Pistoleer Archive
Thread: What is our role?
BadgerSmaker wrote:
LordMaxx wrote:
We are actually more mezzer than crowd control. We are able to debuff and stop targets from getting their big moves off, therefore allowing the tanks and nukers the ability to do their job more effectively...
Not very exciting but eh...thats what we are...where's my pointy hat with the stars on it?Maxx, where are the debuffs? Have I missed something or are you talking about smuggler as well?
As a Master Pistoleer I have:
- 32m single target Intimidate
- 32m cone AoE Stun
- 32m single target "Warcry" type move
- 32m single target 10 Second "Root" move (that may be changed to break on damage I hear).
- 5 Meter single target KD
- 32m cone AoE attack
Is there anything else I missed?
Message Edited by BadgerSmaker on 04-21-2005 08:34 AM
A mezzer is someone who controls another...
So when you Warcry, or Root, or Intimidate, or Stun you are mezzing...is that not enough? If we are to be mezzers they have given us the tools...yet I still feel we are underpowered...yeah great if we actually have backup...but I feel we are getting shafted on power...we still need some of that we are a combat profession.
LordMaxx wrote:
We are actually more mezzer than crowd control. We are able to debuff and stop targets from getting their big moves off, therefore allowing the tanks and nukers the ability to do their job more effectively...
Not very exciting but eh...thats what we are...where's my pointy hat with the stars on it?
Maxx, where are the debuffs? Have I missed something or are you talking about smuggler as well?
As a Master Pistoleer I have:
- 32m single target Intimidate
- 32m cone AoE Stun
- 32m single target "Warcry" type move
- 32m single target 10 Second "Root" move (that may be changed to break on damage I hear).
- 5 Meter single target KD
- 32m cone AoE attack
Is there anything else I missed?
Message Edited by BadgerSmaker on 04-21-2005 08:34 AM
I haven't played around with MBH much, but It hink you will see ALOT of BH/pistoleer hybrids, if for no other reason than underhand shot is the least skillpoint intensive ranged KD for pistoleers, and if yer gonna get underhand, might as well grab improved underhand while yer at it, and torso has a DOT and is only a couple of skillboxes over...lol. You get my point. It's a nice stack.
MatrimHavelando wrote:
BeWary wrote:
some stuff
this is really good to know. so it sounds like SOE actually did something right. now if they can fix the crashes to desktop so i can actually experiment with it.
what other prof do you have Bewary? Im thinking about MBH. Does this alter our role with the added DPS which I would think we would have since the BH is considered in the Tank category.
BeWary wrote:
Or rifleman, and using snipershot with your pistols equiped, or fanshot with a t21 ( tried it, weeeee fun)
RenKesson wrote:
I think there's amisconception about what Crowd Control can involved. As the "Roles Diagram" pointed out, there are three types of CC (Crowd Control) that the SWG CU is going to provide:
- Position Control (limiting movement, controlling enemy positions, etc.)
- Attack Control (debuffing, reducing enemy damage output, etc.)
- Mezzer (I believe this basically allows you to effectively remove a combatant from combat for a short time, making him/her a non-issue).
Pistoleers are Attack Control. We don't specialize in Position, which which is the Carbineer's ability (Carbineer's can keep targets position-downed almost indefinetely, slowing advancement, especially against Melee-ers.)
Attack Control/Debuffing is our form of CC. Debuffing is the opposite of buffing. Where a Doctor can buff us by enhancing our HPs and disease/poison resistance, and a Squad Leader can buff us by increasing our Terrain Negotiation, a Pistoleer can [i]de[/i]buff the enemy by reducing his damage ouput. We limit the enemy's ability to hurt us. Intimidate limits enemy damage output and our "Warcry" move delays the enemy's attacks.
Stopping Shot slows down an enemy's advancement to us, making it easier for us to kite melee-ers, and our melee KD gives us a few seconds to gain some distance against a meleer who's gotten too close, so that we can resume kiting.
We essentially [i]de[/i]buff the enemy's speed (by using Stopping Shot's "root" effect), and DPS (by using our ranged "Warcry", Intimidate Shot, and our stun attack).
We are a CC Debuffing class, and our abilities really compliment that role.
Message Edited by RenKesson on 04-21-2005 12:01 PM
Not taking into account any marksman ones here, but those nine are all bound to my number pad.
It's not a bad package all together... don't get me wrong, having working moves is a god send and I love it. I've had a great time on test "mezzing" and DoT'ingMoBs andplayersthen alternating between body shot and quickdraw.
I'm just not sure that this set of specials is enough for a pure Pistoleer to compete (or complement others) in high end PvE and PvP, that is if Stopping Shot gets a nerf, because it is indeed a very nice move. If warning shot becomes something useful and we get a bit more damage it may well round us off nicely.
Message Edited by BadgerSmaker on 04-22-2005 10:03 AM
MatrimHavelando wrote:
Thanks all, I think this has turned out to be a usefull topic. I dont think that the low DPS is a problem. Its a very good thing cause it will keep us low on the Hate List and help the tank keep his agro. The specials sound good and useful. Cant wait to actually use them.
That's the attitude.
And remember - It is brains versus brawn. You will be able to do amazing things...with quick fingers and a bit of skill.