Pistoleer Archive
Thread: Are Pistoleers pleased with the CU changes?
MCPrimetime wrote:
the CU balanced things. It's not so much what they did for us, but what they did to the system. Working good so far IMO.
That's a good way of putting it, MC. I was initially thrilled that we had so many new working specials, but now it doesn't seem (to me, anyway)like most of them are terribly useful after all, and I wonder if we were better off with the few that did work pre-CU. But like you said, things are definitely better balanced now.
adding 0040 BH to that template will greatly increase speed, accuracy and defenses
Rogue135 wrote:
As a Master Smuggler/Master Pistoleer (with 52 skill points I still dunno what to do with)
I made a list yesterday, during a long combat session on several different planets with lots of different mob species, of all the specials that I find useful with my template now, forPvE. My template is MP / MBH / CM 0400 / Scout 4000 / Marksman 0404, with a few FS skills. Here's the list, in roughly descending order of importance:
Advanced Critical Shot
Stopping Shot
Torso Shot
Advanced Neurotoxin
Improved Deuterium Toss
Improved Underhand Shot
Advanced Firearm Strike
Duelist Stance
Mask Scent
Improved Spray Shot
Improved Fan Shot
...and the various bactas
Message Edited by Uthyr on 05-10-2005 12:18 PM
psst, Improved Fan Shot is one of ours too.
Our state effects don't stick often enough in PvEgiven the relatively short pace of combat. I think a far better option for states would be for them to stick 100% of the time, but for the duration to be variable. If the MOB resists the state, then the duration of the state is shortened. I think that would make our state moves far more effective than they are right now.
We are not a damage class, so it makes sense that our damaging moves are not as powerful as other classes.