Pistoleer Archive

Thread: What is our role?

MatrimHavelando
Fri Apr 15, 2005 11:35 pm
#1

I have been asking myself the same question every night I log off of TC and get that little questionair. From what I remember in reading the CU docs. The pistoleer prof is suppose to be a support role for controling a situation, right? Or do i need to reread the docs? Ive read the discriptions of our skill boxes ingame and have looked for the abilities that are suppose to help us in controlling a situation. I must be blind cause Im not seeing much. We have stopping shot, which acts as a root I guess??? Warning shot acts as a fear? Firestrike is just lame. The kD on it is practically worthless. Lordmaxx, since Im sure you have the most knowledge on our prof, whats the deal? To me I dont think we have much to work with.

Thanks,



MAY THE FORCE BE WITH YOU!
Matrim Havelando
Corbantis Server
Rebel Warrant Officer II
PA Leader of Force CIty
MatrimHavelando
Sun Apr 17, 2005 8:31 pm
#2

Im going to bump this. I dont now if you all think this is a stupid question. I just want to know if we really do have a roll and what peoples opinions are on how it works.

Thanks



MAY THE FORCE BE WITH YOU!
Matrim Havelando
Corbantis Server
Rebel Warrant Officer II
PA Leader of Force CIty
Jimary
Sun Apr 17, 2005 10:22 pm
#3

Crowd Control, a very simple and deadly role, we arent tanks, remember that, but we can stop anyone in there tracks, and pwn a little to




{Jimary Entac}
{Foundation Stone}
"The ability to destroy a planet is insignificant next to the power of the Force."

aMeRiKa
Mon Apr 18, 2005 12:13 pm
#4






Jimary wrote:

Crowd Control, a very simple and deadly role, we arent tanks, remember that, but we can stop anyone in there tracks, and pwn a little to






lol. i logged on tc tonight for a bit of pvp with my current template with all the conversions. and i was getting pwned left right and center.



aMeRiKa
FOUNDATION STONE



MatrimHavelando
Tue Apr 19, 2005 8:10 pm
#5

thanks for responding. I havent been able to get much testing in. I keep crashing to desktop. The only time i have been able to test was when I just had pistol 4 in marksman. Definitly didnt see our role there. Especially when I look at the other 2 professions that are in marksman and all they get are the same skills. Ive read mixed feelings about getting master marksman. I havent tried it but I also dont see a need for it. There isnt a variety of skills to pick up from the other ladders. Or was I experiencing a bug and I should have seen different abilities for rifleman and carbineer in the Marksman tree?

Message Edited by MatrimHavelando on 04-19-2005 10:15 PM



MAY THE FORCE BE WITH YOU!
Matrim Havelando
Corbantis Server
Rebel Warrant Officer II
PA Leader of Force CIty
BeWary
Tue Apr 19, 2005 10:51 pm
#6

you saw correctly, the marksman abilities are essentially the same for each line. some minor exceptions. Rifle gets aim at 4, carbs get rapid fire ( or whatever it's called) and we get quickdraw. The 3 box skills ( and under)are all the same, just in diff order.


As was said above, we are crowd control. Our place is halfway back controlling aggro on our tanks. Pitching in for some damage when we can, but primarily setting up other folks for "the big kill". Think of us as the group's Easy button. We can solo, butwe usetime and technique, not raw power to do so.


Our lower DPS actually comes in really handy when combined with the new "hate" system MOB's get. Because we are not generating the most raw damage, we aren't going to be stealing aggro off anyone. Leaves us free to work in relative safety if we are in a decent group.




Gigo Paku/Sai'Meez FightinFish/Lacks Drive


"Early to bed, and ealry to riseprobably indicate manual labour"- John Ciardi


Xamyr Epan is a thief



Brakk2
Wed Apr 20, 2005 6:03 am
#7

The Tuesday Tips explained a Special Combo thing. So I would like to try Fan Shot+Stopping Shot. That should be a pretty good one.
BadgerSmaker
Wed Apr 20, 2005 7:56 am
#8






Brakk2 wrote:

The Tuesday Tips explained a Special Combo thing. So I would like to try Fan Shot+Stopping Shot. That should be a pretty good one.







The combo thing is about using special moves from other professions with commando weapons.


Stopping shot isn't AoE if you use a pistol. I found a useful combo for Master Pistoleer is


Stopping shot > Intimidate Shot > Burst Shot then alternate between Quickdraw and Bodyshot to fire quickly.


As for our role... well... when grouped with other professions we can root mobs, stun and initmidate and have a ranged warcry type move, still waiting to see what use Warning Shot will be as it seems broken.


If I was a tank, then I'd like to have a Pistoleer behind me to keep mobs intimidated and stunned, and the odd disarm shot wouldn't go amiss either... although I don't know how many other professions get stun and intimidate as well.


If I was another ranged profession... I'd be looking to the pistoleer to get those states out... but more to get stopping shot going and keep melee mobs rooted and stop them from getting in range of me, or just wade in with a KD if they do.


If we do end up quick enough, where firing a pistol is concerned and in our general movement speed; then I can see where the crowd control idea comes from.


But I'm a tad dissapointed that only Burst Shot and Fan Shot are cone attacks, and Fan Shot doesn't have any state.




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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
BeWary
Wed Apr 20, 2005 9:42 am
#9






BadgerSmaker wrote:



But I'm a tad dissapointed that only Burst Shot and Fan Shot are cone attacks, and Fan Shot doesn't have any state.






I agree, for a "crowd control" proff we don't get alot of options for hitting a crowd. I would have liked to have seen a lesser version of DA be an AOE, ( think old style panicshot) would be an ideal pistoleers tool.



Gigo Paku/Sai'Meez FightinFish/Lacks Drive


"Early to bed, and ealry to riseprobably indicate manual labour"- John Ciardi


Xamyr Epan is a thief



LordMaxx
Wed Apr 20, 2005 10:36 am
#10

We are actually more mezzer than crowd control. We are able to debuff and stop targets from getting their big moves off, therefore allowing the tanks and nukers the ability to do their job more effectively...

Not very exciting but eh...thats what we are...where's my pointy hat with the stars on it?



Maxx Wolfe
"I...I...I...I...Im not your steppin' stone!" - The Monkees
Leader of Team Desert Eagle and Founder of PATGWNIWNU a offshoot of RATGWNIWNU!
Chilastra/Valcyn/TC
MatrimHavelando
Wed Apr 20, 2005 11:02 am
#11



BeWary wrote:
you saw correctly, the marksman abilities are essentially the same for each line. some minor exceptions. Rifle gets aim at 4, carbs get rapid fire ( or whatever it's called) and we get quickdraw. The 3 box skills ( and under) are all the same, just in diff order.
As was said above, we are crowd control. Our place is halfway back controlling aggro on our tanks. Pitching in for some damage when we can, but primarily setting up other folks for "the big kill". Think of us as the group's Easy button. We can solo, but we use time and technique, not raw power to do so.
Our lower DPS actually comes in really handy when combined with the new "hate" system MOB's get. Because we are not generating the most raw damage, we aren't going to be stealing aggro off anyone. Leaves us free to work in relative safety if we are in a decent group.





this is really good to know. so it sounds like SOE actually did something right. now if they can fix the crashes to desktop so i can actually experiment with it.

what other prof do you have Bewary? Im thinking about MBH. Does this alter our role with the added DPS which I would think we would have since the BH is considered in the Tank category.



MAY THE FORCE BE WITH YOU!
Matrim Havelando
Corbantis Server
Rebel Warrant Officer II
PA Leader of Force CIty
SeraCohw
Wed Apr 20, 2005 8:12 pm
#12

ok which armor will work beter with our profession and why.
MatrimHavelando
Thu Apr 21, 2005 11:24 am
#13



BadgerSmaker wrote:


LordMaxx wrote:
We are actually more mezzer than crowd control. We are able to debuff and stop targets from getting their big moves off, therefore allowing the tanks and nukers the ability to do their job more effectively...

Not very exciting but eh...thats what we are...where's my pointy hat with the stars on it?


Maxx, where are the debuffs? Have I missed something or are you talking about smuggler as well?

As a Master Pistoleer I have:

  • 32m single target Intimidate
  • 32m cone AoE Stun
  • 32m single target "Warcry" type move
  • 32m single target 10 Second "Root" move (that may be changed to break on damage I hear).
  • 5 Meter single target KD
  • 32m cone AoE attack

Is there anything else I missed?

Message Edited by BadgerSmaker on 04-21-2005 08:34 AM





Do we have a complete break down of what all of our skills do? I find the ingame discriptions lacking.

I just want to be able to log on for more than 5min and test some of this stuff. sigh...



MAY THE FORCE BE WITH YOU!
Matrim Havelando
Corbantis Server
Rebel Warrant Officer II
PA Leader of Force CIty
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