Annnd...having fun so far with Master Smuggler status in Combat regards. More nicely compliments the pistol skills of Pistoleer than pre-CU. More dirty pistol tricks to flick at your enemies. Definitely need more testing though.
Concussion Shot, a rooting ability, seems to work the most consistently in my experience. Very nice when moving away to gain more distance to fire. Or just when you need to run. Very smugglerish.
Low Blow, however, I would like to have work more. Only one successful Knock Down so far...in about 40 uses. Need more testing.
No wind-up skills so far with Smuggler, but many cool downs.
The non-combat abilities of Smuggler I haven't tried much yet :oops: other than slicing my newly converted Ubese armor. Anyone have any observations as far as Smuggler slicing effects percentages and Spice crafting/product effects?
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Smuggler Test Thread
I don't think "low blow" will be effectoive in the same way it used to be keer. If you read the descroption, I think it says that it CAN knock down, but it more important;ly hampers their movement. Kind of like a slow down. I think that worked pretty well, when I used it on Lok'i.
You might try using concussion shot to root them (as it works almsot ALL the time) and then ride out the timer. When it expires, "low blow" to slow their approach while the cooldown for concussion shot expires and then hit em again.
You might try using concussion shot to root them (as it works almsot ALL the time) and then ride out the timer. When it expires, "low blow" to slow their approach while the cooldown for concussion shot expires and then hit em again.
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Krusshyk
- SWG Tales Founder

Yeah, read the description before and was just hoping for more successes in knock down. Also, as said above I use the Concussion Shot to repostition for distance to attack again.
Alternating between Concussion Shot and Low Blow is good when you have a team mate doing primary damage, but if you are trying to do damage yourself you'll need to toss in more than just CS and LB. Or keep backing away through hundreds of meters of possibly more aggro.
Alternating between Concussion Shot and Low Blow is good when you have a team mate doing primary damage, but if you are trying to do damage yourself you'll need to toss in more than just CS and LB. Or keep backing away through hundreds of meters of possibly more aggro.
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Keer
- Moff

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Restoration 3 - Character Names
Keer Tregga
Descritption for Low Blow:
"This ranged attack ability causes a very painful attack that isn't very damaging but is almost guaranteed to cause your opponent to fall down and will slow down their attacks for a period of time."
"Almost guaranteed" isn't always but more frequent than "CAN", I'd say. Hints at more success than 75% but is not testing that way as I pointed out earlier.
Reported.
"This ranged attack ability causes a very painful attack that isn't very damaging but is almost guaranteed to cause your opponent to fall down and will slow down their attacks for a period of time."
"Almost guaranteed" isn't always but more frequent than "CAN", I'd say. Hints at more success than 75% but is not testing that way as I pointed out earlier.
Reported.
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Keer
- Moff

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Restoration 3 - Character Names
Keer Tregga
In case no one has already noticed, the text description for Improved Restraining Shot and Advanced Reckless Shot are switcharood.
If you happen to be dragging or reading icons you may get the wrong info and not get the action that you expected in combat.
Reported.
If you happen to be dragging or reading icons you may get the wrong info and not get the action that you expected in combat.
Reported.
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Keer
- Moff

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Restoration 3 - Character Names
Keer Tregga
Feign Death seems to work a little differently now. Before, it was a matter of timing (how long you had before you were down) and then the creatures would stay targeted on you.
It seems that now Feign Death has a percentage of a chance of not working with creatures (you fall down and lay there, but still get gnawed on) but if you're successful in feigning, the creatures don't stay targeted on ya. That's the way it seems now, anyway.
It seems that now Feign Death has a percentage of a chance of not working with creatures (you fall down and lay there, but still get gnawed on) but if you're successful in feigning, the creatures don't stay targeted on ya. That's the way it seems now, anyway.
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Dwilah
- SWG Tales Founder

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Yes, and I think it's grand. I like that you suffer some from a failed trick (still getting "gnawed on" :lol: ) and falling down which means you have to spend time getting back up. It's a fair trade-off.Dwilah wrote:Feign Death seems to work a little differently now. Before, it was a matter of timing (how long you had before you were down) and then the creatures would stay targeted on you.
It seems that now Feign Death has a percentage of a chance of not working with creatures (you fall down and lay there, but still get gnawed on) but if you're successful in feigning, the creatures don't stay targeted on ya. That's the way it seems now, anyway.
And the enemy not rushing back to you as soon as you try to rise is really cool. I'm looking forward to trying this on a Corvette raid.
Pre-CU, Feign Death was like a starter's pistol for the NPC sprint back to whip my ass :lol:
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Keer
- Moff

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Restoration 3 - Character Names
Keer Tregga
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