Smuggler Archive

Thread: a quick study of crowd control abilities

GanymedePharuu
Sun Apr 17, 2005 1:50 am
#1



sorry if someone has already posted some of this info. but i wanted to conduct my own study of how crowd control will work after the CU. it's more for my own understanding, but hopefully someone else will learn something from it. /shrug.


this is the way iunderstand it -

there's 3 "crowd control" professions: pistoleer, smuggler, and carbineer.


- pistoleer: focuses attacks on single targets. also has some decentlyhigh damage attacks.


- smuggler: sort of in between pistoleer and carbineer. it has attacks that when used with pistoleer or carbineer attacks make a successful combatant, but used by themselves the smuggler specials aren'ttoo great. although concussion shot will be one of the most powerful tools in combat.


- carbineer: focuses attacks on multiple targets. also has some decently high damage attacks.


my templateon TC-ep3is master Smuggler, master Pistoleer, and Carbineer 4040. so i'm trying to get the best of all 3 of these "crowd control" professions.


i've noticed some redundant skills between the 3(concussion shot and stopping shot both root the target, ect) so i've been testing them out to see how these skills differ from each other.

also i've noticed some of the skills don't really seem to work.


all of this testing was done with the above mentioned template and a Renegade pistol in PvE.note thatmany shots will display a state/debuff icon beneath the target's HAM display (icon positions are currently bugged) when you hold the mouse over the state/debuff icon it shows a timertelling you how long until the effect wears off.


- rooting: there seem to be two rooting shots:

advanced stopping shot - roots the target for about 15 seconds andhits forlow-medium damage.

improved concussion shot - roots the target for about 30 seconds andhits forlow damage.


- knockdown: there's three knockdown shots (but of course the Smuggler's KD doesn't work):

advanced firearm strike - must be within 6m of target. moving will cancel the action. knocks down your target (AI)fora short amount of time andhits forlow damage.

lowblow - currently does not knockdown the target but hopefully this will be fixed. modifies target's combat speed by -40 for 20 seconds andhits forlow damage.

charge shot - will cause you to actually charge towards your target for about 5m or so. knocks down your target for a short amount of time andhits forhigh damage.


- stating/debuffing shots: there's a bunch of these shots it seems:

warning shot -modifies target's defense by -50 for 5 seconds hits for almost no damage (1 point).

improved burst shot - this is a cone attack so be careful where you use it! stuns the target making them hit for less damage. hits for medium damage.

improved disarming shot - says it's supposed to cause the target to be unable to attack for a short time, but it seems to be broken unless it only works on NPCs who are holding weapons (yet to be tested). hits for medium damage.

intimidate shot - icon is shown but notimer is shown with it. puts an intimidate effect on the target causing it to hit for less damage. hits for no damage.

improved panic shot - modifies target's combat speed by -15 for 25 seconds. hits for almost no damage (1 point).

improved overwhelming shot - ok who broke overwhelming shot? it shows no message in the combat text and shows no debuff icon. it says it's supposed to make the target more vulnerable to states but it seems to do nothing at the moment.

advanced reckless shot - careful this one puts a debuff on you! modifies your defense by -50 for 10 seconds. hits for high damage. (doesn't really make sense to put yourself in such a pickle for the same amount of damage you can get with one of your regular damage shots. maybe if they doubled the damage output it would be worth it)

improved restraining shot - puts a "snared" message on the target. modifies target's movement speed by an unknown amount (it's not visibly noticable)for 20 seconds. hits for medium damage.

improved surpression fire - claims to be only usable with an assault weapon (which i assume means a carbine) but it seems to work with a pistol just fine. says it's a cone attack that makes it difficult for the targets to move forward towards the attacker.

it is a cone attack which hits for low damage. but does not impede the targets movement at all. an debuff icon is shown with an 8 second timer, but no explanation as to what the debuff modifications are.


there are only two other Smuggler abilities which have nothing to do with crowd control:

feign death - which we all know by now is not working.

last ditch - promise me you won'tuse this shot until you're about to be incapped. because if you're not close to being incapped before you use it, you will be after, and you won't have do much damage to your target to show for it. it drains all 3 of your HAM pools and increases the amount of damage output depending on how close you are to being incapped.


in conclusion, it seems that Smugglers do get a bit of "crowd control" abilities, but they're mostly support abilities. for nowthe only Smuggler"crowd control"ability that does anything really worthwhile or significant is concussion shot. maybe if theytweaked the numbers so that theaffects of the attackswere significant,or fixedsome of the others so that they fully fitthe description, they would be worth using in combat.

i'd say that of the Smuggler abilities, only concussion shot, low blow, and last ditch will make it onto my toolbar. maybe panic shot too.


i'd like to hear others' experiences with the abilities of the"crowd control" professions.



cccccccccccccccccccc
Kohs V'sto
I wanted Smuggling for Christmas
but all i got was
<--- this stupid hat.

I am Jack's ignored profession.
Luke Skywalker is DEAD!
Nicolas_Frost
Sun Apr 17, 2005 2:09 am
#2

Well, if Curb Suppression Shot is supposed to be anything like it is Pre-CURB, then it takes all those in the cone of fire down one posture. NPCs might be resisting this or getting back up fairly quickly so that you're not noticing them change postures. And if you think about it, forcing an opponent down a posture will slow thier charge against you.



Jaecob Maragi
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THE Official Smuggler Forum Smartass!
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GanymedePharuu
Sun Apr 17, 2005 2:29 am
#3

well i've only tried it on creature mobs. and it says nothing about posture changes.

i'll have to give it a whirl on some NPCs.



cccccccccccccccccccc
Kohs V'sto
I wanted Smuggling for Christmas
but all i got was
<--- this stupid hat.

I am Jack's ignored profession.
Luke Skywalker is DEAD!
GanymedePharuu
Sun Apr 17, 2005 2:35 am
#4

well i just tried it on some NPCs, and they didn't change postures so i dunno.

it seems a lot of abilites aren't working as their description would have you think, so it wouldn't surprise me if that were the case with this one too.



cccccccccccccccccccc
Kohs V'sto
I wanted Smuggling for Christmas
but all i got was
<--- this stupid hat.

I am Jack's ignored profession.
Luke Skywalker is DEAD!
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