Smuggler Archive
Thread: Are we a 5?
Smuggler
Primary Role: Crowd Control Specialist
Secondary Role: Medium Range Damage Dealer
Offense: Moderate (3)
Defense: Minimal (1)
Crowd Control: Very Strong (5)
All's fair in love and war is the motto most Smugglers live by. Smugglers use what is generally perceived as dirty fighting to keep their targets off balance while they defeat them. Smugglers have very low defensive ability and only moderate offensive ability, but when combined with their unique fighting style they can comfortably hold their own.
Smugglers are the dominant Crowd Control profession. Smugglers will be receiving a whole new line of abilities that allow them to temporarily remove an enemy combat threat so that it can be dealt with at a later time. Smugglers abilities combine well with many other profession abilities and will be vital in dealing with high end group content.
Message Edited by WesBelden on 04-21-2005 09:37 PM
the way i see it, the Smuggler abilities that they gave us act more like a support profession to Pistoleer or Carbineer even.
concussion shot is wonderful and i hope the whiners don't get it removed or nerfed. and i'd imagine lowblow will be nice once it works.
but we don't have any abilities that actually can control "crowds", meaning like slowing down or stopping multiple targets.
also some of the abilities that are supposed to slow our enemy's attack speed don't seem to make a big enough difference to change the outcome of a fight.
Message Edited by Oopsi on 04-21-2005 11:11 PM
Karzon_X wrote:
Right now, since most of the specials really don't work right, I'd say we're stuck around 3 with Mezzing, as concussion shot seems to work alright.. but low blow is borked... haven't hot a KD yet... the only state that seems to do anything is "root" does dizzy do something different post CU, or is it just broken?
defenses... yeah, they're about a 1... since smuggler on it's own gets rocked pretty hard..
Offense... not really a 3, since al;l of the damage modified specials are borked... rekless shot dosn't do any more than aimed shot that you get as a marksman, and it dosn't come with the negative defensivepenalties... Last ditch is also messed up.... I don't think we should get incapped whenever we use it, kinda defeats the purpose of a high damage shot.... and from my testing, it dosn't have a damage mod on it anyways....
anyways... that's mostly what I have gotten out of smuggler in my testing, which honestly, I haven't done much since they took down TC Gorath, but I haven't seen any smuggler related patch notes since then..
I don't think we're a 5 yet either. At least not till all of our specials do what they are supposed to. Still no one know what overwhelming shot is suposed to do since right now it does nothing at all.
Just want to point out though that Last Ditch works perfectly well. It does not Incap you every time. It causes you to lose almost all of your health, so if you fail to incap your target your screwed. The Damage mod depends on how close you are to death. I've used it when I was out of energy and Really low on health and did about 3k Damage, saved my life.. though I did need a doctor afterward. As it works now, don't use last ditch unless it is exactly that: Your last Ditch Effort to survive.
2
1
3
Fix the specials and we will see. Reducing the number of redundancies with pistoleer would also be nice.
"Are we 5?"
As the primary CC profession, we should be _the_ state appliers. Every special we have (With the exception of Last Ditch) should apply some sort of state on the target. And it should be a varied arsenal of states.
Reckless Shot: I'm still not certain what this does... Other than some damage and a state on _me_. Does it *Stun* the target?
Restraining Shot: Haven't noted a slow effect - Is this redundant with Concussion or is it a nice way to slow 'em up while we're getting another concussion off?
Low-Blow: I'm a big fan of this one (as the delay does seem to work). Should it still be a KD? Probably - But there needs to be a way for a KD to mean something... Perhaps if it also added an Action Skip (like Pistoleer's Disarm Shot). Anything I've knocked down in the game gets right back up again.
Overwhelming Shot: The concept would be very useful, IMHO - A state gets applied to make other states easier to apply for anyone attacking the target. Unfortunately - It doesn't work now to test.
Panic Shot: It does seem to stack with Low-Blow, so there's a bonus - However as we have Low-Blow it isn't really good for anything other than stacking with LB - What if Panic Shot scared the target into a *Retreat*?
Last Ditch: Never had a chance to test it - I've heard great things about it.
Concussion Shot: Root, baby - Root. This is the shot that people are going to cry Nerf over. Suggestion? The Devs have proven they can alter what a special does for PVE vs. PVP - Re: Feign Death - In a PvP environment, make Concussion shot a *Snare* instead of a *Root*.
So there are seven offensive specials in Smuggler.
Their effects:
One Root
Two Delays
One State Resist Debuff
We have no *Stun* (Unless Reckless shot does that), no *Dizzy*, no *Knockdown* (unless it's broken in LB), no action skip (Like Pistoleer's Disarm).
Hmm... I was thinking we were a four when I started writing this... Now I think we're closer to a three.
EDIT: Just noticed the BH is supposed to be a "1" at CC and yet the pistols line has a dizzy and a knockdown. Hmmm...
Message Edited by Ramsey_Lanclo on 04-21-2005 04:02 PM