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Roots and snares?
PostedWed May 18, 2005 2:09 pm
by Skorixor
ok I get it that a root special makes them immobile, and I see that a snare slows their movements down
so which specials are roots and which are snares? does anyone have a list or know what they are?
PostedWed May 18, 2005 2:50 pm
by Hashum
I know Stopping Shot is a root and it's a good one, only one I use so it's the only one I know.
Spray Shot is a snare, although I've not noticed as very good results with this.
PostedWed May 18, 2005 2:58 pm
by Seret Sajet
I have Kneecap Shot (Rifles) that snares. Nothing in my repetoire roots.
PostedWed May 18, 2005 3:04 pm
by Skorixor
I know crippling shot in carbineer snares
the reason i'm asking is I have no roots, but would like some, and have a few skill points left, so I'm deciding which route to go
PostedWed May 18, 2005 3:46 pm
by Hashum
I'd really suggest stopping shot from Pistoleer. The cool down on this is pretty large but it keeps them rooted for awhile. It's in Pistoleer which will also compliment the Pistol skills you get from BH. I've found it works very well.
PostedWed May 18, 2005 5:03 pm
by Krusshyk
I think the only two ranged roots are in stopping shot in pistoleer and concussion shot in smuggler.
Having used both at master level, my vote goes to concussion shot. It roots longer and cools down faster.
Does anyone else notice that snaring gurks doesn't do much at all? They still charge at me faster than hell.
PostedWed May 18, 2005 5:38 pm
by Lok'i Vidaar
Yup I noticed that on one of our group hunts.. Snaring doesn't work at all, and rooting doesn't last very long either...
PostedWed May 18, 2005 5:46 pm
by Skorixor
I haven't used crippling shot on gurks lately, but it has been working real well on kash...creatures take about 2 running steps, then pause, then repeat...
it's enough so you can stay away from them and not get melee hit for a while
PostedWed May 18, 2005 6:14 pm
by Krusshyk
Maybe Kneecap shot for Rifleman is busted then. Because my snare doesn't do jack.
I will double check to see how well carbineer's crippling shot works in comparison.
PostedWed May 18, 2005 6:26 pm
by Skorixor
that could be true, several specials do not work
carbineer suppresion fire does nothing
the BH move where it reflects dmg back, does nothing
PostedWed May 18, 2005 6:47 pm
by Hashum
Skorixor wrote:that could be true, several specials do not work
carbineer suppresion fire does nothing
the BH move where it reflects dmg back, does nothing
What special is suppose to reflect dmg back?
PostedWed May 18, 2005 7:09 pm
by Krusshyk
It is called "Duelist Stance" Hashum.
It is supposed to damage your attacker for 10% of the amount of damage he deals to you for as long as it is active (30 seconds I think? at master).
I haven't checked to see if it works, as I have only used it once. I will test it tonight when I get on.
PostedWed May 18, 2005 7:13 pm
by Krusshyk
Skor, do me a favor and look at the description of suppression fire in your skill box. Right at CU, the wording said that it causes posture UP. I think that was a typo, as I can't imagine why you would want to posture someone up and why you would do it with a move called "suppression fire".
I really hope that is the case, and that it is just a mistype. Or carbineer got stuck with a shitty special.
PostedWed May 18, 2005 7:19 pm
by Hashum
Krusshyk wrote:It is called "Duelist Stance" Hashum.
It is supposed to damage your attacker for 10% of the amount of damage he deals to you for as long as it is active (30 seconds I think? at master).
I haven't checked to see if it works, as I have only used it once. I will test it tonight when I get on.
That's what I thought, but I wanted to verify. I believe when using dueling stance I've seen a "return fire" spam which I assumed was suppose to be the reflecting damage. But maybe it's not working correctly. I assumed it was based on that though.
PostedWed May 18, 2005 7:30 pm
by Krusshyk
I remember getting that "return fire" spam, too. I don't remember it being in spatial, but it appeared right above my noggin a few times.