Pistoleer Archive
Thread: Stopping Shot at MASTER Pistoleer only!
A whole slew of abilites needs to be placed in higher level boxes to balance out combat.
WarWidow wrote:
Pistoleer lacks the range of carbineer & rifle. Our edge, do to our range, should be Stopping Shot at master level only! This will stop all the ranged FOTM players from raping our pistol tree. A true gunslinger of this profession is a Master.
Afraid to tell you, but I went Master Rifleman/Pistoleer for the Ranged Intimidate, Disarm shot, warning shot, fan shot, and Stopping Shot. This is a profession that pure Ranged templaters want to master
Mastering your profession should give you something more unique Dourne for reaching that goal. Why bother being a master if the title means nothing when others can use your skills at lower levels?
Message Edited by PyscoJuggalo on 06-28-2005 03:32 PM
Message Edited by spincrus on 06-30-2005 05:05 AM
Stating a point and whining are two different things. I was doing the first!
If you worked at a shoe store selling shoes and where surrounded by other stores that didn't, business would be good. But then one day the other stores around you start selling shoes and everything goes to hell.
FOTM advanced skills should only be a MASTER level...period. I understand the fun of mixing and matching skills in the CU, I think its cool, but sometimes its balance remains in question.
But when all stores start selling shoes, there's competition, and shop owners start fiddling with minor details. Just like this system, when I can drop MMarksman and the carbineer column anytime to start going for other Pistoleer stuff as I think Pistoleer is an awesome profession.
Or I can consider dropping the same things and grind some FS slots (it's Phase 2 now so that's out of question for me), I can also drop pistoleer and mmarksman with carbineer tree completely and invest that to some brawler/smuggler, or brawler/commando (I forgot if commando needed MMarksman or not. never played as a commando so won't know).
I could also respec back to TKM (my original pre-CU profession instead of BH, yeah yeah I'm a respec BH so what?)
It's all about this little fiddling and detail. I haven't spent this much time calculating for defenses, speed, accuracy, what to use when, how, in what order, etc.ever in my SWG experience. Now it actually has meaning for me.
I agree, however, that there are some stuff that might really make it imbalanced. I don't know if the melee guys actually have a skill to recover from root or attribute values associated to protection against rooting, but that seems to be a must for many TKM as I could not take melee combat anymore as a TKM.
(I also removed the "stop whining" comment as it was a sudden burst of defensiveness towards the CU)