Pistoleer Archive
Thread: Focus Thread : Stopping Shot
Votiva wrote:
Since I'm both a smuggler and a pistoleer (yay for double master) I'm able to roll with both skills. To be honest I find both of them useful as they are now. In most hunting groups I end up being the puller, so I'll tag one target and then after a couple of seconds hit it with Stopping. 90% of the time the mob I hit will baf on me (bring a friend) and two to three more will come running at me. Those I'll quickly hit with Concussion and then switch back to my first target who I'll then snare, Intimidate and Lowblow. That way it takes a little time to get to me, and by the time it does the damage output from the mob is so low that even I can tank the thing. Towards the end of killing it, the root on the others will have worn off and they'll be hitting the end of their rage timer, so I'll stopping shot one of them, concussion the rest...lather rinse repeat.
I don't pvp that much, simply because I'm not all that good at it and I picture myself as a primarily PvE template, so I really can't say one way or the other if I want Stopping changes for the pvp based reasons above. But I do have to say, since most of the time I'm the only CC player in a group, having it work the way it does right now is a life saver. The only improvement I can see would be shortening the cooldown timer on it so I don't have to fall back on Feint Death so often (five gurks pummeling the crud out of me isn't a happy thing)
With Smuggler and Pistoleer your crowd control skills should be second to none, with this propsal you could cycle stopping shot and conc shot on a group as much as you like.
Ever seen a pistoleer run screaming in terror? It's not a pretty sight.
Votiva wrote:
Which they are, don't get me wrong. And I do cycle them, like a mad fiend on crack (or Pixie as the case may be) The only time my plan of fire every breaks down is when some yahoo hits the targets that I tagged with Conc. shot...since it breaks on damage now. Nothing pisses me off more than some idiot who AoE's the group I just stopped in it's tracks, sending them all after my paper thin Recon wearing butt.
Ever seen a pistoleer run screaming in terror? It's not a pretty sight.
I have the same problem with Paralyze from CM, I tend to call anyone that breaks my para a "Para breaking noob", so maybe you could call them a "Conc breaking noob".
I find it drums it in quite well. ![]()
BadgerSmaker wrote:
Votiva wrote:
Which they are, don't get me wrong. And I do cycle them, like a mad fiend on crack (or Pixie as the case may be) The only time my plan of fire every breaks down is when some yahoo hits the targets that I tagged with Conc. shot...since it breaks on damage now. Nothing pisses me off more than some idiot who AoE's the group I just stopped in it's tracks, sending them all after my paper thin Recon wearing butt.
Ever seen a pistoleer run screaming in terror? It's not a pretty sight.
I have the same problem with Paralyze from CM, I tend to call anyone that breaks my para a "Para breaking noob", so maybe you could call them a "Conc breaking noob".I find it drums it in quite well.
Yeah that usually get's the point across. But then so does doing a few pulls without me pulling CC. Fanshot the lair, pull the whole spawn while standing in the middle of my group and just as the mass is about to gangrape me I hit FD and watch the carnage. :smileylaugh:
Or I'll piss everyone and their mother off by busting out my Lag Pistol (launcher from novie Commando) and dropping everyones frame rate in the negative with Quickdraw, always get's the point across.
Or maybe I'll just start hitting people upside the head with sharpened bricks. :smileylaugh:
Gentlemen, set phasers to "Annoy and Punish"!
Badger,
I support your idea. I like the idea of a "Fury" timer akin to the Range/Anger/KD timers. This makes everything balanced. Right now it's Force Suppression / Stopping Shot (if it hits) for the win. Force suppression has an incredible recycle time and does not have our 50 second waiting time.
This makes things a little bit more interesting and fullfills the Pistoleers Crowd Control role.
-Ice
Iceovekan wrote:
Badger,
I support your idea. I like the idea of a "Fury" timer akin to the Range/Anger/KD timers. This makes everything balanced. Right now it's Force Suppression / Stopping Shot (if it hits) for the win. Force suppression has an incredible recycle time and does not have our 50 second waiting time.
This makes things a little bit more interesting and fullfills the Pistoleers Crowd Control role.
-Ice
well actually, force suppression is currently like the proposal for stopping shot to go in... reuse timer is small, able to root multiple targets, however can't perma root the same target with it....
Zimal wrote:
Iceovekan wrote:
Badger,
I support your idea. I like the idea of a "Fury" timer akin to the Range/Anger/KD timers. This makes everything balanced. Right now it's Force Suppression / Stopping Shot (if it hits) for the win. Force suppression has an incredible recycle time and does not have our 50 second waiting time.
This makes things a little bit more interesting and fullfills the Pistoleers Crowd Control role.
-Ice
well actually, force suppression is currently like the proposal for stopping shot to go in... reuse timer is small, able to root multiple targets, however can't perma root the same target with it....
Tell me more, what stops you perma rooting?
yup... ok havn't been able to verifie with more then 1 but...
recharge is 5 seconds
lasts 15 seconds
does 1 damage
and has a 20 sec imunity(from when root wore off) looks like either 30 or 35 sec imunity timer after inital root....
that the info ya needed?
Zimal wrote:
yup... ok havn't been able to verifie with more then 1 but...
recharge is 5 seconds
lasts 15 seconds
does 1 damage
and has a 20 sec imunity(from when root wore off) looks like either 30 or 35 sec imunity timer after inital root....
that the info ya needed?
Yes, lovely... thanks. No buff icon for the immunity timer then?