Pistoleer Archive
Thread: Few things ive noticed after patch as a master gunfighter...
multitargetshot still dosent work, will only hit 1 target and for very little damage
no changes in dodge and knockdown defense thatwere noticable
dx2 pistol either has always hadorhas been givenarmor piercing, my fwg5 and scout do not have any
ham changes on disarming shot 2 increased my 11/23/11 scout to 110 ham from 32 per shot, my dx2 increased from 48 to 220 (im happy withthis changeas it is very unspamable now)
knockdown does seem to still stack, though with ham changes is a non issue anymore imo
weaponsmiths can nowinclude more variety in damage, speed, ham costs etc with newly crafted weapons. ie increase to previous maxdamage ranges at a cost of speed
im really enjoying the pvp damage reduction so far. mind damagespecials are by far the deadliest, putting thebh pistoleer on top of the food chain it seems
all i can think of for now, feel free to add to the list
kesix arrey, corbantis
I've managed to get Multitargetshot to work about 5 times today out of about 100 times attempted. Once it hit 4 targets for 1400 damage each (my best one). The other times it hit for around 800 to 1000. I could never find the pattern that allowed me to use it. Most of the time I just take 32 HAM damage, don't shoot for 2 seconds, then fire for my normal amount of damage. It also seems that when it does work it changes your fight target. Very odd.
Nophex
Master Pistoleer (Flury)
You have a lot of good points but
i"m really enjoying the pvp damage reduction so far. mind damagespecials are by far the deadliest, putting thebh pistoleer on top of the food chain it seems"
I have to disagree mind damage is nice but I have no fear of the uber BH never have never will.
Solfire,
multitargetshot still dosent work, will only hit 1 target and for very little damage
I tested this yesterday and got real data on it, then the damage change was put in, nowI have to re-do it. However, it's as you say, not always "working". I didn't isolate why, but suffice to say, yeah, I agree, it's still bugged.
no changes in dodge and knockdown defense thatwere noticable
dx2 pistol either has always hadorhas been givenarmor piercing, my fwg5 and scout do not have any
ham changes on disarming shot 2 increased my 11/23/11 scout to 110 ham from 32 per shot, my dx2 increased from 48 to 220 (im happy withthis changeas it is very unspamable now)
knockdown does seem to still stack, though with ham changes is a non issue anymore imo
weaponsmiths can nowinclude more variety in damage, speed, ham costs etc with newly crafted weapons. ie increase to previous maxdamage ranges at a cost of speed
Interesting. +100 speed + slowest/, highest damage weapon..ouch.
im really enjoying the pvp damage reduction so far. mind damagespecials are by far the deadliest, putting thebh pistoleer on top of the food chain it seems
all i can think of for now, feel free to add to the list
kesix arrey, corbantis
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Great feedback ![]()
Ive basically had the same experience as the first poster. Multipistolshot still broken and disarm 2 unspammable due tonew HAMcost.
One issue I have with this is, why bother with master pistoleer now? Why not just get grips and stances 4 with melee defense 1 and spend your points elsewhere?
With the change to disarm 2 and the lack of a fix for multipistolshot, what incentive is there to bother to get master when stopping shot, fan shot, healthshot 2, and pistol whip are the only viable skills now in the pistoleer tree? Disarm 2 will kill you faster than you can kill what you're shooting at. Body shot 3 is trumped by BS 2. Melee def 2 doesnt knockdown.
Accuracy doesnt really matter past novice pistoleer and a good 1.7 scout will make 60 speed points go a long way. The defensive bonuses dont do anything so it seems very little of the pistoleer tree is worthwhile now.
I guess most of this was covered in the profession report, but I think this should be brought up again with this new patch. Someone with just Grips and Stances 4 and Melee def. 1 has basically the same effectiveness as a master pistoleer now despite the fact that master pistoleer literally takes millions of more pistol exp to achieve.
MultiTS works fine for me. it hits 4 npcs who stand together or are far away on high damage, but has also high costs. you have to attack each target and then use MTS. it goes like the old DS2 shot.
DS2 isnt a area KD anyomore, but KD 1 target for higher HAM costs.
Nomdorn wrote:
MultiTS works fine for me. it hits 4 npcs who stand together or are far away on high damage, but has also high costs. you have to attack each target and then use MTS. it goes like the old DS2 shot.
DS2 isnt a area KD anyomore, but KD 1 target for higher HAM costs.
Is that true? Disarm 2 isn't an AE knockdown anymore?
Last night I was able to AOE a mob of krettle like creatures on naboo with disarm 2. Of course they are so small it was hard to tell if they got "knocked down". But they all did take damage.
And I was able to ranged knock down another player I dueled last night as well with disarm 2.
Scariest PvP combo now is the Pistoleer or Rifleman/Combat Medic.
While they did change the PvP to reflect the 75%, the helped us Combat Medics out (we were broken beyond belief and still are) by neglecting to change the damage done by poison.
I'm not sure if they fixed the problem with applying poison and disease not causing TEF that's an exploit to be sure.
So your friendly neighbourhood Elite Combat/Combat Medic nails you with a Mind Poison/Mind Disease/Area Mind Poison/Area Mind disease that can tick off in a short amount of time about 600-800 Mind stacked...and there is no 75% reduction in it. and the kicker: There is no Line of Site Requirement.
Please avoid screaming nerf, there's already a campaign amoung most CM to get this fixed and brought into line before a forceable nerf ruins the few good things our class has going for us.
For those chicken littles who said yesterday that using HealthShots lowertheXP given, I can confirm the opposite. (At least on Talus-Chilastra) I was getting full XP for kills using a starter HS and maybe a second one.
My impression is that what was nerfed in combat was spamming not ones ability to perform in combat. If one uses tactics "As Intended" and are careful and methodical how you use them, you do better against certain Mobs not worse like so many people are saying.
I'm still only a Novice so I can't speak for the higher level specials but I can say that my 2 hours yesterday was once of the most rewarding sessions I've had.
Nomdorn wrote:
MultiTS works fine for me. it hits 4 npcs who stand together or are far away on high damage, but has also high costs. you have to attack each target and then use MTS. it goes like the old DS2 shot.
DS2 isnt a area KD anyomore, but KD 1 target for higher HAM costs.
Ifbeing required to attack all targets to get it to workistrue about MTS (I don't know, I don't have it yet), then is it safe to assume that agood strat is to run up to a group of say four targest, tab-cycle through each while HS1 and HS2'ing, then this them witha MTS?
multitargetshot still dosent work,
i can agree with that, aoe component is bugged, but the damage its doing tothe maintarget seems about right. once i did get all the aggro of an aoe attack, but only damage on the main target.
I thought about that when trying to use MTPS, I'll need to try again with that in mind.
guess most of this was covered in the profession report, but I think this should be brought up again with this new patch. Someone with just Grips and Stances 4 and Melee def. 1 has basically the same effectiveness as a master pistoleer now despite the fact that master pistoleer literally takes millions of more pistol exp to achieve.
Once dodge is fixed (whenever that is), it should be a nice addition to defense. BS 3, same thing, we hope to get that fixed, we show clearly how it's inferior to BS2. The specials line has ++ to pistol speed...which increases your damage output by more than most people realize. Someone with max stances vs someone with stances + specials...the latter will be far more effective. That's only +24 speed. Hitting master gives another +20...no small deal IMO. Finally, some report that ideal range now works and thus, folks are missing more..finally making accuracy worthwhile.
I do agree that's mostly dependant on them fixing the buggy stuff, 1 month looks to be the waiting cycle ![]()