Pistoleer Archive

Thread: Improved disarming shot

KittenofDestiny
Mon May 09, 2005 10:43 am
#1

Can someone give me the details of what this skill does.


Is it like paralyse without the root?

How long does it last


Thanks
Zip.



The truth
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dehumaniz
Mon May 09, 2005 11:12 am
#2


Now, I could be wrong. But I belive its just a slow. It slows the attack rate of the target. So if hes melee, he swings slower. If he is ranged he shoots slower. Again, I could be wrong. But I belive thats what it does.



Nekra
Mon May 09, 2005 1:37 pm
#3






Geddeo wrote:

Disarming shot disarms the opponent so they cannot attack you for a while. I'm not sure how long it lasts, mine lasts almost the entire cooldown time and the creature will get in an attack right before I can shoot disarmingshot again.


This shot has been changed recently to break on dmg, meaning that your opponent will be able to attack you again as soon as you use another shot like body shot. If you are in a group this shot can be usefull if timed right, but normaly the other people in the group just cancel the effect of the shot, and since it does so little dmg is almost a wasted shot. It works well in both pvp and pve and I use it all the time when I solo.


The improved disarming shot seems to be 100% effective if you hit the target, and can be used very effectively with Startleshot from the rifleman profession. Switching between disarmshot and startleshot (which also has a delay effect) can effectively stop your opponent from being able to attack at all unless you miss or run out of action. Startleshot has almost the same dmg modifier as bodyshot so you can still do some decent dmg with this combo.






strange that its working for you. the icon stays under my target for about a second then he shoots back and adv startle ( the rifle shot) is istantly removed no delay at all a total waste of shot...

RAMBOW
Mon May 09, 2005 2:52 pm
#4

from what i know, and have seen... It sticks when the icon lands on the target.. however it seems it only lasts long enough until you hit them again... so is there any real difference in Disarming shot, and Improved Disarming shot?



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Geddeo
Tue May 10, 2005 12:36 am
#5

Disarming shot disarms the opponent so they cannot attack you for a while. I'm not sure how long it lasts, mine lasts almost the entire cooldown time and the creature will get in an attack right before I can shoot disarmingshot again.


This shot has been changed recently to break on dmg, meaning that your opponent will be able to attack you again as soon as you use another shot like body shot. If you are in a group this shot can be usefull if timed right, but normaly the other people in the group just cancel the effect of the shot, and since it does so little dmg is almost a wasted shot. It works well in both pvp and pve and I use it all the time when I solo.


The improved disarming shot seems to be 100% effective if you hit the target, and can be used very effectively with Startleshot from the rifleman profession. Switching between disarmshot and startleshot (which also has a delay effect) can effectively stop your opponent from being able to attack at all unless you miss or run out of action. Startleshot has almost the same dmg modifier as bodyshot so you can still do some decent dmg with this combo.


Geddeo
Tue May 10, 2005 3:34 pm
#6


Seems to work for me every time with pistol and rifle, except I don't use this combo a lot with rifle since it depletes my action very fast.


Disarming shot does break with dmg, so if you hit it with another shot, or someone else attacks it, it will go away. If you have something on autoattack it will cancel Disarmingshot out as well, especially if you have quickdraw as your autoattack since it fires pretty quick and is on a different timer half the time.


Try doing this solo. Turn off Auto Attack. Shoot a creature with Disarmingshot and just sit there. The creature should not attack you untill Disarmingshot is almost ready to fire again. If you have Suprise shot from rifle like I do you can fire it when the disarmingshot cooldown timer is just over half finished. The Suprise shot cancels the disarmingshot, but puts another delay on the creature. Fire Disarmingshot again when the suprise shot timer is a little over half done, rinse, repeat and you will not lose action and will not get hit unless you miss.
chadmw1972
Wed May 11, 2005 3:56 am
#7

Sounds to me like it would be best usedas acrowd control methed in groups
Jaaarl
Wed May 11, 2005 4:17 am
#8

Disarming shot stoppes target attacking for about 5 seconds, sticks for me every time,




Kevie
Wed May 11, 2005 7:14 am
#9


Geddeo wrote:

Disarming shot disarms the opponent so they cannot attack you for a while. I'm not sure how long it lasts, mine lasts almost the entire cooldown time and the creature will get in an attack right before I can shoot disarmingshot again.

This shot has been changed recently to break on dmg, meaning that your opponent will be able to attack you again as soon as you use another shot like body shot. If you are in a group this shot can be usefull if timed right, but normaly the other people in the group just cancel the effect of the shot, and since it does so little dmg is almost a wasted shot. It works well in both pvp and pve and I use it all the time when I solo.

The improved disarming shot seems to be 100% effective if you hit the target, and can be used very effectively with Startleshot from the rifleman profession. Switching between disarmshot and startleshot (which also has a delay effect) can effectively stop your opponent from being able to attack at all unless you miss or run out of action. Startleshot has almost the same dmg modifier as bodyshot so you can still do some decent dmg with this combo.




it breaks on damage?

if that's so, it is completely useless now, the timer is only 5 seconds

Message Edited by Kevie on 05-11-2005 10:14 AM




Oaceen Tunaisea (Ow-seen Two-nay-see), Kettemoor
There is no command, mood, chat type: smuggle
"#*% damnit, no. Caboose; I'm not cold, I don't want a hotdog, and if you
put mustard in my #&$^ing sheets again I'm gonna kill you." - Tucker
-

TK1210GT
Wed May 11, 2005 7:15 am
#10

DIsarmning shot doesn't last long enough. Right now it's not effective enough because you guys are right they can fire again by the time you can use it again if not sooner.


They need to either decrease the length of time it takes for the wind down, or increase the time it takes for the mob to be able to fire again imho.




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Kevie
Wed May 11, 2005 7:17 am
#11



TK1210GT wrote:
DIsarmning shot doesn't last long enough. Right now it's not effective enough because you guys are right they can fire again by the time you can use it again if not sooner.
They need to either decrease the length of time it takes for the wind down, or increase the time it takes for the mob to be able to fire again imho.



well being able to take out one opponent from the fight by spamming disarming shot (and thus, taking yourself out of the fight, only you are are doing SOME damage) isn't exactly balancing

does anyone remember the early days of warningshot? just shoot soemthing from 64m away and watch it slowly die
sure it took a while, but you were never in any danger




Oaceen Tunaisea (Ow-seen Two-nay-see), Kettemoor
There is no command, mood, chat type: smuggle
"#*% damnit, no. Caboose; I'm not cold, I don't want a hotdog, and if you
put mustard in my #&$^ing sheets again I'm gonna kill you." - Tucker
-

RenKesson
Wed May 11, 2005 7:56 am
#12


It stops the target from attacking for about 5 seconds, but if you deal damage to him again, the Disarmed effect breaks. It seems the Devs want us to use it as a stop-gap, not an I Win button. Without some checks, this ability is as bad as the cheapa$$ed KD-Dizzy crap that went on before the CU. Apparently it doesn't break if other people do damage, only if you do damage. I haven't tested this personally, but I will one of these days. Either way, if we had the ability to solo NPCs 10 levels higher than us simply by only allowing it to attack once every 5 seconds before we could reapply the Disarmed effect, that'd be overpowered.


The problem I have with Disarming Shot now, though, is that if it's going to break on damage, it should last longer to be a more effective CC tool. I wrote a longer post about it earlier, which I can link if anyone wants, but suffice it to say that Disarming Shot needs a little more work to be a skill really worth having.



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"I've got black magic, a hair trigger, and a short fuse. Bring it!"
-Black Mage
RenKesson
Wed May 11, 2005 7:57 am
#13

http://forums.station.sony.com/swg/board/message?board.id=pistoleer&message.id=77610



----------
"I've got black magic, a hair trigger, and a short fuse. Bring it!"
-Black Mage
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