Smuggler Archive
Thread: The CU and YOU
EvilDrider wrote:
At launch we always had a doc in our combat group for heals and rez's. When armor and buffs got out of hand.. doc's were made into street corner buffers.. with no need to be brought on hunts or anything.
nerfherder321 wrote:
WesBelden wrote:
As far as I know, the profession requirements remain the same.
wes, i dont like the "temperarly remove them from combat"... im afraid we wil be like... "we are being attacked! RUN RUN!" or "i removed him from combat! kill him kil him *flee*" btw since when is Doc a combat profession? its news to mehehee
Right, part of the CU sees to it that docs and CMs are again valued members of a group for their healing abilities.
Crowd control is a useful tactical option to have. If you've got hordes of angry melee types, or a bunch of beasts, charging you and your group, being able to stop them dead in their tracks and/or prevent them from attacking is very useful indeed, just asstopping someone who's dealing out heavy damage on your group from afar from doing so is.
We'll have to wait and see how effective it is once we start testing, but internal testing has been going on for a while and as several professions are dedicated to crowd control, they'd have to have been sitting around doing nothing to not notice crowd control professions aren't a valued/viable choice for one's template.
Akiram_Glockem wrote:
Basically I interpret the crowd control thing to mean that we get the ability to lock down groups of enemies so others can kill them or we can run. Running is sort of Smugglerish I guess.
bingo
Interesting profession changes! We knew the triple master was going away, so I was trying to figure what profession I would mix with Smuggler to be a good soloist that also plays well in groups. I was thinking Pistoleer/Smuggler before I read these docs, but it's almost looking like Smuggler and Pistoleer are kind of redundant. Better to pick something with some more offense and defense. Smuggler/Commando and Smuggler/BH sound tasty! I guess time will tell.
Daermoth wrote:
Shoot, thats what we did before panic shot got nerfed, freeze whole groups via ranged shot so everyone else could kill em. Sounds like they're giving us our old power back in a way.
the new stuff should be WAAAAY better than panic shot
I play a Mage in WoW and they are very much CC roles...reading the docs actually makes me wanna play again...
Hoping its well worth the wait...
cya on the TS..whenever
fishbrains wrote:
Daermoth wrote:
Shoot, thats what we did before panic shot got nerfed, freeze whole groups via ranged shot so everyone else could kill em. Sounds like they're giving us our old power back in a way.
the new stuff should be WAAAAY better than panic shot
How could they be worse? That tier 2 hybrid profession combat skill requiring 73 skill points and657k xp (566k pistol & 91k unarmed) was nerfed to coincide with a novice box skill that is a prerequisite for Panic Shot anyway which only costs 100cr and 15 skill points.
And, we used to be able to shoot stuff after we used our specials too
I'll be damned if all our specials are negated in the fact that we can't do damage to a target after "mezzing" or whatever. That just makes all of 'em as useless as Panic Shot if you're solo.
NickHeel wrote:Just curious here...but not long ago, weren't we fighting against something like this? I mean, if our skills are designed to "run away...run away!" then how are we supposed to level our combat lines? Hmm?
I think it's rather safe to say that anything anyone's been fighting for up until now is pretty much a lost fight, whatever it once was.
WookieBounty wrote:I play a Mage in WoW and they are very much CC roles...reading the docs actually makes me wanna play again...
No offense to you personally, but I fail to see how even mentioning a Mage in World of Warcraft and a Smuggler in the Star Wars universe in the same sentence in the context of a combat upgrade of a game set in the said universe could be a good thing...
Message Edited by riotcontrol on 03-30-2005 04:54 AM