Pistoleer Archive

Thread: Guide : Pistoleer in the Combat Upgrade

Demonssword
Tue Aug 09, 2005 8:31 pm
#79






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.


Please help me, i only came back to SWG 3 days ago after a 8 month break.



Keldorion of Chimaera + others on other servers when i deside to reactivate them.
BadgerSmaker
Wed Aug 10, 2005 3:51 am
#80


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:



General Ranged Accuracy +105

Pistol Accuracy + 40 (+145 total)


General Ranged Speed +25

Pistol Speed +45 (+70 total)


Pistol Defence +50

Melee Defence +50 (+100 total)

Ranged Defence +85 (+135 total)


Dizzy Recovery

Blind Recovery

Stun Recovery


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:



CL - Pistol

01 - CDEF Pistol

05 - D18 Pistol

07 - DL44 Pistol

10 - Scout Blaster, Corsec Scout Blaster

14 - Striker Pistol

22 - DH17 Pistol

30 - Geo. Sonic Blaster, Tangle Pistol, Blackhand Annihilater (60m Range), Jawa Ion Pistol, Rhiss Mark-20 (Novice Pistoleer), The Black Falcon

40 - SR Combat Pistol, Power5 Pistol, Death-Hammer Pistol, The Silencer (Pistol Stances III)

50 - Ion Stunner Pistol, Vexx Flechette Pistol

54 - FWG5 Pistol, Featherweight FWG5 Pistol, DE-10 Pistol, UR-G8 Pistol, Kashyyk Stalker Pistol, DL44 XT.


Profession - Pistol

Master Pistoleer - Republic Blaster, Modified Republic Blaster, DX2 Pistol, Trando Supression Pistol, KYD21 Pistol, Deathrain D50

Master Marksman - DL 44 Metal Pistol

Master Smuggler - Renegade Pistol (CL 54), Perfectly Calibrated Pistol (CL 54)

Underworld III - QuickTrigger Countermand (CL 40)

Novice Smuggler - LiquidSilver L7 (CL 30)

Novice Commando - Launcher Pistol (CL 14)

Novice Bounty Hunter - Scatter Pistol (CL 14), C-10 "Dragoneye Reaper" (CL 30)

Master Bounty Hunter - High Capacity Scatter Pistol (CL 54)

Master Combat Medic - Alliance Disruptor (CL 54)

Master Squad Leader - Intimidator Pistol (CL 54)

Squad Leader (Strategy 3) - Flare Pistol, Tchotchee Pistol (CL 50)

Novice Squad Leader - Red Hydra Z-5 (CL 30)


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




  • Pistoleer Trainer (-5220, -2488) - Tyrena, Corellia

  • Pistoleer Trainer (3356, -4837) - Mos Eisley, Tatooine

  • Pistoleer Trainer (1258, 2688) - Keren, Naboo

  • Pistoleer Trainer (-5241, -2455) - Narmle, Rori

  • Pistoleer Trainer (583, -2871) - Dearic, Talus


  • 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.



    Improved Body Shot (1.50 Damage multiplier,) - Our best damage Shot

    Advanced Quickdraw (1.20 Damage multiplier) - Damage shot with quick recovery time.

    Improved Fan Shot (1.40 Damage multiplier) - Cone AoE Damage shot.


    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 :






            Pistol Speed

            General Ranged Speed

            Pistol Accuracy

            General Ranged Accuracy

            Melee Defence

            Ranged Defence

            Pistol Defence

            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



            Improved Disarming Shot

            Improved Burst Shot

            Improved Fan Shot

            Improved Stopping Shot


            +40 Ranged Defence

            +40 Melee Defence

            +40 General Ranged Accuracy


            2) Pistoleer 0044



            Intimidate Shot

            Improved Quick Draw

            Improved Fan Shot

            Improved Stopping Shot


            Dizzy Recovery

            Stun Recovery


            3) Pistoleer 0440



            Improved Disarming Shot

            Improved Burst Shot

            Intimidate Shot

            Improved Quick Draw


            Dizzy Recovery

            Stun Recovery


            +40 General Ranged Accuracy

            +20 Pistol Defence


            4) Pistoleer 0314



            Disarming Shot

            Improved Burst Shot

            Improved Quick Draw

            Improved Fan Shot

            Improved Stopping Shot


            +30 General Ranged Accuracy

            +5 Pistol Defence

            +40 Ranged Defence

            +40 Melee Defence


            5) Pistoleer 0134



            Burst Shot

            Intimidate Shot

            Improved Quick Draw

            Improved Fan Shot

            Improved Stopping Shot


            Dizzy Recovery



            +10 General Ranged Accuracy

            +15 Pistol Defence

            +40 Ranged Defence

            +40 Melee Defence


            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:



              55 general accuracy (+ 200 total)

              35 general speed (+105 Total)

              85 melee defense (+165 Total)

              95 ranged defense. (+230 total)


              Advanced Critical Shot (1.90 Damage multiplier) - Chance to score a crtical hit.

              Torso Shot (1.60 Damage multiplier) - Bleed

              Improved Sprayshot (1.50 Damage multiplier) - Cone AoE


              Improved Confusion Shot (0.50 Damage multiplier) - Stun/Dizzy

              Improved Eye Shot (0.80 Damage multiplier) - Blind

              Improved Underhand Shot (0.75 Damage multiplier) - Ranged KD


              Improved Duelist Stance - raises defense 160.0 points when active, and has potential to reflect some ranged damage back to the target.


              Gives access to the High Cap Scatter pistol, the ability to take Jedi bounties and Assault armor certification.






              Combat Medic


              Advanced Neurotoxin - Poison DoT with 35m Range.

              Advanced Infect - Disease DoT

              Improved Deuterium Toss - Fire DoT with 35m Range


              Improved Electrolyte Drain - a great tool for kiting melee mobs, lasting over a minute and reducing the targets movement speed to a crawl allowing you to kite easily. Has a 10m range and is best applied after a stopping shot so you can run in, put it on and run out again.

              Improved Paralyze - Prevent target from performing any action; breaks on damage.

              Improved Shock - reduces the targets resistance to state effects so helps to stick our debuffs.

              Improved Thyroid Rupture - reduces the attack speed of the target

              Improved Hemorrhage - reduce action regen of the target

              Improved Traumatize - reduce mind regen of the target


              Advanced Bacta Toss - ranged heal

              Advanced Bacta Spray - area heal


              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



              Advanced Rapid Fire (1.50 Damage multiplier) - Damage Shot

              Advanced Suppression Fire (0.40 Damage multiplier) - Cone attack that snares all targets in front of you for a very brief period of time.

              Improved Charge Shot (1.50 Damage multiplier) - Ranged KD

              Improved Crippling Shot (0.70 Damage multiplier) - Reduce target movement speed

              Improved Full Area Auto (1.50 Damage multiplier) - Cone AoE

              Improved Leg Shot (1.90 Damage multiplier) - High damage shot

              Improved Scatter Shot (1.50 Damage multiplier) - Medium-damage attack that can hit two body locations simultaneously.






              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:



              65 ranged accurracy

              20 ranged speed

              85 melee defense

              45 ranged defense







              Doctor



              Advanced Bacta Jab - Large Heal

              Improved Bacta Infusion - Heal over time

              Improved Bacta Shot - Heal

              Improved Heal Wound - Wound healing

              Improved Bandage - cure bleed DoT

              Improved Countertoxin - cure poison DoT

              Improved Disinfect - cure disease DoT

              Improved Extinguish Fire - cure fire DoT

              Improved Stabilizers - state heal

              Improved Poison Innoculation - Poison Resist Buff

              Improved Disease Innoculation - Disease Resist Buff

              Advanced Nutrient Injection -Enhance health pool size and regen

              Improved Serotonin Injection - Enhance mind pool size and regen

              Improved Endorphine Injection - Enhance action pool size and regen

              Improved Adrenal Boost - Enhance Combat Speed


              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



              Ranged Accuracy IV - +12 General Ranged Accuracy - (117 Total giving +157 Accuracy (with Pistol).)

              Ranged Speed IV - +12 General Ranged Speed - (+37 Total giving +82 Pistol Speed (with Pistol).)




              Each box of Combat Prowess gives +3 and takes 1 skillpoint. A full line as above takes 4 skillpoints.



              Enhanced Reflexes



              Melee Defence IV - +20 Melee Defence (+120 total)

              Ranged Defence IV - +20 Ranged Defence (+150 total)


              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



              General Ranged Accuracy +25

              General Ranged Speed +15


              Aim - Next attack has greater accuracy

              Lethal Shot - More damage than Ranged Hit or Placed shot with more action cost.

              Rapid Fire - Damage Shot







              Ranger



              Harvest animals, crawl about, make big camps, track and trap things and camouflage yourself...







              Rifleman



              Cover - Hides you from opponent by turning invisible, removing you from radar and map.

              Advanced Aim - Increase accuarcy for a set time.

              Advanced Sniper Shot - Long setup, major damage dealing

              Improved Conceal Shot - Allows you to shoot from under cover with low probability of being revealed.

              Improved Head Shot - Damage shot

              Advanced Startle Shot - Posture up and prevent posture change for a set time. This attack stops opposing players and npcs from being able to use snipershot/concealshot/cover for the length of the posture change delay (aka an antisniper attack).

              Improved Knee-Cap Shot - Reduce target movement speed






              Smuggler



              Concussion Shot - a "root" attack which will hold the victim in place for 40 seconds, breaks on damage.

              Overwhelming Shot - Reduces the state resistance of the target by 40. Lasts 25 seconds.

              Restraining Shot - Reduces movement speed of the target. Considered a "snare" attack. Lasts 20 seconds.

              Panic Shot - Delays attacks by the target.

              Low Blow - Applies an effect by reducing combat speed by 40. Lasts 20 seconds.

              Last Ditch - High-powered shot that gets more powerful the lower your health bar is. However, it also drains you to the point of near death.

              Reckless Shot - Powerful damage dealer. However, since it is "reckless", it leaves you vulnerable. By way of a defense reduction of 80. This debuff to yourself lasts about 15 seconds.






              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.



              Group Ranged Defense +30

              Group Melee Defense +30

              General Ranged Accuracy +30

              General Ranged Speed +15

              Melee Defense +55

              Ranged Defense +55

              Group Burst Run +60

              Group Terrain Negotiation +60


              Boost Morale - Re-distribute wounds amongst the group. Works within the same server boundary.

              Form Up - Does indeed clear dizzy and stunned; does not work on pets. This skill will work as long as you are on the same planet as the Squad Leader. You cannot use this skill while dizzy, you can use it while stunned.

              Rally - +80 Defence(both) and +40 Accuracy (both). Duration is 30s with 45s timer. Appears to have a very small AOE for party and doesnt always work.

              Retreat - A short burst run given to the OTHER members of your squad. This is a short extra burst run, and does not count against their actual burst run. Works within the same server.

              Steady Aim - Increases chance to hit for all group members. Action cost varies dependent on group size. Actual modifier is still unknown, HAM costs are high. Works on the same server boundary as your group members.

              Volley Fire - Will give a 15% bonus to accuracy and damage to everyone in the group. Vollyfire not only gives a group bonus, but it will also "paint a target" that everyone in the group can see in order to direct their fire at a single target.






              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.



              Pistoleer-StoppingShot

              /stoppingShot;

              /pause 48

              /alarmAddIn 0 0 Stopping Shot Ready!


              You get an on screen message and audable alert when stopping shot is ready to fire again.






              Damage shot spamming macro.



              Pistoleer-SpamDamage


              /quickDraw

              /bodyShot;

              /pause 3;

              /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



              /knockdownRecovery

              /dizzyRecovery

              /blindRecovery

              /stunRecovery


              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



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              "BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
              Flashnato
              Mon Oct 24, 2005 5:25 pm
              #81

              <Hi im a new pistoleer and i was wondering what pistol is the best pistol in the galaxy. Do you know?>




              BadgerSmaker
              Tue Oct 25, 2005 1:24 am
              #82






              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:


              "The (Featherweight) FWG5 and DL44XT seem to be the tools of our trade these days. Some other handy guns are available in the ROTW expansion."



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              "BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
              GC49
              Tue Oct 25, 2005 6:29 am
              #83

              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).


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