Question about PistolWhip
Well the main reason why the stun doesn’t last that long is to give the person a chance at getting out of the way of it. Otherwise that would be op to just spam and make them waste all of their stun breaks…
Jedi – Revenant, Tylox – Thief, Roeina – Ele, Korimor – Warrior
youtube.com/user/KorimorSWG
Well the main reason why the stun doesn’t last that long is to give the person a chance at getting out of the way of it. Otherwise that would be op to just spam and make them waste all of their stun breaks…
That makes a lot of sense So I’m wondering if that extra 30% stun duration would make it last long enough to get that final thrust in… hmmm…. I think i’ll just try it out in game and see what happens lol. Thank you for replying to me
30% more stun is but .15s more. This is barely anything and not enough to get that final hit in.
Extra things you can do to ensure the full dmg are (more examples can be created, i’m just quickly saying what I can remember): Use chill before (sigil of hydromancy, stolen ele’s skill), have a long enough immob through devourer’s (own or shared use), having someone CC him during the whipping or double S/P him (with a pal).
Pushing the enemy to a corner and having their dodges been used up also works since they have to walk through you which usually ends with all the dmg hitting. Attacking ppl with endurance in general is able to get you a lot damage through. Cause ppl tend to back away from a pw when recovered from stun. If you place yourself close enough to them, all swings will connect before they are out of sword range. More experience people will know how to walk out of it but chaos of the battle works well in a thief’s advantage.
GL – “The Afternoon’s Watch” [OATH]
Possibly mesmer runes to get another 33% from daze. This may be just enough to get in the final hit unless they dodge. The duration will not be long enough, but they can only move so fast…
I use Sigil of Ice on my S/P build and it works out very well — most of the time.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
30% more stun is but .15s more. This is barely anything and not enough to get that final hit in.
Extra things you can do to ensure the full dmg are (more examples can be created, i’m just quickly saying what I can remember): Use chill before (sigil of hydromancy, stolen ele’s skill), have a long enough immob through devourer’s (own or shared use), having someone CC him during the whipping or double S/P him (with a pal).
Pushing the enemy to a corner and having their dodges been used up also works since they have to walk through you which usually ends with all the dmg hitting. Attacking ppl with endurance in general is able to get you a lot damage through. Cause ppl tend to back away from a pw when recovered from stun. If you place yourself close enough to them, all swings will connect before they are out of sword range. More experience people will know how to walk out of it but chaos of the battle works well in a thief’s advantage.
Great advice, I really appreciate it. I’m not good enough to push enemies to corners yet tho lol I’ll work on some of those ideas and see what I get haha Thanks so much for your help!
Possibly mesmer runes to get another 33% from daze. This may be just enough to get in the final hit unless they dodge. The duration will not be long enough, but they can only move so fast…
I’m wondering if by the time I do runes and sigils if I’ll be making the rest of myself weaker and putting too much stock into pistol whip? Not sure…. either way you’re giving me something to think about, so thank you for your advice!
I use Sigil of Ice on my S/P build and it works out very well — most of the time.
That’s a neat idea too! And even not just for Pistol Whip its still nice to slow your opponent down