Pistoleer Archive

Thread: What branch/branches do you recommend?

PinaColada
Mon May 16, 2005 2:00 pm
#1


Please forgivemy dabbling , but if I had 17 skillpoints (not including the 6 used to get novice), what branch/branches do you guys recommend me spending them in?


Thanks again.


BTW, I'm currently aMBH/MSmuggler if that helps any...
Nifty
Mon May 16, 2005 2:20 pm
#2

0/3/0/1


gives 30 general accuracy, 10 melee and ranged defense.


gives stopping shot and disarming shot. (also improved burst shot, but this doesn't stick often enough to be effective.) Disarming Shot is useful when used before Duelist Stance as it pretty much ensures you'll get DS off without getting hit in the warm up.





Starsider: Abici Sselof, Master Entertainer, Musician and Pistoleer; Master Pilot
PinaColada
Tue May 17, 2005 9:05 am
#3






Nifty wrote:

0/3/0/1


gives 30 general accuracy, 10 melee and ranged defense.


gives stopping shot and disarming shot. (also improved burst shot, but this doesn't stick often enough to be effective.) Disarming Shot is useful when used before Duelist Stance as it pretty much ensures you'll get DS off without getting hit in the warm up.







Thanks for the input Nifty!


I was wondering though, would Intimdate Shot (i.e. 0/0/3/1) be better than Disarming Shot since I think it's pretty much the same as the smuggler's Concussion Shot? GrantedI would lose the +30 general accuracy but I would gain in pistol defense. Is it worth the trade-off? Or what about 0/1/0/3? This would give me some general accuracy and range defenses and Improved Stopping Shot.


Urgh! It's so hard to decide. I just wishedI had more skill points...haha...

Nifty
Tue May 17, 2005 10:48 am
#4

Intimidate sounds nice with around 20% damage reduction, but the fact is it does not stick nearly often enough to be more useful than just blasting away with Adv Critical and Torso.


I'm not sure how much longer Improved Stopping lasts versus Stopping. Given than you have a snare with Smuggler, I think you'd be able to get by with regular stopping shot.


The reason I recommended more accuracy is that you're sitting on 145 general (185 total) after getting novice. Picking up 30 more points is going to push your base damage closer to your weapons' max values.


It really doesn't matter, as numbers wise, you'll be ok with 10 more accuracy and 30 more defense, or 30 more accuracy and 10 more defense. Either way, it's a good addition to your MBH/MSmug.





Starsider: Abici Sselof, Master Entertainer, Musician and Pistoleer; Master Pilot
RAMBOW
Tue May 17, 2005 11:37 am
#5






Nifty wrote:

Intimidate sounds nice with around 20% damage reduction, but the fact is it does not stick nearly often enough to be more useful than just blasting away with Adv Critical and Torso.


I'm not sure how much longer Improved Stopping lasts versus Stopping. Given than you have a snare with Smuggler, I think you'd be able to get by with regular stopping shot.


The reason I recommended more accuracy is that you're sitting on 145 general (185 total) after getting novice. Picking up 30 more points is going to push your base damage closer to your weapons' max values.


It really doesn't matter, as numbers wise, you'll be ok with 10 more accuracy and 30 more defense, or 30 more accuracy and 10 more defense. Either way, it's a good addition to your MBH/MSmug.






it is a huge problem that needs to be addressed... I never use this special because if it doesnt stick (which it usually doesnt) its just a waste of time in combat.



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Mahonri Disciple #2: The Dusk
Rebel_elite
Tue May 17, 2005 2:06 pm
#6

0/3/0/1

Those speed mods are very very valuable.




Remis Galisger
{Champion Trash Talker}
-Gunslinger Extrodinaire-
Master Bounty Hunter

PinaColada
Wed May 18, 2005 9:26 am
#7


Hehe...thanks all. I guess I'll take y'all's advice and go 0/3/0/1. Again, thanks.
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