Pistoleer Archive

Thread: Mpistols / Msmugglers specials choices

canova
Sun May 08, 2005 5:51 am
#1

Hey everyone,

I am Master Smuggler and Master pistoleer. It seems that many of the specials between those two professions are redundant but they don't seem to all work the same, hence this little request for advice that I will post also on pistoleers forums.

What do use the most and why?
1- Low blow, concussion, disarming or panic shot? what is the difference them ?

2- restraining or stopping shot or concussion?

Thanks in advance






I'es Calipija
.......:::: Elder Matron of the Insurgent Sisterhood ::::.......
.......:::: Mayor of New Haven ::::.......
.......:::: President & Founder of the Save Our Bantha Association S.O.B.A. ::::.......

The forum Rabid Weasel - Make Instant Travel Ship a vet reward !
canova
Sun May 08, 2005 5:53 am
#2

Hey everyone,

I am Master Smuggler and Master pistoleer. It seems that many of the specials between those two professions are redundant but they don't seem to all work the same, hence this little request for advice that I will post also on smugglers forums.

What do use the most and why?
1- Low blow, concussion, disarming or panic shot? what is the difference them ?

2- restraining or stopping shot or concussion?

Thanks in advance






I'es Calipija
.......:::: Elder Matron of the Insurgent Sisterhood ::::.......
.......:::: Mayor of New Haven ::::.......
.......:::: President & Founder of the Save Our Bantha Association S.O.B.A. ::::.......

The forum Rabid Weasel - Make Instant Travel Ship a vet reward !
entragian
Sun May 08, 2005 9:43 am
#3


Improved concussion shot out of Master Smuggler (maybe I'm wrong on the skill box) is a 40 second root. With that amount of time I'm able to kill pretty much any melee mob out there, as long as the root sticks.

Stopping shot is listed as having a "very short" duration, but I have not been able to test it or find information on it's exact duration.

Restraining shot is a snare, which lowers the movement speed of whatever you're fighting. The only real use I've seen is snaring my target just before my root breaks to buy me an extra second or two to re-apply my concussion shot.

I have not used disarming shot.

Low blow used to be listed as a KD, but it didn't work. Now I believe it lowers a targets stat, which one I don't recall.

What I've seen of smuggler is that you are able to "surpess" the target you are fighting (lowering attack speed, movement speed, and lowering other stats). This gives you an advantage, but the damage output from a smuggler is about half that of a rifleman or melee profession. A smuggler is going to be a group friendly utility character that is good at keeping a mob in check. If you augment that with something other than pistoleer you should be able to increase your damage output, but will be lacking in the defense department while holding a pistol.

Wth the 2 weeks of respeccing left I would suggest testingMaster Bounty Hunter, Master Commando, and Master Rifleman and seeing which one you like as a combo for Smuggler.

Message Edited by entragian on 05-08-2005 12:44 PM



--- Harlan Giovanni ---
DoMakk
Sun May 08, 2005 9:51 am
#4

It's DARN nice to have BOTH stopping shot AND concussion. In my experience, stopping shot took longer to recover so I could fire it again, but concussion seems to recover faster, in case there's a LOT of unfriendlies you'd like to keep away from you!


And just when you've got concussion still recovering and need it again, stopping shot has usually recovered and you get to use that instead!


Going to add the jedi I was grinding with LOVED the rooting shots. It's like this. "STAY. Okay guys, you take 'im out. HEY you, you weren't invited to this party, you stop right there!" (me addressing targets )





@@@@Trader or Entertainer, how to decide?@@@
*************************************
*******Peace and Love to All Beings*******
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Smugglers have more fun than the law allows
canova
Mon May 09, 2005 1:03 am
#5

thanks for the reply.

personally I had trouble using concussion, it would wear off if the mobs gets attacked. so I only use stopping when trying to stop a mob I am shooting at. Concussion when I am attacked by more than one and I want to keep one temporarily out of the fight.
And yes Smuggler/pistol = low damage, but I would not be able to overcome the sorrow that the loss of my blasters certifications would cause to me if I dropped pistoleer

SO no one compared panic and disarming?






I'es Calipija
.......:::: Elder Matron of the Insurgent Sisterhood ::::.......
.......:::: Mayor of New Haven ::::.......
.......:::: President & Founder of the Save Our Bantha Association S.O.B.A. ::::.......

The forum Rabid Weasel - Make Instant Travel Ship a vet reward !
Evoza
Mon May 09, 2005 1:20 am
#6

Concussion Shot shouldn't wear of if the mob is attacked. Disarming Shot does what is says, for 5 secs I believe. Panic Shot lowers combat speed 15.00 points for I think 15 secs. Not positive on the duration but it mixed with Low Blow's -45.00 Combat SPeed is a good help to lower damage output of a target.
DoMakk
Mon May 09, 2005 7:59 am
#7

Four Master Smugglers in hunting party last night at Krayt Graveyard, further attacks do NOT break the root of Concussion.


the Rats just break it on their OWN sometimes! "RUN!"





@@@@Trader or Entertainer, how to decide?@@@
*************************************
*******Peace and Love to All Beings*******
*************************************
Smugglers have more fun than the law allows
Shadusdarkmour
Mon May 09, 2005 9:37 am
#8

disarming shot delays their next action for 5 secs, Its real nice one on one orwhen your with a group.Its not enough delay to give you a big advantage but just enough of run to get ahead on the damage race or get out your other state effects.



Master Brawler
Master Fencer
Master Swordsman

Why wasnt i supposed to bring a knife to this gun fight again?
entragian
Mon May 09, 2005 1:53 pm
#9



I've done more testing...


I dropped smuggler all together and went Master Pistoleer, Master Bounty Hunter, Master Marksman, Rifleman 3XXX. With this build I have good defense and accuracy, speed at about 120, and I have the option to switch to a rifle. With a rifle equipped my accuracy is at 290.


In PvE my new favorite combination is Stopping shot, warning shot, underhand shot, critical shot. Doing that with a rifle leaves the mob well out of my range, and lands a good amount of damage before they even have a chance to get near me.


Once the mob closes in, I pop duelist stance, intmidate shot, improved eye shot, and wait for my root to be available again. Then I root him, back up and start the process over again.


I was sad to give up smuggler, but I just wasn't holding up in PvP like I had hoped I would be able to. I have better stats with this build, and I plan to test it in PvP this week. I'll let you know what I find.

Message Edited by entragian on 05-09-2005 04:55 PM



--- Harlan Giovanni ---
Rhu
Tue May 10, 2005 12:28 am
#10

Agree with the above post on disarming shot. It is one of the best attacks to use when you are fighting pistol vs pistol, as it recycles fast enough to be nearly constantly applied.


If your enemy isn't the brightest and is using either a pistol or a carbine and doesn't carry a rifle for backupget an advanced laser rifle, use concussion shot and stand at 36 or 51 meters away. It works wonders, even though your damage output will be lower.


entragian
Tue May 10, 2005 9:43 am
#11


Did some testing with my current template. While dueling it is apparent that once you hit a certain amount of Accuracy and Defense you don't really do any more damage.


There is another post somewhere that I failed to bookmark that shows damage done with accuracy at 250. It appears that if your accuracy is at 250 or higher your general ranged shot will hit for the max damage on your rifle, then add in multipliers from specials (like Advanced Reckless Shot) and you end up hitting for a bit more damage.






--- Harlan Giovanni ---
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