Pistoleer Archive
Thread: problems with disarmshot?
i just got it and it never works when pvp'n!
can anyone clue me in on why?
thanks.
is it suposed to shoot the weapon out of the opponent's hand or just damage its condition?
According to swgcenter.com DisarmingShot1 does the following (at least it's supposed to):
Move Name: DisarmingShot1
Weapon Type: Pistol
Targets Affected: Single
Area Cone Length:
Area Cone Width:
Time Modifier: 1.5
Damage Modifier: 2
Health Cost: 0.5
Action Cost: 0.75
Mind Cost: 0.5
To Hit Mod: 50
Attacher End Posture: No change
Defender End Posture: No change
Description: hits gun
Basically sounds like it was meant to be a low HAM bar cost ranged attack that increases your regular damage by 2x with only a 1.5 speed modifier that attacks a random HAM bar.
Since disarming shot 2 is AE knockdown it leads me to believe disarming shot 1 was meant to be a single target knockdown. Just my logic at work.
Mark Sman - Bria server
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yes.. stopping shot i have to wait for now i guess, its just .. disarm shot sounded so awesome..
Oh trust me, disarm shot may suck, but the Stances tree is well worth it. Double Tap is pretty good, actually low costing and almost as strong as Bdyshot2. Then Stopping Shot... obviously, one of the most uber pistoleer skills (Wish it didnt attack random pool though, only quip). And Fanshot I hear is great also, not to be confused with multi-shot which has lotsa bugs, but thats master.
Next tree is Tactics, although learning some aiming will help, my 1.3 Scout misses quite a bit. Hate wasting the action costs, goes down so fast must make every shot count.
"
I see your Schwartz is as big as mine... "
Erisk Bosann, Ranger/Pistoleer/CH - Lance Corporal Rebel Alliance (Intrepid Galaxy)