Pistoleer Archive
Thread: Novice Pistoleer what to get pistols,armor,anything?
userofpistols wrote:
im just going to turn a novice pistoleer and i was wondering what kind of weapon or armor i should get i already have a dhl44 metal pistol and a fwg5 scoped pistol also any reccomadations would be greatly appericiated
Armour? Composite I guess ![]()
Pistols? DX2 andRep Blaster should keep you happy for a while, probably worth picking up a Geo when you get the cert for it.
Energy is the most common damage type found in Pistols, so you have a wide range of options available, depending on your roleplaying style (what kind of look you're going for in a gun), and what kind of damage output you want.
The DL44 is a weapon that has average speed, and since high quality resources for this weapon are easy to find, it's fairly easy to get a good (non-Krayted!) DL44 for a max damage around 220-250. Mins are around 70-90, which makes it a weaker choice for PvP, since Mitigation will hurt you there. Low HAM costs are a plus on this gun.
The Scout blaster has generally a faster speed, but lower damage (w/o Krayt tissues, maxes around 160-180). Great accuracy, low HAM costs, and good speed make this an ideal grinding gun early on.
The SR Combat Pistol is my personal favorite (looks amazingly cool with a Type 2 scope!), but resources for this weapon are generally pretty crappy. You need Krayt tissues to make this thing a viable weapon. Average accuracy, generally lower speed (mine is Krayted, and had a speed of 2.9 before it was sliced!) With 3 base Krayt tissues (+30 max dmg, -0.3 spd) mine was 80-180 dmg, 2.9 speed, so you can see it's a fairly low-quality gun, stats-wise. HAM costs fall in the middle with this one. It's only two redeeming qualities (in my opinion) are 1. Great look -- I carry mine around and use it for most PvE stuff because it's just sweet looking. 2. This gun has Light Armor Piercing, which means, that while its damage is generally lower than other Energy weapons, it won't suffer the 50% dmg penalty they will when hitting an armored player, and against an unarmored player it will do +25% damage, bumping mine from 80-180 to 100-225 against unarmored players. But I mostly use it for RP purposes. ![]()
The Modified Republic Pistol is the average Pistoleer's best Energy weapon. Light armor piercing (AP1), a generally high damage (80-200 isn't uncommon) make this a valuable asset to a novice Pistoleer. Its downers are lower speed (2.6 unsliced is usually what I've seen), lower accuracy at Point Blank Range, and high HAM costs (30-60-30). But if you're buffed and Speed-capped, it's a great weapon. Add the 105 dmg Health Bleed to that mix and you've got yourself probably the most well-rounded (non-DE-10) Energy pistol in the game.
The DE-10 is considered the be-all-end-all of Energy pistols. Its high damage (170-500 is not uncommon to see, after a dmg slice), and Light Armor Piercing (AP1) make it comparable in damage output to a Carbineer's Laser Carbine (without the AP2). This pistol blows through Comp armor like nobody's business but it also has its drawbacks. This pistol is generally slower firing, if you're not speed-capped. It's not uncommon to see these things with speeds of up to 3.7 or even over 4.0. High damage comes at a high price, unless you're speed-capped. Also, the HAM costs are high enough that spamming specials with this thing unless you're buffed is going to kill you outright. I've seen 50-70-50 HAM costs on these puppies. Hard to find, difficult to build, but all in all, this weapon is worth having in your arsenal, in my opinion.
Heat (FWG5) --
The FWG5 is the only Heat-damage pistol in the game. This weapon used to be the PvPer's best friend because it could take a slurry of powerhandlers, but it was nerfed long ago. It is now an average pistol with average pistol damage. A good (non-Krayted) FWG5 with a damage slice can get up to 90-240. Average speed, and average HAM costs make this pistol, well, average. It generally has high Ideal accuracy mods, though, which is nice. Against a Heat-vulnerable target, this is a handy pistol to have in your inventory.
Kinetic (Striker) --
The Striker pistol stands alone as the only Kinetic-based ranged weapon in the game. However, its stats don't even qualify as average unless it's enhanced with Gorax bone shards (rarer than Krayt tissues!), making it a difficult weapon to get into a respectable damage range. Mine is enhanced with (Ibelieve) base Gorax shards, and has a damage of 70-170, speed-sliced. Speed is generally average or slightly above average on these guns (mine was 1.9 before sliced). Also, lower HAM costs are an asset. Accuracy is average, neither great nor poor. I've seen Strikers with really good Gorax shards get up 250 max damage, but these are very rare. This pistol is a weak one, but the Kinetic damage is your only option against NS Elders.
Acid --
There are two Acid damage pistols in the game. The DX2 (requires Novice Pistoleer), and the Scatter Pistol (requires Novice Bounty Hunter). Acid damage has the benefit of not being affected by PSG protection, so if someone's wearing a Stun-ressitant PSG, whip out the Acid Pistol of your choice and go to town. ![]()
The DX2 is less commonly seen than a Scatter pistol because it requires 5 powerhandlers, whereas the Scatter only requires 2. More powerhandlers means that if you want to enhance the DX2 with Krayt tissues, you need more identical Krayt tissues (you need a better loot drop, in other words). DX2s generally don't get much love, but the potential is there to be the best Acid pistol in the game (if you can find 5 identical exceptional Krayt tissues). Without Krayt tissues, however, the DX2 is almost identical to the Scatter in terms of average damage output, speed, and HAM costs.
Both Acid pistols have higher minimums than other pistols, making them less susceptible to Ranged Damage Mitigation. Maximum damages are usually in the 160-180 range, however, making them average in terms of max damage. Speed is average (2.0-2.6), and HAM costs are reasonable (20-40-20-ish). Both have AP1, which makes them very useful in PvP. I already mentioned their immunity to PSGs earlier, so I won't go into that.
Where the two pistols differ is in their accuracy. The DX2 has the benefit of having an above average Accuracy in both the Point Blank and Ideal ranges. The Scatter pistol is notoriously inaccurate in the Point Blank range (-20-ish), and has average-to-below average Ideal accuracies. In my opinion, the DX2 makes the better grinding weapon because of its superior accuracy.
Stun --
There are two Stun pistols available to the Pistoleer: the Tangle pistol and the Genosian sonic blaster. The Tangle is crap, so I won't even discuss it.
The Genosian sonic blaster (often referred to as the Geo blaster, for reasons unknown to me) is considered the best all-around PvP pistol in the game, next to the DE-10. Armor types are vulnerable to Stun damage, which makes the Geno blaster ideal for picking a target off where it's weakest. Above average damage, and average speed make the DPS on this pistol pretty nice, even for someone who's not speed-capped. Accuracy in most cases is respectable, but not exceptional. The Geno's weaker areas lie in that it has no Armor Piercing (AP0), and its HAM costs can get fairly high.
Also, while this pistol can be looted, one must looted a schematic and Genosian Power Cubes for it to be crafted by a Weaponsmith. These components can be looted from the Genosian Caves on Yavin IV.
So that's my take on these pistols. In my inventory, I keep an SR Combat Pistol, a DL44 (both used mostly for the look and for low-end PvE), a Krayted Scatter Pistol (200-400 dmg), a DX2 (110-200) for most PvE, a Krayted Geno pistol (used predominantly for PvP only), a good FWG5 (max 244), my Gorax-enhanced Striker (max 170), and my Modified Republic Blaster pistol (these are usually easy to find in large numbers, and make nice PvE pistols).
For armor, I recommend encumberance-sliced Composite, or effectiveness-sliced Ubese. I wear only the Helm, the Chest, the Gloves, and the Boots to keep my encumberance down. I recommend these if you're unbuffed most of the time.
If you're buffed, wear effectiveness-sliced Composite. If you PvP make sure you get Stun resists in it, no matter how low they are. The AP1 against Stun will be worth it.
Hope this helps. Good luck in your new profession, and welcome to the club!
For some reason, Ren,I missed your post when you posted it a couple of days ago and just now noticed it when it got bumped. Very nicely summarized--5 stars for you!
Just one comment...
This pistol is properly calledthe Geonosian (not Genosian) sonic blaster. Makes a bit more sense now?
RenKesson wrote:
The Genosian sonic blaster (often referred to as the Geo blaster, for reasons unknown to me) ...
PoderOdunk wrote:
At what level are you certified for the Geno Blaster? Thx!
Heat (FWG5) --
The FWG5 is the only Heat-damage pistol in the game. This weapon used to be the PvPer's best friend because it could take a slurry of powerhandlers, but it was nerfed long ago. It is now an average pistol with average pistol damage. A good (non-Krayted) FWG5 with a damage slice can get up to 90-240. Average speed, and average HAM costs make this pistol, well, average. It generally has high Ideal accuracy mods, though, which is nice. Against a Heat-vulnerable target, this is a handy pistol to have in your inventory.
PixellJ wrote:
correct me of I'm wrong, but I don't think you can krayt a FWG5.