Pistoleer Archive
Thread: Whats the Best pistol template?
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yourgreatestfear
Mon Jan 24, 2005 2:41 pm
#1
Masterpistoleer + Bountyhunter 0040 + Smuggler 0040 + enhanced reflexes 4400 + heightend senses 0004
I dont know a template with more tactical possibilities then this. A lot of stats, specials, dmgtypes/weapons and defenses.
Even nightsister spellweaver and protectors are possible without feigndeath. And with using FD and much timeyou can handle everything.
PercyBlackdragon
Mon Jan 24, 2005 2:48 pm
#2
That template is very good as far as offense is concerned. There are others that focus more on the defensive side of things but it really depends on how you want to play it.
I would suggest however, that with the impending CU coming and stacking apparently becoming a thing of the past stick with the first posters idea. Keep all your points in the pistol area, and refrain from getting any melee defenses since you won't be able to stack 'em when the CU hits. Better to get used to playing that way now then later.
/2cents
aibo220
Mon Jan 24, 2005 11:39 pm
#3
Has it been confirmed though that defense won't cross over at all? And does that apply to ALL defenses or just certain types?
Because I'm a little pass novice fencer and been putting the grind to finish my template off for months, lol, but am not wanting to do it now anymore as I'm unsure as the changes.
I would almost give it all up and just go with DF but we also have a smuggler revamp coming up... Again, I don't want to waste the time on that just to have them move all the good specials to master.
Because I'm a little pass novice fencer and been putting the grind to finish my template off for months, lol, but am not wanting to do it now anymore as I'm unsure as the changes.
I would almost give it all up and just go with DF but we also have a smuggler revamp coming up... Again, I don't want to waste the time on that just to have them move all the good specials to master.
Darth-Kevlar
Tue Jan 25, 2005 12:34 am
#4
it's kind of confirmed that as a template basis defense stacking is gone, but no one knows much more than that.
BeWary
Tue Jan 25, 2005 2:27 am
#6
it is also "sort of confirmed" we will be getting sharks with laser beams on their heads, if you ask some folks.
Unless i comes directly from a red name don't believe it*. If it does come from a Red Name, read it again. They are being vague on purpose.
* with the exception of Maxx, who has all the inside dope ![]()
aibo220
Tue Jan 25, 2005 2:40 am
#7
Well thats where the curiousty is coming from.
The developers vaguely said that defense stacking is going to be something of the past meaning they are either going to remove it altogether or lessen the effect (lower the capm 125 becomes 120, or something). Also, the vague statement means alot to be thought of in regards to the types of defense like mitigation, vs. states, dodge/block/counter. Are all going to be effected or just the dodge etc?
Because they said you can no longer stack where you will be immune from taking hits which would be dodge and the like... Not state defense or mitigation.
So there is alot to be curious of.
I wish the developers would just be honest and let us know what they are thinking and to expect so we can begin preparing for the new age. The entire game is being revamped from the way weapons/armor is produced to the way combat works. A bit more information, even if not 100%, would be helpful as it would give us an idea of what to begin preparing for.
Either that or I hope they let us redistribute our skill points. Someone on my server said they might be letting us do that, similar to how Jedi redistributed their points, so that if DOES happen then everything is great. If not, some more info would be appreciated. I highly doubt the developers are going to do this but they DID have it available for Jedi and the developers seem to be more in touch with the players so.. Can only hope.
The developers vaguely said that defense stacking is going to be something of the past meaning they are either going to remove it altogether or lessen the effect (lower the capm 125 becomes 120, or something). Also, the vague statement means alot to be thought of in regards to the types of defense like mitigation, vs. states, dodge/block/counter. Are all going to be effected or just the dodge etc?
Because they said you can no longer stack where you will be immune from taking hits which would be dodge and the like... Not state defense or mitigation.
So there is alot to be curious of.
I wish the developers would just be honest and let us know what they are thinking and to expect so we can begin preparing for the new age. The entire game is being revamped from the way weapons/armor is produced to the way combat works. A bit more information, even if not 100%, would be helpful as it would give us an idea of what to begin preparing for.
Either that or I hope they let us redistribute our skill points. Someone on my server said they might be letting us do that, similar to how Jedi redistributed their points, so that if DOES happen then everything is great. If not, some more info would be appreciated. I highly doubt the developers are going to do this but they DID have it available for Jedi and the developers seem to be more in touch with the players so.. Can only hope.
BadgerSmaker
Tue Jan 25, 2005 2:51 am
#8
A one time reallocation of all Combat skills is on the cards for the CU apparently.
From Stratics HoC chat which you can read at http://swg.stratics.com/:
^J^ - *Quantix* Alright, Combat Revamp! The question I am going to ask to make sure is the reconversion question. Along what lines are things going to be converted? Like for instance, just combat skills? Things such as crafting, Investigation line of BH, and Smuggler slicing should not be allowed to be gained during the conversion. Also Jedi were promised a reconversion and told later no. Alot of the old timers like me are frustrated
Keldarin - Character respec with Combat Upgrade will only be for skills that are significantly impacted by the CU. You will be able to respec combat skill and not crafting or other non-combat skills.
Keldarin - Jedi skills are tough and it will depend on how significantly the skills are actually changes. Minor balance shifts will not need a respec but significant changes to power organization will.
Keldarin - Character respec with Combat Upgrade will only be for skills that are significantly impacted by the CU. You will be able to respec combat skill and not crafting or other non-combat skills.
Keldarin - Jedi skills are tough and it will depend on how significantly the skills are actually changes. Minor balance shifts will not need a respec but significant changes to power organization will.
aibo220
Tue Jan 25, 2005 4:22 am
#9
Well thats nice!
So if I continue to grind Fencer for defense only to find it doesn't benefit me any I can switch all that for DF and novice commando.... Not bad! =D
But I'm hoping my Tailor/Artisan/WS can maybe change his skills in for something else! Maybe the developers will be lazy and not code in the restrictions!
So if I continue to grind Fencer for defense only to find it doesn't benefit me any I can switch all that for DF and novice commando.... Not bad! =D
But I'm hoping my Tailor/Artisan/WS can maybe change his skills in for something else! Maybe the developers will be lazy and not code in the restrictions!
BadgerSmaker
Tue Jan 25, 2005 4:31 am
#10
Hehe, I doubt it. 
Personally I dont see the point to the whole reallocation, it's not as if it's that hard to grind out a new profession or a few skill boxeson an established character.
Not that I'm complaining, but you can bet that medical skill wont count as combat, not even CM. 
BeWary
Tue Jan 25, 2005 5:09 am
#11
the skill reallocation is specifically not to punish folks who bolster a busted proff ( pistoleer) with an unrelated proff ( fencer). It's a good thing.
Trust your sandbox reps, we will not let you guys get caught in the cold on this one. You will know the score and the names of all the players before you take the field.
Darth-Kevlar
Tue Jan 25, 2005 5:39 am
#12
BadgerSmaker wrote:
Hehe, I doubt it.
Personally I dont see the point to the whole reallocation, it's not as if it's that hard to grind out a new profession or a few skill boxeson an established character.
Not that I'm complaining, but you can bet that medical skill wont count as combat, not even CM.
we really don't know how things will be... depending on how the combat itself changes, solo groups for exp might become simply a memory from the past... and new exp gains might be seriously reduced....I really think we won't see people grinding combat professions till master in 1 or2 days after revamp
BadgerSmaker
Tue Jan 25, 2005 5:57 am
#13
Fair points, but it just seems a bit of a cop out really.
Not that I'll mind getting a one time reallocation that is, everyone will just respec to whatever temp is FotM from beta.
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