Smuggler Archive
Thread: Concussion shot vs Stopping Shot?
I will guess that Concussion shot has a timer, so if i shot them once i will not be able to shot them again for a 1 min or so. Will the Panic shot be on the same Daze timer as Concussion shot?
maxtheusher wrote:
HOTDOG wrote:
maxtheusher wrote:
Blixtev wrote:
Fixed this today, Concussion shot is now a Daze + Root. Daze = Unable to perform any heals, buffs, attacks etc. The target can effectively not do anything until the effect wears off OR is hit by any form of damage.
Panic Shot was also not working correctly, as the description has read since CU it is now operates as a Daze instead of a Combat Slow. Again Dazes prevent actions but break on damage. Made no sense for panic shot and lowblow to do the same thing excep tpanic shot was a much weaker version.
Overwhelming Shot was non functional as well, it now works.
These changes should be rolling out to TC in a few days and should help the Smuggler in fufilling their Crowd Control role better.
Doesn't that mean Concussion and Panic will be doing the same thing? Or am I misreading that?
Concussion will still root. Panic shot will not.
dude...people are REALLY going to hate being on the receiving end of Concussion Shot now-
Message Edited by HOTDOG on 06-23-200505:34 PM
Sooooooooooooooooooooo what's the point of Panic shot then?
I've been hoping for panic shot to be made a delay attack again or in other words to work similarly to advanced startle shot for example. The main difference is that unlike concussion shot...panic shot doesn't have a long cooldown timer. I'm expecting that its cool down will be similar to that of disarming shot and the startle shot variations. So what happens when you fire startle shot or you fire startle shot at someone continuously? You prevent them from attacking back at all...or severely slow their attacks down while you charge up another harder hitting attack. Very dirty fighting style. Hit em with low blow to reduce their attack speed some, intermix panic shot with your normal attacks. Will buy ya some time while you are still able to attack. If low on action use panic to give yourself time to recharge your action bar some in a fight. Of course these techniques would be useless in a situation where you or your team uses dot attacks or in situations where you are attacking the same creature, npc, or player as the group because in these situations the dot or the damage dealt by the group to the target would negate any benefit that the attack might have...since damage would break the daze.
Also if paralyze is any indictation jedi can still heal while under it's effects. I think it's a bug, and this is the only place that I've seen that reinforces that belief.
PsionicHawk wrote:
Concussion shot is a root as well
Remember that Concussion- ALL of Concussion (both the Daze and the Root) break on damage. What smuggler needs is it's own root in conjunction with Concussion and Panic to make them a 5 in CC.
To my commando brothers and sisters, I know we are all impatient with our proffession, but lets not hijack smugglers recovery. They have been broken since launch, and we at least had a few months of usefullness., back in '03. Heh we will still be the preeminant crowd control proffession after this, we can stick any state that can be stuck aoe with a plasma flamer. Now, for pub 20, Blix can we get our damage of 5? I'd even settle for what we had just prior to CU, almost essential for really big game hunting unless you had a MLS jedi. I even beat a jedi once in a race. the krayt died with 250k health wounds, and it still had 10k action left for the jedi ![]()
fishbrains wrote:
however, the stopping shot of pistoleer will not be breaking on damage? If we are to suffer this then they need to as well.
NO!
If their 20 second root gets broken on damage then you will see a SIGNIFICANT decrease in the tactical use of roots.
Their root does not keep enemies from attacking or healing.
What is the goddamned point of a special that would only root and break upon further damage?
Give the Pistoleers something for Christ's sake. I would like to think that you support professions that actually have some flavor that differed from one another. If their root gets broken upon further damage, then its usefulness DURING combat is THROWN out the window! It would only be useful at the end of a fight, but our dazes are useful at ANYTIME.
fishbrains wrote:
however, the stopping shot of pistoleer will not be breaking on damage? If we are to suffer this then they need to as well.
Furthermore, we NEED to suffer our mezzes breaking upon futher damage. I cannot even ENVISION a mez that lasted for 40 seconds and DIDN'T break upon further damage.
Ternque01 wrote:
fishbrains wrote:
however, the stopping shot of pistoleer will not be breaking on damage? If we are to suffer this then they need to as well.
NO!If their 20 second root gets broken on damage then you will see a SIGNIFICANT decrease in the tactical use of roots.
Their root does not keep enemies from attacking or healing.
What is the goddamned point of a special that would only root and break upon further damage?
Give the Pistoleers something for Christ's sake. I would like to think that you support professions that actually have some flavor that differed from one another. If their root gets broken upon further damage, then its usefulness DURING combat is THROWN out the window! It would only be useful at the end of a fight, but our dazes are useful at ANYTIME.
/shrug, I'm just pissed cause from what I see on PvP on my server..concussion is the #1 thing and possibly ony thing jedi are fearing in PvP. With this change they will fear nothing.
ssekrer wrote:
Is there any plan to "up" the concussion shot in the smugller tree ? We have the improved Concussion shot at master but i think the concussion shot is a very powerful attack and should be at a level 2-4 in the tree smuggler.
Shhhhhhhh, man!
Are you CRAZY?