Pistoleer Archive
Thread: Everyone must be playing...
Pistoleer
Primary Role: Close Range Crowd Control (Attacker Control)
Secondary Role: Opponent Damage Reduction (Attacker Modifiers)
Offense: Weak (2)
Defense: Moderate (3)
Crowd Control: Strong (4)
The Pistoleer is a lightweight combat specialist. They move quickly around the field of battle softening up targets and reducing their effectiveness. The damage output of the Pistoleer is relatively low but given time and careful tactical control they are still fully capable of taking out targets on their own. The Pistoleer's abilities truly shine though when combined with a well organized group.
Pistoleers are similar in function as a Pikeman. They are more potent in their ability to reduce a target's combat effectiveness and make their opponents weaker in defensive ability. While Pistoleer skills may not create a significant power increase, it can be combined with many other profession's skill abilities to create a significant increase in tactical opportunity.
Profession Mixing Tip: As a versatile close to medium ranged combatant, Pistoleer can benefit greatly from other similar ranged professions. For example, a Pistoleer can add Teras Kasi or Bounty Hunter skills for defensive abilities or Carbineer skills for increased offensive and crowd control ability.
seamus121 wrote:
Crowd control? I'm not even sure I understand what that means. Seems Carbineers would be better suited. How will xp now work? If we are supposed to have weak damage will we get the shaft for xp?
ugh, I hadn't thought about that. How will xp work???
I guess XP will now have to be divided evenly across the group. I mean, if we're all in the EQ like roles, then how is the healer going to do any damage at all, if all they are doing is healing.
Crowd control means keeping the MOBs in check in some form or another. Since you don't seem to be familiar with the terminology, I won't use the EQ words like mezzing, etc.
From the diagram, it would seem our role in combat is to keep the MOBs from attacking, so more than likely, we'll be doing delaying and interrupting actions. Think panic shot from the current smuggler skills. Maybe we'll also be able to increase the windup, execution and cooldown timers of our targets, making their special attacks take longer than usual. Opponents will still probably be able to move and defend, they won't be able to attack.
Smugglers will be the ones that will stun and paralyze opponents. They might be able to render an opponent completely helpless for a short time. They might only be able to keep them from attacking and moving.I dunno just how far the paralyzation skills will go for them.
Carbineers will be able to keep opponents pinned down. The opponents will be able to fight back with ranged weapons, and be able to defend themselves, but they aren't going to be moving. A carbineer and a rifleman will make a pretty powerful 2 player group. The carbineer will keep the MOB at distance, while the rifleman deals the massive damage. Carbineers also will be able to deal decent damage.
Nifty wrote:
Welcome to EQ in Space.
Message Edited by fessestarsider on 03-30-2005 10:37 AM