Pistoleer Archive
Thread: Why pistoleer over rifleman?
BadgerSmaker wrote:
I can solo pretty well with PIstoleer. I have Master Pistoleer, 4/4/0/3 CM, 1/0/0/4 Doc, and FS skills.
Were I to replace Master PIstoleer with Master Rifleman...
I lose:
Root target for 20 seconds
Stun target
Intimidate target
Prevent target from attacking for 5 seconds.
Reduce targets defence by 80 points.
3 Different damage attacks, one of which is cone AoE
I gain:
The ability to fire from cover.
2damage attacks.
Short duration target combat speed debuff
More Max damage.
Looking at it that way I'd be losing out on quite a lot if I were a Rifleman instead of a Pistoleer.
PyscoJuggalo wrote:
OK when it comes to Weapons:
Rifleman>Carbineer>Pistoleer
When it comes to Specials:
Pistoleer>Carbineer>Rifleman
So things are balanced, from this point of veiw.
I hate those arms. I did the quest and got my +5 range arm, but I refuse to wear it because it makes me look like a robot. I'd rather give up the range and look normal. ![]()
Incidentally, there was a thread in the Rifleman forum last week demonstrating that there's a way to do damage from 95m using those arms!
I have the Rez arm on my toon to get my group members back up, it looks very funny when you equip a bicep on the other arm and theentire armbecomes invisable and people can see through me, it looks as if my DX2 has taken on some other worldly quality.
Also, if any of you have seen Clone Wars, I keep telling people I am "Ghost Hand". ![]()
Anybody ever read Larry Niven's"The Long Arm of Gil Hamilton"?
BadgerSmaker wrote:
I have the Rez arm on my toon to get my group members back up, it looks very funny when you equip a bicep on the other arm and theentire armbecomes invisable and people can see through me, it looks as if my DX2 has taken on some other worldly quality.
OK when it comes to Weapons:
Rifleman>Carbineer>Pistoleer
When it comes to Specials:
Pistoleer>Carbineer>Rifleman
Message Edited by PyscoJuggalo on 06-03-2005 05:08 AM
Uthyr wrote:
I hate those arms. I did the quest and got my +5 range arm, but I refuse to wear it because it makes me look like a robot. I'd rather give up the range and look normal.
Incidentally, there was a thread in the Rifleman forum last week demonstrating that there's a way to do damage from 95m using those arms!
Message Edited by PyscoJuggalo on 06-03-2005 04:44 PM
PyscoJuggalo wrote:
That is if your using a Heavy Weapon, not a Rifle......
The Acid Stream launcher's AOE reaches 95m if you hit someone at 85m.
I love pistols, I was MBH MP pre-CU, but after the CU i've tried a lot of things (MP MCM BH4000, MBH MCM Pistol0004, etc.). I narrowed my results down to MP Rifle4004 MBH and MR Pistol0404 MBH. Pistol specials are great but there really isn't thing about pistols that rifles can't make up for.
My major comparsions between rifleman and pistoleer were:
1) Improved Disarming Shot vs Advance Startle Shot - both have the same effect but startle shot does the same dmg as improved body shot and has posture up for counter-sniping purposes
2) Intimidate Shot - great special I miss it at times, but increased dmg of rifles makes up for it
3) Sniper Shot - does the extra damage I need at Master Rifleman to get a lucky shot on an unsuspecting jedi
4) Warning Shot - BS special that does nothing to counter COB and force aura
5) Improved Head Shot - more damaging than body shot
6) Defenses of Pistoleer - Very good defenses but as a dabbler 0404 i still recieve nearly the same benefit, a COB or Force Aura-like ability at MP should have been put in place
7) Pistol range - for most pistols, range is still within force powers and saber throw range, rifles make it easier for me to kite and drain force
8) Advance Aim - puts a bigger dent in Force Aura and COB than Warning Shot (about +220 accuracy vs -80 defense)
All in all, I love pistoleer and I love MP but for jedi hunting and general hunting it just doesn't cut it. Pistoleer is too up close and personal for its defenses and is greatly in need of an ability that adds 200+ defense or greater dmg output at MP (possibly dual wield).
Message Edited by mmaness on 06-05-2005 03:02 PM
I kinda agree on most except #4... warning shot is an incredibly useful shot... although it wont counter their defenses as much, it is great for sticking states, kds, and other similar stuff
mmaness wrote:
I love pistols, I was MBH MP pre-CU, but after the CU i've tried a lot of things (MP MCM BH4000, MBH MCM Pistol0004, etc.). I narrowed my results down to MP Rifle4004 MBH and MR Pistol0404 MBH. Pistol specials are great but there really isn't thing about pistols that rifles can't make up for.
My major comparsions between rifleman and pistoleer were:
1) Improved Disarming Shot vs Advance Startle Shot - both have the same effect but startle shot does the same dmg as improved body shot and has posture up for counter-sniping purposes
2) Intimidate Shot - great special I miss it at times, but increased dmg of rifles makes up for it
3) Sniper Shot - does the extra damage I need at Master Rifleman to get a lucky shot on an unsuspecting jedi
4) Warning Shot - BS special that does nothing to counter COB and force aura
5) Improved Head Shot - more damaging than body shot
6) Defenses of Pistoleer - Very good defenses but as a dabbler 0404 i still recieve nearly the same benefit, a COB or Force Aura-like ability at MP should have been put in place
7) Pistol range - for most pistols, range is still within force powers and saber throw range, rifles make it easier for me to kite and drain force
8) Advance Aim - puts a bigger dent in Force Aura and COB than Warning Shot (about +220 accuracy vs -80 defense)
All in all, I love pistoleer and I love MP but for jedi hunting and general hunting it just doesn't cut it. Pistoleer is too up close and personal for its defenses and is greatly in need of an ability that adds 200+ defense or greater dmg output at MP (possibly dual wield).
Message Edited by mmaness on 06-05-2005 03:02 PM