Smuggler Abilities: "Stealth Field G." or "Disarming S."

Stealth Field G. or Disarming Shot ?


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Just-one

Member
Apr 15, 2020
5
1
I'm stuck between both on which to pick for my Smuggler character (I'm on lvl 4). Both abilities sound very good to be very useful during combat. "Stealth Field Generator" sound like I can be near untouchable, but only for 2 rounds. "Disarming Shot" sound like I can greatly reduced my opponent combat capability for 4 rounds, but only works on those who wield a weapon, which not all enemies have. So my main question is...

WHICH IS FAR USEFUL ON THE LONG RUN ? (Once I reach lvl 10)
 

Theron

Well-Known Member
Nov 8, 2018
3,679
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Honestly, neither. By level 10, you'll likely have >70 passive Evasion if you build for it. Evasion caps at 90%. It's useful until then. There are a few scenes where that describes you using Stealth Field Generator if you have it and at least one where you use it, even if you don't have it. That's probably a bug. You can also Tease with the SFG active ('almost invisible'), but not when you can't see the enemy.

However, there was a rework a while ago so Accuracy directly counters Evasion. I don't know if >90 Evasion counts when calculated against enemy Accuracy. If it does, that makes SFG more useful at higher levels than before, obviously.

I know of one enemy who would be rendered completely harmless if Disarming Shot worked on them. So it doesn't.

Personally, I think Stealth Field Generator is more useful, but I haven't thoroughly tested Disarming Shot.
 
Last edited:

Paradox01

Well-Known Member
Feb 8, 2020
1,817
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I know of one enemy who would be rendered completely harmless if Disarming Shot worked on them. So it doesn't.
Dr Lash? Paging Dr Lash.
 
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