Got Yer Pistols Right Here, Buddy


Aisynia

 

Posted

I hope its somewhat like a ranged claws. Maybe shorter range than most blaster/corrupter primaries, but with significantly faster recharge.


 

Posted

[ QUOTE ]
I hope its somewhat like a ranged claws. Maybe shorter range than most blaster/corrupter primaries, but with significantly faster recharge.

[/ QUOTE ]

Ditto. Especially the redraw. I hope the redraw is super fast along with the cast times.


 

Posted

[ QUOTE ]
What would the tier 9 in a dual pistols be? Dont get me wrong, Im gonna make me one the day it comes out (hopefully in beta). But I am just wondering what kind of "nova" you can get with dual pistols. It doesnt have to be "real", lord knows RoA isn't.

And I do still want Dark Blast as well.

[/ QUOTE ]

When I designed my idea of Dual Pistols, I called it Titanium Storm, PBAoE. No idea what they will really do.. my guess is actually some kinda Heavy Burst or Full Auto clone.



I'm only ladylike when compared to my sister.

 

Posted

I think a combo sysytem for Dual Pistols should only have two attacks per combo. This would accomplish many things. For one, it would make it very easy to give the set at least 8 different combos. With eight combos and eight different effects, you could really customize your playstyle just by controlling the order of your attack chain. At the same time, players who don't want to be bothered by a combo system could just fire away randomly and still get plenty of combo effects.

I'd say make a combo for fire damage, toxic damage, chance for double lethal damage, -def, slow, stun, KB, and build up. With all these options you could really do whatever you want. Consentrate on control, or max damage, or a mix of both.

I listed eight effects because I think the best wat to do this would be to have eight attacks, each one equals an effect, no matter what the following attack is. For example...


Attacks A = KB
Attack B = Slow effect
Attack C = Toxic DoT
Attack D = Build Up
Attack E = Defense Debuff
Attack F = Fire DoT
Attack G = Stun
Attack H = Chance for Critical Hit

This way, you can always lead with the attacks that have the combo effects you want while using the attacks with unwanted effects as your second filler attack. Your attack chain doesn't have to be the same cookie cutter chain everytime to get the effects you want. You would also be able to choose a second attack based on what you want to do. If you want to slow an entire mob you'd lead with Attack B followed by whatever attack is a cone or AOE. If your fighting a boss you might lead with attack D or G followed by a quick animating single target attack.


 

Posted

[ QUOTE ]
I think a combo sysytem for Dual Pistols should only have two attacks per combo. This would accomplish many things. For one, it would make it very easy to give the set at least 8 different combos. With eight combos and eight different effects, you could really customize your playstyle just by controlling the order of your attack chain. At the same time, players who don't want to be bothered by a combo system could just fire away randomly and still get plenty of combo effects.

I'd say make a combo for fire damage, toxic damage, chance for double lethal damage, -def, slow, stun, KB, and build up. With all these options you could really do whatever you want. Consentrate on control, or max damage, or a mix of both.

I listed eight effects because I think the best wat to do this would be to have eight attacks, each one equals an effect, no matter what the following attack is. For example...


Attacks A = KB
Attack B = Slow effect
Attack C = Toxic DoT
Attack D = Build Up
Attack E = Defense Debuff
Attack F = Fire DoT
Attack G = Stun
Attack H = Chance for Critical Hit

This way, you can always lead with the attacks that have the combo effects you want while using the attacks with unwanted effects as your second filler attack. Your attack chain doesn't have to be the same cookie cutter chain everytime to get the effects you want. You would also be able to choose a second attack based on what you want to do. If you want to slow an entire mob you'd lead with Attack B followed by whatever attack is a cone or AOE. If your fighting a boss you might lead with attack D or G followed by a quick animating single target attack.

[/ QUOTE ]

This sounds perfect.


 

Posted

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I don't even care. I'll be rolling some sort of Dual Pistols character on day one....running around with the 13 million other Dual Pistol nubs

[/ QUOTE ]

If I don't participate in some 8 man all Dual Pistol action in the first week I will be disappointed.


Moonlighter

50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD

First Arc: Tequila Sunrise, #168563

 

Posted

I'm sure there will be plenty of 8 man DP teams. I know it'll be the first thing I do....unless brutes get claws proliferated in the same issue.


 

Posted

[ QUOTE ]
I'm sure there will be plenty of 8 man DP teams. I know it'll be the first thing I do....unless brutes get claws proliferated in the same issue.

[/ QUOTE ]

I would die of pure joy if this happend... seriously.


 

Posted

Ya...I honestly don't know which I would play first. I've been waiting and asking for both for so long. I just hope It's easy to have an evil blaster, cause I'm really not interested in a DP corruptor due to all the redraw from healing and such.


 

Posted

I would probably make both right away, then play my Dual Pistol first. I have MANY more brutes and scrappers than blasters.


 

Posted

Got all excited talking about it...now I have to share :P

I plan on rolling a DP/Devices Blaster and going rogue immediatley. Hopefully all the DP attacks will rock and I'll take them all. From devices I'll get the cloaking Device, Smoke grenade, Trip mines, and time bomb.....possibly caltrops. I'll be getting body armor from the munitions mastery pool, along with Tough and Weave. I'll be slotting Brawl with three damage procs so I can use it often. I might possibly get jumpkick if it flows well and the redraw doesn't bother me too much. Then I'll slot IO sets to max out my recharge, regen, and max HP. I've messed around on Mids using AR/Devices....and I think I can make a pretty tough Blaster with good survivability.

Very excited!


I'm not very educated on Blasters...can anyone tell me if you can use Cloaking Device and the Stealth toggle at the same time?


 

Posted

Yeah, didn't think so. Thanks though.

I'm playing on Mids using Archery/Devices to see what I might be able to do with a DP/Devices. Right now I have around 30-32% defense to all, 30% resists to Sm/Le, 1540 Hp, regen 22Hp per second, with a 65% recharge bonus, 15% damage bonus, and 62% accuracy bonus. Also have the KB protection IO and the +stealth IO.

Didn't realize you could make Blasters so survivable. Using the Cloaking device along with the Smoke grenade should allow me to go anywhere and do anything I want. Throw in Eye of the Magnus accolade power now and then and this is a pretty sick build.

Are accolade powers affected by globle recharge bonuses?


 

Posted

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Dual Pistols: Level 50 Magic Blaster
Primary Power Set: Archery
Secondary Power Set: Devices
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Snap Shot

    [*] (A) Apocalypse - Chance of Damage(Negative): Level 50[*] (3) Apocalypse - Damage/Endurance: Level 50[*] (11) Apocalypse - Damage: Level 50[*] (29) Apocalypse - Accuracy/Damage/Recharge: Level 50[*] (31) Apocalypse - Accuracy/Recharge: Level 50[/list]Level 1: Web Grenade
      [*] (A) Gravitational Anchor - Chance for Hold: Level 50[/list]Level 2: Aimed Shot
        [*] (A) Thunderstrike - Damage/Endurance/Recharge: Level 50[*] (3) Thunderstrike - Accuracy/Damage/Endurance: Level 50[*] (7) Thunderstrike - Damage/Endurance: Level 50[*] (7) Thunderstrike - Accuracy/Damage: Level 50[*] (11) Thunderstrike - Damage/Recharge: Level 50[*] (31) Thunderstrike - Accuracy/Damage/Recharge: Level 50[/list]Level 4: Fistful of Arrows
          [*] (A) Detonation - Damage/Endurance/Range: Level 50[*] (5) Detonation - Accuracy/Damage/Endurance: Level 50[*] (5) Detonation - Accuracy/Damage: Level 50[*] (27) Detonation - Damage/Recharge: Level 50[*] (33) Detonation - Damage/Endurance: Level 50[/list]Level 6: Blazing Arrow
            [*] (A) Empty[/list]Level 8: Aim
              [*] (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50[*] (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50[*] (9) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50[*] (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50[*] (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50[*] (37) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50[/list]Level 10: Swift
                [*] (A) Run Speed IO: Level 50[/list]Level 12: Explosive Arrow
                  [*] (A) Ragnarok - Damage/Endurance: Level 50[*] (13) Ragnarok - Damage: Level 50[*] (13) Ragnarok - Damage/Recharge: Level 50[*] (36) Ragnarok - Accuracy/Damage/Recharge: Level 50[*] (36) Ragnarok - Accuracy/Recharge: Level 50[/list]Level 14: Combat Jumping
                    [*] (A) Luck of the Gambler - Recharge Speed: Level 50[*] (15) Luck of the Gambler - Defense: Level 50[*] (15) Luck of the Gambler - Defense/Endurance: Level 50[*] (37) Luck of the Gambler - Defense/Endurance/Recharge: Level 50[/list]Level 16: Smoke Grenade
                      [*] (A) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 50[*] (17) Dark Watcher's Despair - To Hit Debuff: Level 50[*] (17) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 50[*] (37) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 50[/list]Level 18: Ranged Shot
                        [*] (A) Sting of the Manticore - Accuracy/Damage: Level 50[*] (19) Sting of the Manticore - Damage/Endurance/Recharge: Level 50[*] (19) Sting of the Manticore - Accuracy/Interrupt/Range: Level 50[*] (23) Sting of the Manticore - Damage/Interrupt/Recharge: Level 50[*] (25) Sting of the Manticore - Damage/Endurance: Level 50[/list]Level 20: Cloaking Device
                          [*] (A) Red Fortune - Endurance: Level 30[*] (21) Red Fortune - Defense: Level 50[*] (21) Red Fortune - Defense/Endurance: Level 50[*] (23) Red Fortune - Defense/Recharge: Level 50[*] (25) Red Fortune - Endurance/Recharge: Level 50[*] (27) Red Fortune - Defense/Endurance/Recharge: Level 50[/list]Level 22: Super Jump
                            [*] (A) Jumping IO: Level 50[/list]Level 24: Health
                              [*] (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50[*] (36) Miracle - Heal/Endurance: Level 40[*] (39) Numina's Convalescence - Heal: Level 50[*] (40) Numina's Convalescence - Heal/Endurance: Level 50[*] (40) Miracle - +Recovery: Level 40[*] (40) Regenerative Tissue - +Regeneration: Level 30[/list]Level 26: Stamina
                                [*] (A) Efficacy Adaptor - EndMod/Endurance: Level 50[*] (34) Efficacy Adaptor - EndMod: Level 50[*] (50) Efficacy Adaptor - EndMod/Accuracy: Level 50[/list]Level 28: Trip Mine
                                  [*] (A) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50[*] (31) Obliteration - Chance for Smashing Damage: Level 50[*] (33) Obliteration - Damage: Level 50[*] (34) Obliteration - Damage/Recharge: Level 50[*] (39) Obliteration - Accuracy/Recharge: Level 50[*] (39) Obliteration - Accuracy/Damage/Recharge: Level 50[/list]Level 30: Boxing
                                    [*] (A) Empty[/list]Level 32: Tough
                                      [*] (A) Reactive Armor - Endurance: Level 40[*] (46) Reactive Armor - Resistance: Level 40[*] (48) Reactive Armor - Endurance/Recharge: Level 40[*] (48) Reactive Armor - Resistance/Recharge: Level 40[*] (48) Reactive Armor - Resistance/Endurance: Level 40[/list]Level 35: Time Bomb
                                        [*] (A) HamiO:Centriole Exposure[/list]Level 38: Weave
                                          [*] (A) Luck of the Gambler - Recharge Speed: Level 50[*] (43) Luck of the Gambler - Defense: Level 50[*] (45) Luck of the Gambler - Defense/Endurance: Level 50[*] (45) Luck of the Gambler - Defense/Endurance/Recharge: Level 50[*] (50) Kismet - Accuracy +6%: Level 30[*] (50) Karma - Knockback Protection: Level 30[/list]Level 41: Body Armor
                                            [*] (A) Reactive Armor - Endurance: Level 40[*] (42) Reactive Armor - Resistance: Level 40[*] (42) Reactive Armor - Resistance/Endurance: Level 40[*] (42) Reactive Armor - Resistance/Recharge: Level 40[*] (43) Reactive Armor - Endurance/Recharge: Level 40[*] (43) Steadfast Protection - Resistance/+Def 3%: Level 30[/list]Level 44: Maneuvers
                                              [*] (A) Luck of the Gambler - Recharge Speed: Level 50[*] (45) Luck of the Gambler - Defense: Level 50[*] (46) Luck of the Gambler - Defense/Endurance: Level 50[*] (46) Luck of the Gambler - Defense/Endurance/Recharge: Level 50[/list]Level 47: Hurdle
                                                [*] (A) Jumping IO: Level 50[/list]Level 49: Caltrops
                                                  [*] (A) Ragnarok - Chance for Knockdown: Level 50[/list]------------
                                                  Level 1: Brawl
                                                    [*] (A) Hecatomb - Chance of Damage(Negative): Level 50[/list]Level 1: Sprint
                                                      [*] (A) Celerity - +Stealth: Level 50[*] (29) Endurance Reduction IO: Level 50[/list]Level 2: Rest
                                                        [*] (A) Empty[/list]Level 1: Defiance
                                                        ------------
                                                        [u]Set Bonus Totals:[u]
                                                          [*]14.5% DamageBuff(Smashing)[*]14.5% DamageBuff(Lethal)[*]14.5% DamageBuff(Fire)[*]14.5% DamageBuff(Cold)[*]14.5% DamageBuff(Energy)[*]14.5% DamageBuff(Negative)[*]14.5% DamageBuff(Toxic)[*]14.5% DamageBuff(Psionic)[*]8.63% Defense(Smashing)[*]8.63% Defense(Lethal)[*]6.44% Defense(Fire)[*]6.44% Defense(Cold)[*]12.7% Defense(Energy)[*]12.7% Defense(Negative)[*]3% Defense(Psionic)[*]10.5% Defense(Melee)[*]14.9% Defense(Ranged)[*]9.88% Defense(AoE)[*]65% Enhancement(RechargeTime)[*]58% Enhancement(Accuracy)[*]9% FlySpeed[*]153.6 HP (12.7%) HitPoints[*]9% JumpHeight[*]9% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Immobilize) 4.4%[*]MezResist(Sleep) 1.65%[*]MezResist(Stun) 2.2%[*]15% (0.25 End/sec) Recovery[*]70% (3.52 HP/sec) Regeneration[*]3.78% Resistance(Fire)[*]3.78% Resistance(Cold)[*]1.88% Resistance(Energy)[*]9% RunSpeed[*]1% XPDebtProtection[/list]


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Posted

The only weakness I see is defense debuffs, but I have enough HP that I should be able to drop a smoke bomb and caltrops and hightail it outa there is a bad situation.

I have 6 primary attcks fully slotted, becuase I usually only end up taking 5-6 primary attacks from any given set. If I only took 5, I could fit in Aid Self to heal myslef in those situations...which I'd really like to be able to do.

K....bedtime.


 

Posted

[ QUOTE ]
8 man DP teams.

[/ QUOTE ]

Attempts to pull mind from gutter have failed.



I'm only ladylike when compared to my sister.

 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
I hope not. The combos are what ultimately makes me drop my DB characters, even my level 50. I don't like feeling confined.

[/ QUOTE ]
I don't see how that is confining. You don't have to do the combos.

I think it is a great idea to a similar combo system inserted into pistols. And I hope they give them to the Corruptor as well and not just the Blaster.

[/ QUOTE ]

you don't have to do the combos, but if you don't do them, you're effectively gimping yourself.

[/ QUOTE ]

No your not. (snip)

[/ QUOTE ]

Yes. You are. The combos are factored into the Dual Blade system. So for the sake of balance combos are factored in. If you don't combo you are't working at that balanced level ergo you are "gimping" yourself. Maybe not by much but "gimped" none the less.


 

Posted

Don't you think that build is a little assuming that Dual Pistols is going to be like Archery, though? What if it isn't?
I think it'd be best to make a build with only IOs in the secondary and pools, so you can expand from there once the set's powers are revealed.


 

Posted

[ QUOTE ]
Don't you think that build is a little assuming that Dual Pistols is going to be like Archery, though? What if it isn't?
I think it'd be best to make a build with only IOs in the secondary and pools, so you can expand from there once the set's powers are revealed.

[/ QUOTE ]

Not really. Some things might need tweaked, but I did a similiar build on mids using AR/Devices and was able to replicate the results. It's pretty safe to assume I'll be able to slot two ranged attacks, and AoE, and a build up/follow up of some sort. The only thing that might get me is the sniper attack. I'm not sure if DP will get a sniper attack, but I can always tweak it some more to get similar results.

Bottom line is for someone like me that really wants a DP scrapper, I should be able to make my DP blaster survivable enough that I feel a bit scrapperish.....maybe more stalkerish, but whatever.


 

Posted

Another thing Dual Pistols should have, besides quick animations and easy combos, is no grounding effect when attacking. I don't understand why any of these ranged attacks cause you to stop when your attacking, but DP should definetly allow you to keep running and jumping while firing your weapons.


 

Posted

[ QUOTE ]
[ QUOTE ]
8 man DP teams.

[/ QUOTE ]

Attempts to pull mind from gutter have failed.

[/ QUOTE ]

This.

That is all.


 

Posted

I don't even get it.....at all.


 

Posted

[ QUOTE ]
I don't even get it.....at all.

[/ QUOTE ]

I'm sorry.



I'm only ladylike when compared to my sister.

 

Posted

[ QUOTE ]
Another thing Dual Pistols should have, besides quick animations and easy combos, is no grounding effect when attacking. I don't understand why any of these ranged attacks cause you to stop when your attacking, but DP should definetly allow you to keep running and jumping while firing your weapons.

[/ QUOTE ]
You probably have no idea how hard that would be to animate.


 

Posted

[ QUOTE ]
[ QUOTE ]
Another thing Dual Pistols should have, besides quick animations and easy combos, is no grounding effect when attacking. I don't understand why any of these ranged attacks cause you to stop when your attacking, but DP should definetly allow you to keep running and jumping while firing your weapons.

[/ QUOTE ]
You probably have no idea how hard that would be to animate.

[/ QUOTE ]

I dont. All I know is it would make Dual Pistols about 1100% cooler.