or before I hadany myself)and they always used their force powers then too.
So this is nothing really special for long time players....for newbies and those that don't haven't master an elite profession or just don't have hte experience to take on a big mob, this is a great way to solo pull. also, even though you can do it without mask scent....using mask scent will almost always pull one creature where without it, you can sometimes pull more than one....and in some cases, you'll end up pulling it's friends and not the one you have targeted.
Anyway, this is the game guides forum and there is always newbies joining swg everyday...this will definitely help them.....if anything it's a good way to slow combat down a bit so you only have to worry about 1 enemy.
Message Edited by HardwiredXMan on 11-28-2004 04:14 PM
The way the dots work... only one dot type can exist per stat... I could understand Torso Shot, HS2, Stopping Shot, peace. But lets say your HS2 hits for 1200 and HS1 hits for 300, the HS1 sticks because it canceled out the first one...
This was the understanding I have had... am I wrong here?
DigiDante wrote:
Why do you do HS2 then HS1 ?
The way the dots work... only one dot type can exist per stat... I could understand Torso Shot, HS2, Stopping Shot, peace. But lets say your HS2 hits for 1200 and HS1 hits for 300, the HS1 sticks because it canceled out the first one...
This was the understanding I have had... am I wrong here?
yes you are wrong......both HS1 and HS2 stack and are each on their own timer.....the only way either are cancelled out is if you put another Healthshot of the same type on the target.....
Example:
HS2 for 1000 and HS1 for 700
do another set of both
HS2 for 950 and HS1 for 750
the second HS2 will not cancel the first HS2 because it's value is lower than the first HS2.
the second HS1 will cancel the first HS1 because it's value is higher than the first HS1 and when it does, the timer starts all over again.
HS2 does not cancel HS1
Actionshot2 does not cancel actionshot1
MindShot2 does not cancel MindShot1
Same for all the bleeds in the melee professions as well....a fencer can put one-hand health hit 1 & 2 and neither will cancel each other unless you apply another bleed of each level.
Also, one of the reason's bleeds got nerfed was because you could apply both bleeds and either kite or drive way out of range and the target would bleed down to 1 point and you could then hit it with any kind of attack and get full xp for whichever attack you used for the final blow......this was unbalancing as it allowed say a novice brawler / master pistoleer to get max unarmed xp using this method.
So the devs continued to let the bleeds stack...but they lowered the amount of damage they tick off....instead of ticking 1000 points of HAM off every 20 seconds, the initial hit will do 1000 and every tick aftewards will do only a fraction of that damage....even sometimes resulting in a 1 point tick every 20 seconds every once in a while........
Now bleeds are worthless for the most part.....I don't even know anyone who still uses them myself.
This use to work a long time ago. I could lay down two health dots, then a fire dot, and feign death. I would be able to solo almost anything.
I was under the impression that they only allow one dot type at a time on a particular stat.
Message Edited by DigiDante on 12-06-2004 10:46 AM