Pistoleer Archive
Thread: Stopping Shot > cool down and warm up period
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Uthyr
Sun May 08, 2005 6:26 am
#27
Stopping Shot is one of the main reasons why I keep coming back to pistoleer as I keep trying out various templates in the respec. I've now tried out (post-CU)Master Pistoleer/MBH, Master Rifleman/MBH, and Master Smuggler/Master Pistoleer, all along with a few Combat Medic and FS skills. I found (rather unexpectedly) that I wasn't doing any more damage with MR/MBH because I didn't have stopping shot, and I just ended up having to run a lot farther to keep things kited (even when using Kneecap Shot). I also like to be instantly mobile, so I didn't like the prone posture requirements for some of Rifleman's best shots (I almost never go prone as a Pistoleer). MS/MP was fun for the slicing and the feign death, but regenerating my health while I was FD was painfully slow, and could save myself from near death much more efficiently with my medic skills. I also didn't like losing the high-damage shots and bleedsI had with MBH. So here I am back to MP/MBH, and here I intend to stay. Yeah, stopping shot is slow, but it really helps a lot!
Eulbobo
Mon May 09, 2005 5:48 am
#28
according to combat logs
Stopping shot has a 40 seconds cooldown
The effect lasts 20 seconds
Stopping shot has a 40 seconds cooldown
The effect lasts 20 seconds
Eulbobo
Tue May 10, 2005 2:44 am
#29
Uthyr wrote:
Eulbobo wrote:
according to combat logs
Stopping shot has a 40 seconds cooldown
The effect lasts 20 seconds
You can do a lot of damage to a rooted mob in 20 seconds.The long cooldown can seem annoying at times, but I don't think it's an unreasonably long time considering the power of the special.
It's powerfull when
- you hit the ennemy and not miss
- the ennmy doesn't block the attack
- the ennemy doesn't resist the attack
:rolleye
Uthyr
Tue May 10, 2005 7:52 am
#30
Eulbobo wrote:
It's powerfull when
- you hit the ennemy and not miss
- the ennmy doesn't block the attack
- the ennemy doesn't resist the attack
:rolleye
In my experience with the types of mobs I've been fighting (mostly CL 80+, of lots of different species of creatures and weapon-toting humanoids, all PvE), with my template (and its associated accuracy mods), I'd say that Stopping Shot hits and sticks about 90% of the time. That's just my impression, as I haven't actually kept count. It seems to me to be one of the most reliable specials.
Nictolopy
Wed May 11, 2005 10:06 am
#32
I agree that stopping shot is useful, but not all THAT useful. However, I think is perfectly balanced the way it is. It works REALLY well on creature mobs with no ranged attack. Keeps em out of the fight fora few precious seconds. I can kill most mobs or at least severely wound them in that time. The best part is that it works REALLY well with a Pistoleer/Smuggler mix. Concussion shot one mob, Stopping shot the next mob, and by the time you are ready for the third shot, Concussion shot is ready to be used again. Three mobs not moving for a while. It REALLY helps keep the mobs on your tank down.
Garanor
Wed May 11, 2005 7:54 pm
#33
Just an observation; although stopping shot does not break on damage, it does break on knock down.
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