Pistoleer Archive
Thread: Questions about soloing DJMs
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Zimal
Sat Aug 06, 2005 5:26 pm
#27
i know they were bugged as in couldn't make currently...
but as to if they work or not no clue
BadgerSmaker
Sat Aug 06, 2005 7:37 pm
#28
LinkzPast wrote:
That what I do too. But I found myself in deep troubleif I missstopping shot 2 in a row which always happen to me even with crispic/pyro. The problem with stopping shot is that even if you miss, you have to wait for the full 28sec timer. Am I the only one missing stopping shot a lot?
Btw, I always found myself always losing the running game with no terrain neg. even when the mob is drained.
There's a couple of things you can do there, luckily I have a MSL in my guild that I can group with for terrain neg (you just group and go where you want, dont need to be anywhere near him for the bonus), and stopping shot is very handy but if it fails, you're going to have to reapply the drain without it.
I once reapplied drain to a cl500 Jedi Sentinel when I couldn't get Stopping Shot to stick, they one hit for well over 50k damage.
It's a case of getting used to the client/server sync and knowing when it is working and when it isn't, so you can run to 11-10m and slap drain on then leg it out without getting hit.
I thoroughly recommend trying that on a cl500 mob (you can find them around the enclaves on Yavin, but they have no loot)... one of the scariest moments in SWG for me. 
Acaila
Sun Aug 07, 2005 12:52 pm
#29
LinkzPast wrote:
Is there clothes that cap terrain neg.? Or do I need to farm the seas myself?
BE's can make tissues for tailors to put into clothes that give up to +17 or so Terrain Negotiation + Unarmed Damage. So you can get a shirt and a bandolier with these mods and hit the cap of +25 TN easily. And yes, they definately work, the difference between 0 TN and 25 TN is very noticable.
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