Pistoleer Archive
Thread: The New Defensive Mods Not So Great
Any master doc/master pistoleer only has 18 points left without the ranged line from marksman,4 with, most of us are "pure". I
You are not "pure" at all....Doctors is a very very very powerful defensive addition to any combat class....
Doctors are combat support. The ability to become a doctor, while shotting stopping shots is pretty destructive. Docs/pistoleers are some of my toughest opponents.
- Buffs, they can do thier own....You are always walking around with about 2kHAM (If the bug doesnt get ya lol)
- Your specials cost nothing because of your buffed sub stats
- You can cure poisons.....This ability alone is extreamly powerful in group oriented PvP.
- Res
- 1k+ heals once every couple of seconds, very nice.
So you see, you used those extra points and became much much much more powerful then you were when you "just had pistoleer". Your no longer a "pure" pistoleers...Your a Pistoleer/Doctor. Thats an ability the hybrid classes can not get, they spent to many skill points to become a doctor.
While I agree that having quite a few more points to use after reaching Master Pistoleer is a factor, it is not the entire story here. I think, (which means that this is my OPINION) , that most pistoleers just hate the fact that in order to be the best with their weapon of choice they must spend points in another profession. I have no problem with a BH being more powerful in the overall spectrum than a pistoleer, they earn it in skill points as stated above.
What I do have a problem with is that the BH is more powerful with a pistol than a pistoleer. The devs need to get a bit more creative and come up with skills unique to the BH profession that make them more powerful and not steal away the Pistoleer's thunder. Notice that I am NOT saying anyone should get nerfed...this game needs more content and more skills/abilities not less.
Cim "Doc" Taurus
Master Pistoleer
Huwipa Alliance
Chilastra Galaxy
The DX2 is a good weapon for a 45 point investment...If the ap1 were working the gun would be a **edit** fine investment for 45 points....
You are kidding me. The DX2 sucks compared to the FWG5. Even after the coming nerf it still sucks compared to a FWG5. If the argument is that "better guns should come with skill points expenditure" then even if we ignore the scatter, the DX2 still sucks compared to Marksman guns.
We don't really need to compare the DX2 to the scatter pistol to see that it sucks. It's pretty self-evident in itself.
BeWary wrote:
Philosopher1976 wrote:
BeWary wrote:
You can turn the animations off, I noticed this when I was "lol"ing at someone in combat and my toon stoped fighting to slap a knee.( I also use "wanna" often and the foot stomping animation attached to it is annoying) Turn em off and the only problem you have is that you look a lil deadpan when you "lol" and your toon stands stock still.I knew that you could turn social animations off, but can you turn off combat animations as well? If so, that's really important ... can you (or someone else) test this and confirm that it turns off the Dodge animation?
I'll keep my eyes open for it, considering how rare dodge is I might miss it. I don't remeber being stopped in my tracks recently by the dodge animation and I do like to run and gun.
After testing I can confirm that NO, TURNING ANIMATIONS OFF DOES NOT STOP THE " DODGE-STALL" EFFECT. **edit**.
BeWary wrote:
BeWary wrote:
Philosopher1976 wrote:
BeWary wrote:
You can turn the animations off, I noticed this when I was "lol"ing at someone in combat and my toon stoped fighting to slap a knee.( I also use "wanna" often and the foot stomping animation attached to it is annoying) Turn em off and the only problem you have is that you look a lil deadpan when you "lol" and your toon stands stock still.
I knew that you could turn social animations off, but can you turn off combat animations as well? If so, that's really important ... can you (or someone else) test this and confirm that it turns off the Dodge animation?
I'll keep my eyes open for it, considering how rare dodge is I might miss it. I don't remeber being stopped in my tracks recently by the dodge animation and I do like to run and gun.
After testing I can confirm that NO, TURNING ANIMATIONS OFF DOES NOT STOP THE " DODGE-STALL" EFFECT. **edit**.
Yeah, I tested it last night and had the same result.
We need to start testing Dodge ... have someone attack you 200 times and see how many times you dodge, and post the results on the forum. Mix and match with different weapons and skills. My guess is that the percentage is low ... against mobs I generally dodge maybe 3-4 times a night, it seems. I'll try to test as well, this weekend.
When I get access, I'll go on TestCenter and see how much we dodge with the +105 Dodge as a comparison. Somehow I have the feeling I'm going to be underwhelmed. ![]()
I'm not sure the + dodge modifiers are working, but dodgeitself is working. If you look at noules000's weapons test post you can see that his test subject was dodgeing 3% with no combat skills. I dont think he saw any increase in dodging when testting.
Also about the ranged defenses. From the tests noules000 ran, it seems that pistoleers have the highest mods for specials (~ +50), while riflemen have the lowest (0 - +5, ***Strafe2 was showing -10). If you look at the forumula that he thinks is right, the specal mods are added AFTER accuracy-ranged D is halfed. Pistols have been getting a +90 - +100 increase over rifle specials from the beginning.
The one big thing I'm wondering is if the active defenses are linear? (+30 dodge > +10 dodge/+10 CounterAttack/+10 block). Because Pistoleers ahve an advantage in that fencer (the counter part with dodge) is also it's counterpart to heath attacks. I'm looking at the Pistoleer/Fencer/Smuggler build myself. +205 (?) to dodge along with heath hit 1& 2 AND heath shot 1 & 2. Riflemen and carbineers dont have this advantage, Riflemen share block with pikemen and swordsmen share coutnerattack with carbineers. But their specials dont work the same. Now this is not an advantage at all IF each and every point of block equals the same if you have 1 ro 200. But we dont know right now.
ONE LAST THING, noules000 test data when prone there wasvery little active defense, (1 COUNTERATTACK, a .3% in his test when prone. And remember riflemen dont get Coutnerattack they get block)
--Rorrimot
Rifleman get gimped in melee in a big bad way. I think a rifleman standing for 1200 damage as a Teras Kasi Master. I can't hit pistoleers for that. It doesn't happen.
If you think range only you're narrowing your focus greatly and not looking at the big picture. Rifleman gets good ranged defenses but there's no melee defense that's going to help them out as long as the 2.5x damage multiplier is in place. The melee defense they do have is useful on mobs if that. Against any reasonably skilled meleer, they're a pile of dead meat waiting to happen.
I am a Master Pistoleer and Master Teras Kasi. There's not a chance in hell I'd go after a rifleman with a gun.
There seems to be a lack of people looking at the big picture......
For a Riflemen that takes one hit to get killedgetting missed once out of three hits makes no diffrence.
Oh btw, +40 meelee defense for a pistoleer makes a huge diffrence in PvE.
And since perhaps 70% of the pistoleer community does not particpate in PvP combat at all, you should not so easily throw away a huge change for them, simply because it does not help you as much in PvP.
Again, the big picture.