Smuggler Archive
Thread: Concussion shot vs Stopping Shot?
Blixtev wrote:
Zorron wrote:
Blixtev, if you think people use daze attacks primarily so they can back out and rest up, you are living in tra-la-la-land. Chained together with other attacks, they are used to kill opponents who are unable to fight back or heal themselves. You call this balance?
Didn't make in time for Pub 19 but Daze effects will not be able to be chained in the future. Similar to how you can't chain knockdowns one after the other there will be a timer on the target that prevents chain Dazing. This should be out in time for Pub 20 or 21.
Are they any plans to making any of thes specials actually work against NPCs? I get hit all the time by Disarming Shot by a NPC and I am locked out for about 5 - 6 seconds from attacking.
I return fire with the same shot and they just keep shooting. Is this what we will have to look forward to with our new "break on damage" specials? That they don't work on NPC as we try and run away?
NihiMetal wrote:
Blixtev wrote:
ThetaDaAriga wrote:
when damage breaks both the daze AND the root .. why does concussion shot have a root portion? makes no sense. when something its mezzed its automatically rooted in place. or will we see sleepwalker mobs soon that walk around mezzed while there friends get slaughtered around them?
All roots do not break on damage, any effect with a Daze in it will break the entire effect on damage. Concussion shot is a shot to fully lock something down (Root + Daze). Panic shot is just a Daze, it has no movement modifier, you can move but not do anything.
This is a cute and funny discussion. but any special that breaks on damage is a comletely wasted special. Smugglers are all about pistols (by design) how far do you think you can go to rest? 30 meters?
You can root a rifleman or carbiner all day long and they will just laugh at you because they don't care, you'll never get outside their range while staying within yours.
You guys have not thought this out. Smugglers have no damage specials and now our specials all break on damage? How are we suppose to kill something? With our pistol skills?
Or are you now forcing us to drop Pistoleer (which Smuggler was created to dabble with) and go Rifleman with everyone else in the game so we can syay outside of all NPC and Creatures combat range?
Are you EVER going to consider that confussion shot has to be an HIGHELY effective root because as a pistol profession we are limited in our range? We cannot outrun anything in this game (PvE) and all a "break on damage" special gives us is a 2 second delay.
You think that a 2 second delay is "awsome"?
Speaking of people that have not thought this out... We aren't inept at using Rifles too you know.
HOTDOG wrote:
Saarek wrote:
NihiMetal wrote:
Blixtev wrote:
ThetaDaAriga wrote:
when damage breaks both the daze AND the root .. why does concussion shot have a root portion? makes no sense. when something its mezzed its automatically rooted in place. or will we see sleepwalker mobs soon that walk around mezzed while there friends get slaughtered around them?
All roots do not break on damage, any effect with a Daze in it will break the entire effect on damage. Concussion shot is a shot to fully lock something down (Root + Daze). Panic shot is just a Daze, it has no movement modifier, you can move but not do anything.
This is a cute and funny discussion. but any special that breaks on damage is a comletely wasted special. Smugglers are all about pistols (by design) how far do you think you can go to rest? 30 meters?
You can root a rifleman or carbiner all day long and they will just laugh at you because they don't care, you'll never get outside their range while staying within yours.
You guys have not thought this out. Smugglers have no damage specials and now our specials all break on damage? How are we suppose to kill something? With our pistol skills?
Or are you now forcing us to drop Pistoleer (which Smuggler was created to dabble with) and go Rifleman with everyone else in the game so we can syay outside of all NPC and Creatures combat range?
Are you EVER going to consider that confussion shot has to be an HIGHELY effective root because as a pistol profession we are limited in our range? We cannot outrun anything in this game (PvE) and all a "break on damage" special gives us is a 2 second delay.
You think that a 2 second delay is "awsome"?
Speaking of people that have not thought this out... We aren't inept at using Rifles too you know.
EXACTLY.
You didn't even STOP to think that you can use an ADVANCED LASER RIFLE. In fact that is my hardest (and close to fastest) hitting weapon ATM. You sir are just freakin' out.
Chill. It's just a little change. Adapt and overcome. You STILL have STOPPING SHOT as a root.
And what are you gonna do if you dont have Stopping Shot?
Thomen wrote:
And what are you gonna do if you dont have Stopping Shot?
Well, if you want a root so bad... get Pistoleer 0003.
If you can't survive without a root, that's your only choice.
Thomen wrote:
And what are you gonna do if you dont have Stopping Shot?
Actually- I'm thinking about getting stopping shot. Right now I have MS/MBH/Commando 0400.
I DO like having a root. I don't know how well SS works but I'm considering my options. Including keeping novice Commando (so's I can use the launcher Pistol for the AoE) and just taking the small version of SS. I have a question about SS on the pistoleer boards right now.
I'm adapting.
Not whining about something that no one has any idea how devistating it will be.
That's FAR more productive than sitting around and complaining about how helpless you are going to be.
AngusMacGregor wrote:
Thomen wrote:
And what are you gonna do if you dont have Stopping Shot?
Well, if you want a root so bad... get Pistoleer 0003.
If you can't survive without a root, that's your only choice.
Well i dont want it SO bad.. actualy i dont have the Skillpoints. I choose to my Template so i have the highest chance to hit with every weapon i can use, and that only includes Novice Pistols
HOTDOG wrote:
Thomen wrote:
And what are you gonna do if you dont have Stopping Shot?
Actually- I'm thinking about getting stopping shot. Right now I have MS/MBH/Commando 0400.
I DO like having a root. I don't know how well SS works but I'm considering my options. Including keeping novice Commando (so's I can use the launcher Pistol for the AoE) and just taking the small version of SS. I have a question about SS on the pistoleer boards right now.
I'm adapting.
Not whining about something that no one has any idea how devistating it will be.
That's FAR more productive than sitting around and complaining about how helpless you are going to be.
I just felt that little part of your reply needed to be emphasized, because it's probably the most important.
Want to overcome? Then adapt. Stop whining about what could be or what should be, and learn to work with what is.
Saarek wrote:
Speaking of people that have not thought this out... We aren't inept at using Rifles too you know.
Thank you. You made my point very clear! Smuggler is require to now waste an entire tree in Marksman Pistols (17 skill points) and TKA Unarmed (32 skill points) and get Rifleman to be effective.
How much do you think those wased 49 skill points are going to kill you in combat?
Smugglers are not suppose to be rifleman, they are suppose to be pistoleers! Which is why we have Pistols as a Pre-req and all our XP is Pistol and TKA. Respecs are not going to be around for ever (at least in theory).
Smuggler needs to be a Viable profession as a Pistoleer since that is what it was designed to complement with (I'd say TKA but that is a complete waste considering you cannot use any smuggler specials as a TKA).
So, thank you for making my point. Once again, to be viable in combat, you must go Rifleman. So, who wins in combat, Smuggler or Rifleman? If you went Rifleman, you really think you would be wasting your limited action pool on specials that "break on damage" when you can fire way "Stratle Shot" that doesn't?
Thomen wrote:
HOTDOG wrote:
Saarek wrote:
NihiMetal wrote:
Blixtev wrote:
ThetaDaAriga wrote:
when damage breaks both the daze AND the root .. why does concussion shot have a root portion? makes no sense. when something its mezzed its automatically rooted in place. or will we see sleepwalker mobs soon that walk around mezzed while there friends get slaughtered around them?
All roots do not break on damage, any effect with a Daze in it will break the entire effect on damage. Concussion shot is a shot to fully lock something down (Root + Daze). Panic shot is just a Daze, it has no movement modifier, you can move but not do anything.
This is a cute and funny discussion. but any special that breaks on damage is a comletely wasted special. Smugglers are all about pistols (by design) how far do you think you can go to rest? 30 meters?
You can root a rifleman or carbiner all day long and they will just laugh at you because they don't care, you'll never get outside their range while staying within yours.
You guys have not thought this out. Smugglers have no damage specials and now our specials all break on damage? How are we suppose to kill something? With our pistol skills?
Or are you now forcing us to drop Pistoleer (which Smuggler was created to dabble with) and go Rifleman with everyone else in the game so we can syay outside of all NPC and Creatures combat range?
Are you EVER going to consider that confussion shot has to be an HIGHELY effective root because as a pistol profession we are limited in our range? We cannot outrun anything in this game (PvE) and all a "break on damage" special gives us is a 2 second delay.
You think that a 2 second delay is "awsome"?
Speaking of people that have not thought this out... We aren't inept at using Rifles too you know.
EXACTLY.
You didn't even STOP to think that you can use an ADVANCED LASER RIFLE. In fact that is my hardest (and close to fastest) hitting weapon ATM. You sir are just freakin' out.
Chill. It's just a little change. Adapt and overcome. You STILL have STOPPING SHOT as a root.
And what are you gonna do if you dont have Stopping Shot?
Get it, or live without a +root+
NihiMetal wrote:
Saarek wrote:
Speaking of people that have not thought this out... We aren't inept at using Rifles too you know.
Thank you. You made my point very clear! Smuggler is require to now waste an entire tree in Marksman Pistols (17 skill points) and TKA Unarmed (32 skill points) and get Rifleman to be effective.
How much do you think those wased 49 skill points are going to kill you in combat?
Smugglers are not suppose to be rifleman, they are suppose to be pistoleers! Which is why we have Pistols as a Pre-req and all our XP is Pistol and TKA. Respecs are not going to be around for ever (at least in theory).
Smuggler needs to be a Viable profession as a Pistoleer since that is what it was designed to complement with (I'd say TKA but that is a complete waste considering you cannot use any smuggler specials as a TKA).
So, thank you for making my point. Once again, to be viable in combat, you must go Rifleman. So, who wins in combat, Smuggler or Rifleman? If you went Rifleman, you really think you would be wasting your limited action pool on specials that "break on damage" when you can fire way "Stratle Shot" that doesn't?
Ok. Maybe you missed MY point.
NihiMetal wrote:
Saarek wrote:
Speaking of people that have not thought this out... We aren't inept at using Rifles too you know.
Thank you. You made my point very clear! Smuggler is require to now waste an entire tree in Marksman Pistols (17 skill points) and TKA Unarmed (32 skill points) and get Rifleman to be effective.
How much do you think those wased 49 skill points are going to kill you in combat?
Smugglers are not suppose to be rifleman, they are suppose to be pistoleers! Which is why we have Pistols as a Pre-req and all our XP is Pistol and TKA. Respecs are not going to be around for ever (at least in theory).
Smuggler needs to be a Viable profession as a Pistoleer since that is what it was designed to complement with (I'd say TKA but that is a complete waste considering you cannot use any smuggler specials as a TKA).
So, thank you for making my point. Once again, to be viable in combat, you must go Rifleman. So, who wins in combat, Smuggler or Rifleman? If you went Rifleman, you really think you would be wasting your limited action pool on specials that "break on damage" when you can fire way "Stratle Shot" that doesn't?
Your point is crap. I don't have box one of rifleman- I don't even have a rifle box in Marksman. And YET I am STILL able to swing a mean advanced laser rifle.
I'm sorry but You are really talking out of your butt, man. You should just be quiet now. Really.