Pistoleer Archive

Thread: intimidate shot

bgold4
Thu Jun 02, 2005 4:11 am
#14






CaixCatab wrote:


Warning shot + Dizzy (okay, I can never get dizzy to stick reliably so usuall I skip that step) + KD + Either a series of damage specials or singles = Nice amount of damage dealt.



I "dueled" som Nova's last night (... can't e-drain kite those...) and whenever I landed that combo, there was fun to be had.


edit: Too trigger happy.


I usually leave intimidate out of my fights because between duelist stance and eyeshot I can keep the damage I take down to a reasonable level. And yes, I do have a hard time to stick it.

Message Edited by CaixCatab on 06-02-200509:24 AM





dizzy doesnt keep them down anymore so you might as well skip that step :/



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TheWok
Thu Jun 02, 2005 12:18 pm
#15

I think the damage reduction is around 20%. It's not as insanely powerful as it was in the old system.

I also did some testing with KD. It's no longer double damage. It's now a 20% bonus while the target is on his back. Not quite so important in 1v1 duels anymore, but it can help in large scale fights, with a large number of people targeting the same thing.



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CaixCatab
Thu Jun 02, 2005 12:23 pm
#16


Warning shot + Dizzy (okay, I can never get dizzy to stick reliably so usuall I skip that step) + KD + Either a series of damage specials or singles = Nice amount of damage dealt.



I "dueled" som Nova's last night (... can't e-drain kite those...) and whenever I landed that combo, there was fun to be had.


edit: Too trigger happy.


I usually leave intimidate out of my fights because between duelist stance and eyeshot I can keep the damage I take down to a reasonable level. And yes, I do have a hard time to stick it.

Message Edited by CaixCatab on 06-02-2005 09:24 AM



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BadgerSmaker
Thu Jun 02, 2005 12:55 pm
#17


Another nice combo, if you have a melee profession around, is armour break and warning shot... you can forget states if that lands at the same time as mobs health just rockets down.


I assume this would be pretty frightening in PvP as well.


Also, if I get a lucky roll and manage to hit a mob with fire, posion, intimidate, stun and warning shot in the first combo and then dump damage on it, it tends to fall over pretty quick.



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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
tos123
Fri Jun 03, 2005 9:45 pm
#18

Will the Intimadate SEA mods effect the chances of intimadate shot sticking? or is it a preCU mod no longer used?



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BadgerSmaker
Sat Jun 04, 2005 1:06 am
#19

I'd say it was now a broken mod.


As for sticking states these, I've been playing with Intimidate and Burstshot and found that you can stick them eventually if you stick warning shot then alternate burst and intimidate.


Eventuallyone of the states sticks so I then alternate quickdraw with the one that didnt and keep wanring shot up.


For instance, heres my little combo for killing a Gorax.


Warning Shot
Adv. Stopping shot
Imp. Electrolyte Drain


Imp. Deuterium Toss
Adv. Neurotoxin


Warning Shot
Intimidate Shot
Burst Shot


Then you can go back and try and stick any DoT's and states that didnt stick while keeping warning shot up and doing a few damage shots.


Once it's all stuck I dump my action via my Quickdraw/BodyShot macro,




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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
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