Pistoleer Archive
Thread: Guide : Pistoleer in the Combat Upgrade
BadgerSmaker wrote:
Modified Speed - Caps at 1.73 on a pistol. Multiplies with the recovery timer on a special move and determines the how long it takes to recover from a special move and perform another special.
Message Edited by BadgerSmaker on 08-04-2005 07:16 AM
I have a MBH/MPistol using the scatter pistol thing, and with this i get a modded speed of 0.7 on the stat if i put a speed pup on it. does this mean im just wasting my time asi normally switch between the improve crit shot from MBH and the body shot from pistol. From the estimated base DPS i get about 550... though of course if my weapon isnt shooting that fast i dont.... but i was wondering if my special move spamming would mean that it mods from the 0.7 speed up to the min time between shots of 1.73 or have i just been suckered by a really high looking DPS you can get from throwing a +30% speed mod on any gun. (though i can keep my special shots going for about a min or sowith buffs and food and junk when needed. Or if i would be better going for either a damage mod (what will show as lower DPS but if the DPS reading i get is wrong cos it cant work out speed caps) and i think then i have a 1.2 speed on the gun, buti cant remember. or maybe just better off going for a new gun and ignore the DPS rate on it and just work out from the guns speed what modded speed i will get.
Combat Upgrade : Pistoleer
Primarily focused on Crowd Control, Pistoleers frequently find themselves in the midst of the action.
Skill Mods
At Master Pistoleer, without any other combat skills you get:
Armour
Pistoleers receive full mitigation for Reconnaissance Armour at Master, this includes : Mabari, Tantel, Ubese, Ithorian Guardian, Kashyyykian Ceremonial, and Factional armour.
Weapons
The FWG5 and DL44XT seem to be the tools of our trade these days. Some other handy guns are available in the ROTW expansion. If you want to get some extra range you can use an Advanced laser rifle and then switch back to a pistol to get your defence, speed and accuracy mods back or get yourself a couple of cybernetic arms to extend your range to 55 metres. There is also a lootable pistol, the Blackhand Annihilater that has a 60m Range but has a very low combat level.
The current weapon certifications are as follows:
See sticky RoTW's New Pistols with Pics for more info.
Weapon Statistics (see sticky Guide : Pistol Buying, Crafting and Slicing for more info)
Modified Speed - Caps at 1.73 on a pistol. Multiplies with the recovery timer on a special move and determines the how long it takes to recover from a special move and perform another special.
Damage Range - Minumum and Maximum damage are the numbers that count. Every craftable gun has its own cap on maximum damage as well as a slightly lower cap on the amount of maximum damage you can slice it for.
DPS : Ignore this
Modified DPS : Ignore this
Range : Pistols range from 25-60m Focus Thread : Balancing Range limitations for Pistoleer, Carbineer and Rifleman.)
Special Action Cost : How much action the gun uses, multiplies with the cost of the special move to give you the final action cost. Caps at 65 on crafted guns, Reinforced Stock power ups can shave 30% off the guns SAC.
NPC Pistoleer Trainers
Special Moves.
Debuffs (States).
Note: Attack and defence debuffs only seem to be useful on mobs of a higher combat level then yours, so if you are cl80 and you fight a cl82 mob, a mixture of a few attack debuffs can reduce the mobs attack and defence rating to that of a cl80 mob but no further.
Warning Shot - A great opening move, similar to Armour Break that debuffs your targets defence by -80. This is good when solo as it helps you to inflict more damage due to having more accuracy then your targets defence and is great in a group as you can stick this then let everyone else blast away. It does 1 damage and seems to always stick unless you miss and lasts for 15 seconds.
Intimidate Shot - Reduce opponent damage output by 20%, doesn't seem to stick very often but is a good follow up to warning shot.
Improved Burst Shot (0.7 Damage multiplier) - Cone AoE stun... currently not working as intended and does -10 to targets defence and accuracy. (See sticky Concept Thread : Burst Shot - Stunned State).
Advanced Stopping Shot (0.40 Damage multiplier) - Makes a target stand still for 20 seconds with Advanced Stopping shot, and 15 for Improved. Great for kiting and allows you to get a few damage shots in. The cooldown timer is around 48 seconds depending on your speed. It is possible for two Pistoleers to chain Stopping shot on a target. (See sticky Focus Thread : Stopping Shot .)
Improved Disarm Shot (0.60 Damage multiplier) - Prevent target from attacking for 5 seconds, breaks on damage.
Advanced Firearm Strike - 5 meter knockdown with warmup timer that fails if you move or take damage during the warmup.
We have the same states as Pikeman really, but theirs seem to stick more often. Shock from CM and Overwhelming Shot from Smuggler reduce a targets ability to resist state effects so help with sticking states.
Damage Shots.
If you alternate between damage specials you can get around the timers and output maximum damage. If you alternate between body shot and quickdraw you can fire at almost one shot per second if you have the doctor combat speed buff and "Pistol Speed +10" stims active. You can also alternate between Burst Shot and Fan Shot to damage multiple enemies.
Skill Enhancement Attachments (SEAs)
You can tell if a SEA works if the mod shows up in your character sheet.
As mods like Pistol Accuracy while Standing no longer exist they dont work, what should have happened is that they should have been converted into Pistol Accuracy SEA's, which would show up on your char sheet and give you a bonus.
Working SEA's useful to Pistoleers include :
Since hands and feet are a non hit location you can wear Corsec gloves which give +3 to Pistol speed, although armour gloves have sockets that you can put up to three Armour Attachment SEA's into.
Bio Engineered undershirts and Bandoliers in place of a backpack can also be equipped to give futher bonuses, such as ranged and melee defence.
A cybernetic arm is available as a quest reward in the Myydril Caverns on Kashyyyk that adds +10 to range, with two of these you can extend the range of your 35m pistols to 55m, at the expense of losing armour on your arms.
Dabbling in Pistoleer.
Some popular options are detailed below:
1) Pistoleer 0404
2) Pistoleer 0044
3) Pistoleer 0440
4) Pistoleer 0314
5) Pistoleer 0134
Dizzy Recovery
Secondary Professions.
Typically it seems it is better to add other ranged professions or support professions to Pistoleer rather then a melee profession, by either dabbling or getting another mastery. Teras Kasi goes quite well as you can get innate armour and defences.
See sticky Guide : Pistoleer Templates for more info.
Bounty Hunter
Master BH adds:
Beware the hate system where healing others is concerned as you will end up aggroing everything in range, although this can be useful for taunting mobs off of dying players.
Carbineer
Commando
Commando has no special moves so you will be using your pistoleer moves with the heavy weapons you get certified for.
You also gain the following mods:
Doctor
Once again, beware the hate system where healing others is concerned as you will end up aggroing everything in range, although this can be useful for taunting mobs off of dying players.
Force Sensitive
Beware, should you invest enough points in Force skills with certain dabbler templates then you will not be able to stay at Combat Level 80 as Force Sensitive skills do not count towards combat level. Taking a few lines of FS skills means you use up skillpoints that could go into an Elite profession and this will bump you down to CL77 or CL75 meaning you have to group with a CL80 to get rid of the debuff you receive in combat.
Ideally, skills that complement Pistoleer would be:
Combat Prowess
Each box of Combat Prowess gives +3 and takes 1 skillpoint. A full line as above takes 4 skillpoints.
Enhanced Reflexes
Each box of Enhanced Reflexes gives +5 and takes 1 skillpoint. A full line as above takes 4 skillpoints.
So, for 16 skillpoints you could get +12 Accuracy and Speed and +20 Melee and Ranged Defence.
Marksman
Ranger
Harvest animals, crawl about, make big camps, track and trap things and camouflage yourself... ![]()
Rifleman
Smuggler
Squad Leader
Provide buffs to your party in the way of terrain negotiation, burst run effeciency, ranged and melee accuracy, speed and defence. Very, very nice indeed for those of us in your group.
Pistoleer Macros
I'm not a big fan of "auto combat" macros that queue up one move after the other, as it's better to be able to react quickly to your situation. I personally use modal chat and have all the pistol special commands bound to my number pad, more details on this can be found in the link in my sig.
Here are some of the useful ones we've come up with.
Stopping Shot timer macro.
You get an on screen message and audable alert when stopping shot is ready to fire again.
Damage shot spamming macro.
Pistoleer-SpamDamage
Dump your action bar and cause damage near the old speedcap. Quickdraw fires and a second later bodyshot fires. There is a 1 second delay until Quickdraw fires again and it loops till you /dump the macro.
In practice you can unload serious amounts of damage in 15 seconds with a full action bar. Buff your action regen like crazy with chef, spice and doc buffs for best effect.
State Recoveries Macro
This will run through and clear whatever state you have in the order of Knocked Down, Dizzied, Blinded and Stunned
Feel free to reply to this post with any questions, I update it frequently with any answers that arise.
Message Edited by BadgerSmaker on 08-19-2005 11:32 AM
Flashnato wrote:
Hi im a new pistoleer and i was wondering what pistol is the best pistol in the galaxy. Do you know?
As it says in the guide:
Got something else for you to add regarding support professions.
I'm a Master Pistols, Master Commando with a few other things, and if you think pistols by it's self is good crowd control, it's nothing until you see that combo in action (even before the usless and underpowerred specials Pub 24 gave to commando).
With a commando weapon with inate AOE, the state effects from pistols work over ALL the targetshit (try a 8 MOB root, followed by warning shot and intimitate, hitting all of the group. Works wonders for a spin group with lower level defenses. Also great for those get out of dodge situations when your left on your own and get swarmed by L82+ MOBs, just start running and fire an AOE root back, usually catch the lot of the swam, or if not, only leaves you with 1 or 2 persistant ones).