Pistoleer Archive
Thread: Pistoleer/Bounty Hunter template in the CU
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Uthyr
Fri Apr 01, 2005 12:02 pm
#1
Well, I've convinced myself that I am not going to be worse off as a post-CU Pistoleer than as a pre-CU Pistoleer. I just went onto Test Center and spec'd out a template that will work for my available skill points (trying to be as similar to my current template as possible just for the sake of comparison, but adding a lot of new Bounty Hunter skills because I'm going to have a lot more free points with the new prerequisites), and was pleased with what I came up with. I didn't count my FS skills for the purposes of this comparison. I know this is not a pure-Pistoleer template, but it's not important to me to be exclusively a Pistoleer for building combat skills, and it seems that more than 60% of us are Pistoleers/Bounty Hunter templates, so I thought some of you might find this intetresting...
Pre-CU template:
Master Pistoleer
Master Marksman
Bounty Hunter 0040
Scout 4042
Medic 3040
This results in:
Pistol Speed +129
Pistol Accuracy +155 (plus standing and moving mods)
Melee Defense +47
Ranged Defense +22
Post-CU template:
Master Pistoleer
Marksman 0404
Bounty Hunter 0444
Scout 4040
Medic 4140
This results in:
Speed (General Ranged Speed + Pistol Speed) +90
Accuracy (General Ranged Accuracy + Pistol Accuracy) +190
Melee Defense (Pistol Defense + Melee Defense) +110
Ranged Defense (Pistol Defense +Ranged Defense) + 215
I made two very big assumptions in summarizing these results. I have no basis for making these assumptions other than that it seems to me how it would make logical sense for these stats to work (feel free to correct me if anybody knows differently):
(1) Pistol Speed & Accuracy stack onto General Ranged Speed & Accuracy, respectively,while you have a pistol equipped
(2) Pistol Defense stacks onto either Melee Defense or Ranged Defense depending on what profession you are fighting against
I know that the stat scales will be different in the CU (e.g., +100 Pistol Speed will not mean the same thing before vs. after the CU), so they are not directly comparable, but what I get out of this are the following conclusions for a Master Pistoleer with several Bounty Hunter skills... Ranged Defense looks phenomenal. Accuracy looks excellent. Melee Defense looks excellent (much better than it was). The only thing that looks like it will be worse is speed, but hopefully all the other combat professions will be insimilar and it will even out. Also, assuming that FS Ranged Speed ever gets fixed, you can easily increase that speed to +102 (or do the same thing with SEA's). Even so, I get the sense that we will be firing more slowly than we are used to.
The real question though is how powerful the new pistols and specials will be. Player mods are only part of the equation.
Nifty
Fri Apr 01, 2005 2:18 pm
#3
Uthyr wrote:
No, I didn't notice any while moving or while standing mods in the CU. You wouldn't want to be firing specials while you're moving, incidentally, because movement cancels the special, if I understand that correctly.
So as long as the attack has no windup, we can fire it while moving? I hope so, otherwise, no more kiting (which was always meant to be a valid ranged profession attack.)
Uthyr
Fri Apr 01, 2005 9:13 pm
#4
Jaster_M wrote:
I was using specials while moving lastnight...atleast I think I was
Well I admit that I don't know how much it's supposed to work, but I could have sworn I read somewhere that the execution of at least certain specials is cancelledif you begin moving.
Uthyr
Sat Apr 02, 2005 1:23 am
#6
No, I didn't notice any while moving or while standing mods in the CU. You wouldn't want to be firing specials while you're moving, incidentally, because movement cancels the special, if I understand that correctly.
Jaster_M
Sat Apr 02, 2005 1:46 am
#7
I was using specials while moving lastnight...atleast I think I was
waffle2626
Sat Apr 02, 2005 7:00 am
#8
Sweere wrote:
Remember tho...SEAs are going to be gone.
Was there an official announcement on this?
oliphontmon
Sat Apr 02, 2005 7:04 am
#9
Sweere wrote:Remember tho...SEAs are going to be gone.
SEAs Being gone is not official, and i dont think they will remove them, it will be the only real customization you can have, otherwise the game will be cookie cutter templates with no variance between player to player, like a FPS i dont think the devs will screw the game up that bad.
Uthyr
Sat Apr 02, 2005 2:04 pm
#10
SEA = Skill Enhancement Attachment (Clothing Attachment or Armor Attachment)
Lipowitz wrote:
Sorry to be noobish but what is SEA
JuggernautRM
Sat Apr 02, 2005 2:09 pm
#11
The templates are nice, but dabbling to much really doesn't empower you more than having a full fledged master profession.
Uthyr
Sat Apr 02, 2005 4:06 pm
#12
JuggernautRM wrote:
The templates are nice, but dabbling to much really doesn't empower you more than having a full fledged master profession.
I can't say I agree with that statement as a general rule. By omitting last few skill boxes of Bounty Hunter, I am able to pick up quite a lot of medic skills, and those will do far more to keep me alive and fightingthan the few extra skill points I'd get from finishing up the last 4 boxes (where there are no useful offensive or defensive mods) plus the Master box (where there are only a few extra combat mods) in my Bounty Hunter 0444 plan (plus Master Pistoleer). Especially after the CU, dabbling (if you dabble wisely) can make for a very powerful template.
Lipowitz
Sun Apr 03, 2005 1:50 am
#13
Sorry to be noobish but what is SEA
Used to be pistoleer dropped it to be carbineer
comin back to pistoleer post-C.U.
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