Pistoleer Archive

Thread: is there any of our special better than dirty fighting?

fkjvhdks
Mon Oct 27, 2003 8:49 am
#1

i'm a rogue soon to be master pistoleer, do we have any usefull specials?


i liked stopping shot and melee defence but they'r not as good as low blow and last ditch. do we have anything usefull besides these andbodyshot3 healthshot2 like a blind attack or anything? i know we don't have a dizzy ora kd...



what does the double tap fan shot and all these 2 cents moves anyway? anyone use the point blank attacks ever?

Deadpool-wanderhome
Mon Oct 27, 2003 9:17 am
#2

imho they are comperable. no pistoleers do not get a KD or state effects. smuggs dont get any skill mods at all. also every one of our shots is a random ham. The combo I use is low blow -> panic shot -> body shot2 this I have found a lot more effective than last ditch. the delay on last ditch sucks. and with 0 speed mods it wont get better until i pick up pistoleer skills. A pure smuggler is not nearly as effective as a Master pistoleer with Dirty Fighting. The 15 second delay is nice from the KD/panic combo but for 8-10 seconds of it Im sitting still. The delay on both of those is about 4-5 seconds each. Here is my pistol skills build atm


smuggler-master/ pistoleer 0-0-2-2


the only state effects that I have are KD and delay, and a random stun from last ditch (i think, it may be my pet though) As far as what skills from pistoleer are better I dont know, BS3is nice fromwhat I hear. And thedefence mods that are comming will really help. Neither compaires to Commando/BH/CH. Dirty is a nice line and I think last ditch should be moved to master smuggler, but then every class here thinks there are balance issues.




Deadpool
Wanderhome
Elder Armorsmith/Artisan/Creature Handler/Smuggler/Pistoleer
Imperial Pilots (IP)
DP Industries Nabubu, Naboo
Jedi
electricnomad
Mon Oct 27, 2003 10:19 am
#3




Deadpool-wanderhome wrote:

Dirty is a nice line and I think last ditch should be moved to master smuggler, but then every class here thinks there are balance issues.




As far asI know, Last Ditch does 6x damage and produces a Stun effect. That Stun doesn't always stick, however. Compare that with a Stopping Shot, which I believe does 5x damage and is much faster. There's no need to move Last Ditch to Master Smuggler as far asI can see.


On the other hand, Panic Shot could probably use a bump up to Master Smuggler. It's a cone delay, which is incredibly powerful, and as a Master Smuggler, it's probably my favorite move in Dirty Fighting (maybe not my most-used, but definitely my most useful). There's also the question of, if everybody has a delay shot, how special is it going to be? It's simply too easy for anyone who becomes a Smuggler to get this powerful shot. It's basically this cycle's Eyeshot, and it's going to cause us trouble.


I'm very concerned that if we don't bump Panic Shot up to the top, it'll get a serious nerf.





"We're dedicating a designer (Green Marine) next week to looking into fixing some of the bigger issues of the smuggler. (Yes, we are also looking at issues with the other professions, the smuggler just seems to be the one needing the most love at this moment)." Q-3PO - September 16, 2003
Great Threads in Smuggler History, Vol. I / Vol. II / Vol. III - Collected Posts by the Devs Concerning Smugglers
***ELECTRICNOMAD RETIRED FROM SWG ON 7 MAY 2004***

Deadpool-wanderhome
Mon Oct 27, 2003 10:47 am
#4

good point. the only counter point to that I see is the panic is primarily a supporting shot. Eyeshot can be a show stopper. Eyeshot can be spammed, panic cannot. Well it can but the effect will only happen once every 30 seconds. One of the specails needs to go up to master, hell i want something at master, other than the 5% to slice. I also think some small bonuses should go to Under World line.


Overall the any ham specails from pistoleer arent any better than smugglers Last Ditch. Pistoleers do need a staus effect shot or 2 though.




Deadpool
Wanderhome
Elder Armorsmith/Artisan/Creature Handler/Smuggler/Pistoleer
Imperial Pilots (IP)
DP Industries Nabubu, Naboo
Jedi
electricnomad
Mon Oct 27, 2003 11:32 am
#5




Deadpool-wanderhome wrote:

Pistoleers do need a staus effect shot or 2 though.




I'm with you there.


Speaking as a Master Pistoleer, I'd love to see Disarming Shot 2 get an individual delay (like Warcry or Panic Shot, but a bit shorter in duration) which would simulate being disarmed, along with a big targeted HAM attack of Action and perhaps even an Intimidate effect.


I'd also like to see what some people have suggested with Pistol Melee Defense 2, which is to make it a KD combined with a Dizzy.


I could think of a few more, but those are the two shots that seem born to have a state effect added to them.





"We're dedicating a designer (Green Marine) next week to looking into fixing some of the bigger issues of the smuggler. (Yes, we are also looking at issues with the other professions, the smuggler just seems to be the one needing the most love at this moment)." Q-3PO - September 16, 2003
Great Threads in Smuggler History, Vol. I / Vol. II / Vol. III - Collected Posts by the Devs Concerning Smugglers
***ELECTRICNOMAD RETIRED FROM SWG ON 7 MAY 2004***

Taewyn
Mon Oct 27, 2003 3:30 pm
#6

the only counter point to that I see is the panic is primarily a supporting shot. Eyeshot can be a show stopper


A show stopper can be a supporting shot...


The show hardly ever goes past ten seconds in PvP





Taewyn Alsan Lt Colonel in service of the Empire


Taewyn and Oqua's "As you like it" Armor and Clothing store. On Naboo, right outside of Kaadara Location: +5729 +6376.


Dinian
Tue Oct 28, 2003 1:01 am
#7

I fully support state effects on upper level pistoleer shots. Seeing as how I'm close to master pistoleer now and I'm already a master smuggler I guess I have a vested interest in this


However... I do not believe the disarming shots (which seem like the best place to have the state effect) should be delay shots. Seriously, brawlers and smugglers spend at least 15 full skill points just to have a chance at delaying people. It's an amazing effect and worth the points but putting it in DisarmingShot1 will result in further marginalization of profession uniqueness.


Ideally disarming shot 1 could have a chance to stun -- this seems delays the target's next special attack if you didn't know (I need verification on this).


Ideally disarming shot 2 would be a cone Intimidate. Master box is a hellish amount of xp and time, I think the power is justified here.


If they made MTPS worth a **edit** in any way I'd be pleased




Dinian :: Master Swordsman - Teräs Käsi Master - Force Adept
Retired producer of fine weapons for Kong Technologies
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