Smuggler Archive
Thread: CU Smuggler focused feedback
guessit wrote:
lol, this upgrade was really mixed, and probably a downgrade;lowblow doesnt work... downgrade. -root... redundant with pistol, give it an "even" not a plus or minus. 0 actually i give it a minus; if we are getting a mezz a mezz we should get. -snare; a plus, but redundancy becomes an even. 0last ditch; was a powerful anytime special, now it really works how it should. However, this "upgrade" is also a downgrade; our only powerful special is now a "dont use me till you are REALLY losing" button. 0panic shot; downgrade -slices; gimped downgrade. -spices; now people want them, upgrade. +feign death; works for something other than getting your armor destroyed- upgrade. +So now we are four downgrades, for two upgrades, and a couple "evens."Thing is, if they had left alone the crap they downgraded, and just improved the things that needed it, then smugg would finally approach being fixed... well then there would be things like... being a fun class as defined by "smuggling" to worry about
Okay, I'm going to disagree on a couple of things here:
Concussion shot is NOT redundant as it surrently is with Pistoleer's Stopping shot. It Roots much longer(40 seconds), and re-cycles a WHOLE lot faster. This may not matter when you're one-on-one, but you'll notice when you've got three or four things to root. Also, Smuggler must stand alone-- there is no guarantee the smuggler is taking Pistoleer, so assuming it's redundant is just plain wrong. Smuggler, in it's CC role, should be taken alone.
Likewise the snare, is not redundant. Even looking at it with the root Smuggler has, it isn't redundant. The Snare is perfect for buying a little time between roots, since you can't chain-root.
Low-Blow and Panic shot, as they exist right now, are redundant in regards to each other, but not useless. They stack, and easily reduce a target's attack speed to a crawl, resulting in fewer attacks and less damage... and they are currently a MUST against ranged opponents, who we have no other control over. Please note that the descriptions of these specials are no longer what they were Pre-CU or on the CU test server. They don't say anything about delays or KDs, as I recall.
Slices are gimped, but they couldn't leave it as it was without ruining the weapons balancing they sought to do. the new, CU-friendly system is on the way, though.
CapnKate wrote:
guessit wrote:
lol, this upgrade was really mixed, and probably a downgrade;
lowblow doesnt work... downgrade. -
root... redundant with pistol, give it an "even" not a plus or minus. 0 actually i give it a minus; if we are getting a mezz a mezz we should get. -
snare; a plus, but redundancy becomes an even. 0
last ditch; was a powerful anytime special, now it really works how it should. However, this "upgrade" is also a downgrade; our only powerful special is now a "dont use me till you are REALLY losing" button. 0
panic shot; downgrade -
slices; gimped downgrade. -
spices; now people want them, upgrade. +
feign death; works for something other than getting your armor destroyed- upgrade. +
So now we are four downgrades, for two upgrades, and a couple "evens."
Thing is, if they had left alone the crap they downgraded, and just improved the things that needed it, then smugg would finally approach being fixed... well then there would be things like... being a fun class as defined by "smuggling" to worry about
Okay, I'm going to disagree on a couple of things here:
Concussion shot is NOT redundant as it surrently is with Pistoleer's Stopping shot. It Roots much longer(40 seconds), and re-cycles a WHOLE lot faster. This may not matter when you're one-on-one, but you'll notice when you've got three or four things to root. Also, Smuggler must stand alone-- there is no guarantee the smuggler is taking Pistoleer, so assuming it's redundant is just plain wrong. Smuggler, in it's CC role, should be taken alone.
Likewise the snare, is not redundant. Even looking at it with the root Smuggler has, it isn't redundant. The Snare is perfect for buying a little time between roots, since you can't chain-root.
Low-Blow and Panic shot, as they exist right now, are redundant in regards to each other, but not useless. They stack, and easily reduce a target's attack speed to a crawl, resulting in fewer attacks and less damage... and they are currently a MUST against ranged opponents, who we have no other control over. Please note that the descriptions of these specials are no longer what they were Pre-CU or on the CU test server. They don't say anything about delays or KDs, as I recall.
Slices are gimped, but they couldn't leave it as it was without ruining the weapons balancing they sought to do. the new, CU-friendly system is on the way, though.
Juspar Emvan, Bria
Master Combat Medic; 3/4/4/4 Smuggler (getting there); 2/0/0/0 Pistoleer
A mis-matched motley of padded and bone armor with a bunch of BE clothing.
I use an Alliance Disruptor, don't know all the stats off the top of my head, but aprox 370 dps, 16% wound
This is not a solo template. However I am a god send to any team. Between DOT and state effects of both my master (or nearly master) professions, and the ability to throw three different bactas around that ammount to no delay healing, I can ensure longevity of my group. Not to mention resuccitate.
By stacking three different top level spices I can achieve maximum buffs, with a new reduced withdrawal effect.
I can slice as well as anyone, especially with my really nice copper - which ammounts to one big steaming pile.
I still haven't ever smuggled anything??
I use the pistol KD - low blow doesn't work.
I use concussion, and I can't wait to hit master so I can have that 40 second version. I think I'd prefer concussion to be shorter duration if it meant no attacks. Afterall it's not a smugglers biggest concern whether he can stop a wort attacking him - it's a Police Officer or a BH he needs to control.
I use overwhelming shot - it goes particularly well with my Dutronium Toss and Poison attacks.
I use restraining, and I know it snares, but I don' tknow the exact effect it has. I'll keep using it, and hoping it's actually doing what I think it is, I haven't had the time to actually quantify it.
Feign Death may work, I've seen it work for others. It just never works for me. And then I end up Real Dead, which is no where near as fun as Pretend Dead.
Essentially I'm happy with smuggler or at least where smuggler is going, and particularly with my template. Slicing needs fixed, spices are perfect, I want to SMUGGLE, the specials seem to work and are appropriate.
Improved Startle shot increases the damage of the attack as well as raising the posture of the target.
Advanced Startle shot increases the damage of the attack and also delays the target from attacking for 5 seconds as long as no one (or nothing...includes DOTs) attacks the target.
Improved Disarming shot increases the length of time that its effect delays the target from attacking again.
Improved Reckless Shot has an increased defensive penalty placed on the target.
Advanced Reckless Shot has an increased defensive penalty placed on the target.
"Low-Blow and Panic shot, as they exist right now, are redundant in regards to each other, but not useless."
Read the descriptions; Panic shot is supposed to STOP them from attacking for awhile period. Low Blow is supposed to be a KNOCKDOWN.
So instead of actually gettting styles "asadvertised" (and by the way worked FINE before theCU)we got two gimpy ass debuffs that are a waste of action, and dont actually slow them down noticably. (believe me I would have noticed if that lvl 81 was killing me slower!) Why debuff my enemy so he can beat on meMARGINALLY less often,when dmg shots like body shot and reckless shot make him dead?
By the time you lay on the states, you are out of action, your enemy is still VERY alive... and the first states you laid on them are wearing off. I find myself asking "what the hell is the point?"
The only shot in the entire smuggler package that is worthpickingit up for combatis concussion shot which will soon be nerfed into nonexistence, and dont be surprised if when they nerf us, they give us NOTHING in return.
For the rifleman smuggler what would be the reason of staying smuggler then? Stopping shot will be the only option then, and it can be picked up for much less cost. For the pistoleer/smuggler... it will be a grandscale nerfing of an already gimpy combat template.
Message Edited by Raanan on 06-16-2005 06:16 PM
Message Edited by Raanan on 06-16-2005 06:17 PM
guessit wrote:
The only shot in the entire smuggler package that is worth picking it up for combat is concussion shot which will soon be nerfed into nonexistence, and dont be surprised if when they nerf us, they give us NOTHING in return.
Do you really call taking someone or something out of the fight for up to 40 seconds useless? If so, do you even have an idea of what fighting tactically means?
Here, have your very own DumbAss Award.