Pistoleer Archive
Thread: intimidate shot
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
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.
Message Edited by CaixCatab on 06-02-2005 09:24 AM
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,