Pistoleer Archive

Thread: roots/snares

kabutar
Tue Aug 23, 2005 10:37 am
#1

Am doing a little research before I grind out the rest of my template...


In your esteemed opinions... which work better - pistoleer roots/snares or smuggler snares/dazes?
BadgerSmaker
Tue Aug 23, 2005 10:41 am
#2

Pistoleer doesn't have a snare, just a root on a 50 second cooldown, a 5m KD and a 5 second daze.



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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
kabutar
Tue Aug 23, 2005 10:44 am
#3

My bad. In your opinion then, is the root worth having, or should I just save the SP?
BadgerSmaker
Tue Aug 23, 2005 10:50 am
#4

Are you thinking of taking xxx4 Pistoleer?


What is the rest of your template?





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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
kabutar
Tue Aug 23, 2005 11:03 am
#5






BadgerSmaker wrote:

Are you thinking of taking xxx4 Pistoleer?


What is the rest of your template?







I'm thinking of taking xxx1 or xxx3 pistoleer depending on how many SP I have...


The rest of my template: CM 4xxx, either MBH or MCarb, probably Smuggler 4x1x unless I find smuggler roots/snares work better (or I don't need Last Ditch) as I'm running out of SP
BadgerSmaker
Tue Aug 23, 2005 11:08 am
#6

The best snare in the game is at x/x/x/4 CM.



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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
kabutar
Tue Aug 23, 2005 11:21 am
#7

Yeah, but that eats mind and you have to be really close to get it to stick...


Basically I'm just wondering if stoppingshot/pistoleer root is worth having, hehe... since the countdown timer is so long and it doesn't root for very long anyway?


Iceovekan
Tue Aug 23, 2005 11:55 am
#8


The Pistoleer Root varies, with the Advanced Version holding the target steady for quite awhile. The Pistoleer Root is the only non-jedi root in the game, so this is the signature pistoleer move.


For snares there's many options.


For Duration - Electrolyte Drain (Combat Medic)- Improved Version is around 100 Seconds


For Most Effective - Crippling Shot - from carbineer, this modify's the movement speed by quite a lot.


The other snares that I know of:


Restraining Shot - 40 Second Snare (Smuggler)


Kneecap Shot - Short Duration Snare (Rifleman)


Remember snares don't stack, so if you see a mob w/ electrolyte drain don't shoot your snare as the latest snare will overwrite the snare that was already applied. So if a mob is Electrolyte Drained for 100 seconds and you shoot kneecap shot, that overwrites it and is only snared for 20 seconds now.


As for Dazes there are a few dazes out there:


Major Daze-


Concussion Shot - Movement/Action


Paralyze - Movement/Action


-----


Minor Daze


Panic Shot - Action


Disarming Shot - Action


Startling Shot - Action


---


All dazes break on damage, and is mostly used for crowd control. I particularly like using disarming shot or paralyze and running up to the target to apply Electrolyte Drain or Thyroid Rupture. During that time the mob won't hit back, and since those are states, they don't break the daze. Remember Dazes break on damage.



Well that's my two cents.



-Ice

BeWary
Tue Aug 23, 2005 1:57 pm
#9

I find having both the Mpistol version of stop and the nov smugg concussion work nicely together. Concussion has such a fast cooldown that it can be applied in sequence to more than one mob. If you are lokoin at a pistol centric build then these 2 skills in conjuction are huge.

If it's one or the other, I'd suggest the smugg one. It's a daze so it breaks on dmg, but if you miss with the lower lvl stop you're out of roots for a long time while it resets. /burst and go make a sammich.



Gigo Paku/Sai'Meez FightinFish/Lacks Drive


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


Xamyr Epan is a thief



kabutar
Tue Aug 23, 2005 5:20 pm
#10

what I realized is that theres no point taking smuggler skills and matching with BH because I also need CM 4xxx- so if I go BH, then I need some crowd control, so I'll take carbineer with pistoleer xx3x for intermediate stopping. If I take smuggler, I need some high power shots, so I'll also take carbineer with pistoleer


However, your point does help - if you think the smuggler one is better, then I can save the extra SP from pistoleer and feed it into medic or something, though I still only end up at CL 71, but that's not bad


thanks!
SeraCohw
Tue Aug 23, 2005 9:26 pm
#11

yes if u miss with the root u will be out a root but if u have a kd and a daze u can use em in conjuction till u are just about to reaply the root also there are skills like warning shot that will make em stick more. but back to the original question i think if u get the improved stopping shot uwill be beter beter off. concusion breaksonce theytakemore damage and i am assuming u want a root so u can kite. concussion will prolly not work so well by its self as a solo root but i have never used concussion but from what i hear it is a great get away move
kabutar
Tue Aug 23, 2005 11:14 pm
#12

right i think i get wat ur saying. so basically if im only taking stopping shot I (pistol xxx1) its not worth it and i need at least xxx3 to be effective...? but I should be ok if i have a kd/daze/snare. now the only question is whether to take smug ones or carb ones
kabutar
Wed Aug 24, 2005 12:13 am
#13

Thanks for the extended reply...


From what you've said, it seems that the Pistoleer root is the most effective, just generally... the other snares like restraining shot and crippling shot are not bad themselves. But if I'm only taking regular crippling shot, I'm not sure how effective it would be... if it just holds the target for 5 seconds or something, it may be better to put those SP into feign death especially since the target can keep attacking... unless you just stay out of melee range. Of course I haven't been able to hit FD recently... and I'm not sure how worthwhile Last Ditch would be since I've heard it doesn't usually connect.


Ah, too many choices!
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