Armorsmith Archive

Thread: Opinions Needed.

Fastgun
Mon Aug 18, 2003 7:52 am
#1


Character Goal: To me the end game in SWG is about the Galactic Civil War. So I wish to design a character that is an absolute stone cold killer in Pvp. Somthing I have never really done before in a game. I usually play supporting classes such as healers etc. I decided that this time I would reverse the trend.



Current Situation:


I am currently working up the pistoleer tree, a little more than halfway now. I have the marksman ranged support line as well, and am a master scout. Originally I intended to master pistoleer, then take the Bounty Hunter Pistol Line to the 3rd tier, saving 15 points for novice medic, (Stim B's are just too nice). I was choosing not to get BH Torso shot and feel justified now that damage has been taken down by 75% which makes stims even more important. Plus it saves a ton of downtime in Pve. This was my thinking, however.....



New Possibilities:


Now that Pvp lasts longer, and there are such good buffs for the mind pool, not to mention knockdown attacks are no longer an automatic victory, I have been thinking of other ways to spend the points. Such as Mastering Creature Handling. Since Creatures still do max damage in pvp, would this not actually make you more effective and have a greater impact? What about the Doctor/Pistoleer template? Some have reported these guys are virtually unkillable.



The Question:


Based on what you know now, and the current situation if you had to do it all over again, and your goal was to create a character that would have the maximum impact in pvp what design would you use and why?



Fastgun

Xetal
Mon Aug 18, 2003 8:04 am
#2

Well, to make a good PvP toon with the pistol you have a couple of choices:


CHOICE 1:


Pistoleer/CH - This is a good combo if you like pets, nothing like having your very own pack of sledge hounds to 'distract' things while you shoot them. However, I don't like dragging around pets with me, so I'm passing on this.


CHOICE 2:


Pistoleer/Doctor - buffs, heals, and a pistol. Pretty good for PvP solo or in groups. Watch out for mind-damaging enemies though!


CHOICE 3:


Pistoleer/Medic/Smuggler - Self-healing is nice, along with your pistoleer skills and low-blow (knockdown) which can be useful, especially if you need 8 or 10 seconds to drop a few stims on yourself.


CHOICE 4:


Pistoleer/BH Dabbler - you get master scout, master marksmen, master pistoleer, and the pistol line of BH. With this you will be a PISTOL PIMP... but you won't be able to do anything but shoot that pistol. Going this way has the obvious advantage of being better at your primary weapon, but the disadvantage of not having 3 big HAM balls (CH), and not being able to heal or buff (Medic/Doctor), so you are powerful, but non-versitile.


CHOICE 5:


Pistoleer/CM - I don't like combat medic, but some people do. Ranged AE stims are cool, and poisons and diseases are cool too, but I think there are better ways to go.



Hope that helps you. I plan to go for choice 4, and hope that there is someone there to heal me when I need healing.... because I sure as hell won't be able to heal myself


ShiroRX
Mon Aug 18, 2003 8:06 am
#3

i like my smuggler/pistoleer setup for pvp, i never intended the character to be pvp heavy...just wanted to be a smuggler.


mixing doctor/pistoleer seems like a risky bag, the way you would have to migrate ur stats would leave something at a loss.i realize the doctor enhance buffs, but wats to stop the enemy from popping a sunburn, a spice, or even his own stims?




(gnn[[[[[[[[[[]nnnWXggggggggggggggggggggggggggggg)
Azures Sunrazor
Jedi Padawan, Adept Level
"There are times when the end justifies the means. But when you build an argument based on a whole series of such times, you may find that you’ve constructed an entire philosophy of evil."
-Luke Skywalker

Xetal
Mon Aug 18, 2003 8:17 am
#4

because you can stack your doctor enhancements with your OWN spices and foods... causing you to 'super-buff' yourself... if you get some nice mind and sub-mind stat boosting spices and foods, and use your buffs to buff up your action/health and their sub-stats, then you can have a HUGE ball of HAM to go through. However, doctor does take 135 points to master, so it is a big investment.
SmugglerFlux
Mon Aug 18, 2003 9:38 am
#5

There is no need to master Doctor if all you want is buffs. In the endgame, which we are talking about, money will be plentiful, so you can buy all your stims/buffs off other players.I thinkyou can get 1-2 lines of CM and 1-2 lines of Doctor and Master Pistoleer and be able to AE disease opponents, and self uber buff. I don't know anyone who has tried this dabbler route though...


One tactic CMs are using, is that even ifthey die,they can go back and find the people theydiseased and their HAM bars will be screwed andthey can kill them easily the 2nd time around. It's generallyfaster to get back to where you died than it is to cure 50% of your HAM bars in wounds.




Pistoleer 5 / CH 5 / Medic 4030
Fastgun
Mon Aug 18, 2003 11:31 am
#6

Thanks guys,


I am still a bit undecided, but you have given me much to think on.



Fastgun

TyvekD
Mon Aug 18, 2003 7:40 pm
#7

well - i'd say drop pistoleer and go BH period - afterall - they are better than anything we can ever do - they shoot the mind and knock you on your butt so you can't stand up - i don't understand why everyone isn't BH who is addicted to PVP - face it - you suck unless you're BH




If you take the time to read multiple sections of the forum - you'll find not only are some people whining - everyone is - it's how it is - imperials will whine about rebels rebels will whine about imperials - pistoleers will hate BH - BH will whine cuz pistoleers hate BH - etc etc...
Jedi_Redemption
Sun May 16, 2004 1:05 pm
#8


I was able to make a set of Composite gloves last night with the following:


Stun Segment w/ a Nightsister Armor Shard { -19 -17 -15 Encumberance}

Kinetic Segment

Energy Segment

Acid Segment

Composite Armor Segment


I ended up with this result:


Special Protection:


53% Kinetic

53% Energy

10% Stun

53% Acid


Base Stats:


51%


HAM: 35/31/35

4 Sockets

37615/37615 Condition


Need opinions on whether or not this is a good set of gloves, or just the run of the mill outcome.




Message Edited by Jedi_Redemption on 05-16-2004 04:06 PM



-D'Metri Zain-
-={Dark Jedi - 186 Badges}=-
-={Jedi Helper}=

AegolinAdaron
Sun May 16, 2004 2:18 pm
#9

Sorry to disappoint you but I dont think your gloves are very good except for the fact they are light. I make composite gloves with three stun layers to get 34% stun, 72% electricity and 63% base (encumberance 84/81/86) and I know for sure those are not the best gloves out there either.


Not sure why you move so many resists to special protection and make them unsliceable.


Emily
Jedi_Redemption
Sun May 16, 2004 5:25 pm
#10

That's pretty much what I figured.


Brand new to this gig...as in, Master today.


Have to work on it a little more.


Thanks!



-D'Metri Zain-
-={Dark Jedi - 186 Badges}=-
-={Jedi Helper}=

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