Smuggler Archive

Thread: CU Smuggler Abilites. Overview

snorbarnet
Wed Apr 13, 2005 3:34 am
#14






flashpointfx wrote:





snorbarnet wrote:


  • Concussion Shot

What the description says: "This ranged ability dazes an opponent completely stopping their ability to move or attack for a short period of time. Any damage done to the target during that time will bring them back to their senses and allow them to attack again."


What it really does: It roots the target to the spot so he can't move at all, lasting about 10 seconds. However he can still attack and is unaffected in any other way. Not only does this contradict the description it also seems to be the exact same effect as Pistoleers stopping shot (this needs to be confirmed though). Currently this ability seem much too powerful as you can basically solo anything that doesn't shoot back by just Rooting & Running (TM).


I would rather see that it did work as true mezz attack just as the description implies.


This shot is used on 2 occasions. 1 - The first attack where it WILL stop the NPC from moving for 15 seconds and as long as you are not outdamaging the Smuggler, the NPC is aggro'ed on the smuggler so the melee people won't get attacked. 2 - When you ora group member is being chased by an NPC, one concussion shot and then peace will root the NPC to allow more distance between them.


This shot does not stop the NPC from attacking during the middle of a fight and will break on melee damage, but you can get about 15 seconds of free hits if you use it as the starting attack for ranged.




My two cents on the shot. Honestly, it's a great shot and works well with groups.







Yes, the way it works now it's undoubtably extremely useful. A group of four of us at level 25 or so had no trouble soloing a whole bunch of level 58 piggies at Rori, just root, shoot and when they get loose run a bit until the root sticks again and repeat. It's an effective attack, too effective in my opinion. Not to mention that it works the same way as Pistoleers Stopping Shot andnothing like the description says. Until the shot or the description changes I'll keep it in yellow.



Jarood Vox - Scoundrel for hire

flashpointfx
Wed Apr 13, 2005 11:01 am
#15






Falrethlfg wrote:

Yes but as it stands now if concussion shot worked the way it was suppose to a smuggler would nto be able to solo anything but greens for exp. We get no new pistol (till dirty fighting 3) and no dmging shot (alla overcharge or bodyshot) and no pistol/ranged mods except in our combat line which will take along while to fill useing only a scout blaster and quickdraw to do dmg. Now maybe if reckless shot worked it would be ok but thats still 600k of pistol exp (60k combat) just to get yourfirst pistol/ranged mods and a dmging attack. And as it stands we cant even do things that make us smugglers (faction selling/spice makeing/weapon sliceing) without pistol exp and if you decide to train in things that make us smugglers (faction/spice/slice) you will be useing a scout blast a long long long time since our first pistol cert is in dirty fighting (which doesnt invovle faction spice or sliceing and only gives melee mods). Right now its not even worth testing smuggler on test as smugglers on test are so broke there is nothing to test. (though not as broke as bounty hunters who cant even gain exp unless they level up other professions as there expcap on weapons is 2k total).






Well, I hope that in Live you didn't level Smuggler first THEN Pistoleer... it should be the same post-CU: Level Pistoleer first a bit then Smuggler.



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snorbarnet
Wed Apr 13, 2005 5:05 pm
#16






flashpointfx wrote:





Falrethlfg wrote:

Yes but as it stands now if concussion shot worked the way it was suppose to a smuggler would nto be able to solo anything but greens for exp. We get no new pistol (till dirty fighting 3) and no dmging shot (alla overcharge or bodyshot) and no pistol/ranged mods except in our combat line which will take along while to fill useing only a scout blaster and quickdraw to do dmg. Now maybe if reckless shot worked it would be ok but thats still 600k of pistol exp (60k combat) just to get yourfirst pistol/ranged mods and a dmging attack. And as it stands we cant even do things that make us smugglers (faction selling/spice makeing/weapon sliceing) without pistol exp and if you decide to train in things that make us smugglers (faction/spice/slice) you will be useing a scout blast a long long long time since our first pistol cert is in dirty fighting (which doesnt invovle faction spice or sliceing and only gives melee mods). Right now its not even worth testing smuggler on test as smugglers on test are so broke there is nothing to test. (though not as broke as bounty hunters who cant even gain exp unless they level up other professions as there expcap on weapons is 2k total).






Well, I hope that in Live you didn't level Smuggler first THEN Pistoleer... it should be the same post-CU: Level Pistoleer first a bit then Smuggler.




The big reason for picking pistoleer or BH before Smuggler currently in CU is the lack of a novice certed weapon for us. Trying to grind to Dirty Fighting III with a Scout Blaster simlply isn't very realistic.


As for damage, don't discount Quick Draw. When fighting on TC now I have Leg Shot from Novice Carbineer as my auto attack, and with the Deathhammer I hit for roughly 750 damage every 4-5 seconds whereas Quick Shot hits for about 400 every 3 seconds. The DPS difference isn't very big. So if we got a novice certed pistol it wouldn't be much of a problem grinding to Dirty Fighting III even without a support profession.





Jarood Vox - Scoundrel for hire

JTGAlpha
Wed Apr 13, 2005 6:51 pm
#17

VERY well done!



Dayasi Vo'Boda CEO of SCUM PA.
Founders of Agrilatia in the Agrilat Swamps Of Corellia (Intrepid).
Taking Scum and Villainy to a new Level to Serve YOU.
Remember: SCUM does it dirty
Another Horseman of the Smuggling Apocolypse

zerobabble
Thu Apr 14, 2005 10:30 am
#18

Panic shot was hitting for 1 point of damage Wed. night. If the speed debuff is still there i couln't notice it. I did get a nice blue glowy orb at my feet which made me think of a great use for the shot.

I think it would be great if the attack would freeze the mob from any actions for about 10 secondsand give the smuggler a short burst of speed to escape. To balance the ability make the mob invulnerable to attack for the time it is frozen.
CEnIT_Robert
Thu Apr 14, 2005 2:08 pm
#19

Thanks for the great post...look forward to seeing more of what is to come for smugglers.




eabo - Master Smuggler | Master Shedder

Telamon - Mater Dancer | Master Musician | Merchant

Vendors - ME General II - Solace, Dantooine

Falrethlfg
Fri Apr 15, 2005 12:22 am
#20

Finally got low blow...and it seems to do the same thing as overwhelming shot..ie goes yellow then goes off but no shot fired and doesnt appear to do anything to the mob. Restraining shot (delinquency II) is a snare not sure i saw that at the top dont even recall seeing it mentioned so just incaset thought I would toss that out.. it says the mob is snared anyway havent really noticed if its any slower as the mob still catches me whlie I am running (but I do have low fps/lag issues so could just be me). With the new use any weapon you want no cert method (which I despise and is a game breaker for me) haveing to use a scout blaster is no longer an issue as there are novice pistols you can use now and itier I and tier II pistols so every level there is a new pistol ) mind you if you just go up dirty fighting or sliceing or underworld or delinquency you still wont be able to use a death hammer even at III as your level will not be high enough yall need to get all 4 skill boxes (slice spice ditry underworld) to III in order to use it now. So not only are there no certs but the cl on the weapons is kinda screw on the bright side you can walk around as a smuggler toasting stuff with a flame thrower.
snorbarnet
Fri Apr 15, 2005 5:31 am
#21






Falrethlfg wrote:

Finally got low blow...and it seems to do the same thing as overwhelming shot..ie goes yellow then goes off but no shot fired and doesnt appear to do anything to the mob. Restraining shot (delinquency II) is a snare not sure i saw that at the top dont even recall seeing it mentioned so just incaset thought I would toss that out.. it says the mob is snared anyway havent really noticed if its any slower as the mob still catches me whlie I am running (but I do have low fps/lag issues so could just be me). With the new use any weapon you want no cert method (which I despise and is a game breaker for me) haveing to use a scout blaster is no longer an issue as there are novice pistols you can use now and itier I and tier II pistols so every level there is a new pistol ) mind you if you just go up dirty fighting or sliceing or underworld or delinquency you still wont be able to use a death hammer even at III as your level will not be high enough yall need to get all 4 skill boxes (slice spice ditry underworld) to III in order to use it now. So not only are there no certs but the cl on the weapons is kinda screw on the bright side you can walk around as a smuggler toasting stuff with a flame thrower.




Did you test this after they patched it yesterday? Cause, since then buff/debuff icons are broken and doesn't show. When I used Low Blow earlier the only visible effect on the target was the debuff icon with -40 attack speed. I think the effect is still working, but with no debuf icon it's hard to tell unless you time the targets attacks.




Jarood Vox - Scoundrel for hire

snorbarnet
Sat Apr 16, 2005 8:17 am
#22

Updated with some new stuff, including Tomo's slice testing.


Tomo, let me know if you for some reason don't want me to quote you and I'll remove it. Thanks for the info in any case.



Jarood Vox - Scoundrel for hire

JayShadow
Sat Apr 16, 2005 5:33 pm
#23

Just to let you know, earlier I managed to get Last Ditch up to 6500 on a bantha, but 2300 of it was absorbed by armor. Got incapped after that because he still had about 500 health left, but still it was a lot of fun to do





"On a side note, the ability tied to Smuggler ranks will stack with armor
but
will not stack with overridable armor."

HanseSOE's first post on Innate Armor on 8/31/06.
Skysco
Sun Apr 17, 2005 9:59 am
#24






snorbarnet wrote:





flashpointfx wrote:





snorbarnet wrote:


  • Concussion Shot

What the description says: "This ranged ability dazes an opponent completely stopping their ability to move or attack for a short period of time. Any damage done to the target during that time will bring them back to their senses and allow them to attack again."


What it really does: It roots the target to the spot so he can't move at all, lasting about 10 seconds. However he can still attack and is unaffected in any other way. Not only does this contradict the description it also seems to be the exact same effect as Pistoleers stopping shot (this needs to be confirmed though). Currently this ability seem much too powerful as you can basically solo anything that doesn't shoot back by just Rooting & Running (TM).


I would rather see that it did work as true mezz attack just as the description implies.


This shot is used on 2 occasions. 1 - The first attack where it WILL stop the NPC from moving for 15 seconds and as long as you are not outdamaging the Smuggler, the NPC is aggro'ed on the smuggler so the melee people won't get attacked. 2 - When you ora group member is being chased by an NPC, one concussion shot and then peace will root the NPC to allow more distance between them.


This shot does not stop the NPC from attacking during the middle of a fight and will break on melee damage, but you can get about 15 seconds of free hits if you use it as the starting attack for ranged.




My two cents on the shot. Honestly, it's a great shot and works well with groups.







Yes, the way it works now it's undoubtably extremely useful. A group of four of us at level 25 or so had no trouble soloing a whole bunch of level 58 piggies at Rori, just root, shoot and when they get loose run a bit until the root sticks again and repeat. It's an effective attack, too effective in my opinion. Not to mention that it works the same way as Pistoleers Stopping Shot andnothing like the description says. Until the shot or the description changes I'll keep it in yellow.



A Master Rifleman started crying when I used it in a duel, so it must be good .....





"I have tried to design so people who wouldn't normally hang out together
come to realize each other's importance in the world,
the value of their roles in the society, that sort of thing.
So I try to have interdependence as a key feature
- people relying on each other"
Raph Koster

AldaronTavish
Sun Apr 17, 2005 1:25 pm
#25



Skysco wrote:


snorbarnet wrote:


flashpointfx wrote:


snorbarnet wrote:
  • Concussion Shot

What the description says: "This ranged ability dazes an opponent completely stopping their ability to move or attack for a short period of time. Any damage done to the target during that time will bring them back to their senses and allow them to attack again."

What it really does: It roots the target to the spot so he can't move at all, lasting about 10 seconds. However he can still attack and is unaffected in any other way. Not only does this contradict the description it also seems to be the exact same effect as Pistoleers stopping shot (this needs to be confirmed though). Currently this ability seem much too powerful as you can basically solo anything that doesn't shoot back by just Rooting & Running (TM).

I would rather see that it did work as true mezz attack just as the description implies.

This shot is used on 2 occasions. 1 - The first attack where it WILL stop the NPC from moving for 15 seconds and as long as you are not outdamaging the Smuggler, the NPC is aggro'ed on the smuggler so the melee people won't get attacked. 2 - When you or a group member is being chased by an NPC, one concussion shot and then peace will root the NPC to allow more distance between them.

This shot does not stop the NPC from attacking during the middle of a fight and will break on melee damage, but you can get about 15 seconds of free hits if you use it as the starting attack for ranged.


My two cents on the shot. Honestly, it's a great shot and works well with groups.



Yes, the way it works now it's undoubtably extremely useful. A group of four of us at level 25 or so had no trouble soloing a whole bunch of level 58 piggies at Rori, just root, shoot and when they get loose run a bit until the root sticks again and repeat. It's an effective attack, too effective in my opinion. Not to mention that it works the same way as Pistoleers Stopping Shot and nothing like the description says. Until the shot or the description changes I'll keep it in yellow.

A Master Rifleman started crying when I used it in a duel, so it must be good .....





Why would he cry? He still has twice the distance range you do.



Nirantani
Elder Smuggler

Kendrick Starwolf
Spy
Ahazi

snorbarnet
Mon Apr 18, 2005 5:47 pm
#26

Updated with the new info on Feign Death and Last Ditch.



Jarood Vox - Scoundrel for hire

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