Pistoleer Archive
Thread: 6 extra skill points
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Kreetlebait
Thu Aug 05, 2004 3:11 pm
#1
Ok, just finished my template:
Desperado in BH
Master Pistoleer
Rogue in Smuggler
Novice Commando
But now I have an extra 6 skill points left. Any recommendations on what to put it into? I was thinking of getting novice TK for beginner meditate, but been thinking also of maybe underground 1 in smuggler for the faction point % drop. Any recomendations?
Zandergeef
Thu Aug 05, 2004 3:38 pm
#2
Well you might want to get the flame special cause without it novice commando is sort of useless. I also think that TKN is a good idea.. its pretty strong.... I guess you could have novice commando just for the launcher pistol but other than that I would drop nocive commando and get some tk instead.
faction point sells would be nice for some extra dough I guess.
faction point sells would be nice for some extra dough I guess.
KgAutobahn
Thu Aug 05, 2004 3:41 pm
#3
If your going PvP, drop commando and get some defenses from for exampel fencer instead. Otherwise I would get novice TKA.
MetallicaJunkie
Fri Aug 06, 2004 4:07 am
#4
Not enough skill points to get fencer.
Unless you can afford a imperial sotcked and krayted flamer with a speed of 3secs you're gonna be waiting a long time to hit flamesingle1, which will more than likely miss on the first attempt, then there's the 5sec delay when you switch back to a pistol.
If you want to keep the launcher for the blast damage, you are left with 6 points. Here are you possibilities.
Novice TKA - Although certed for the vibroknuckler, you will never approach your pistols for offence and the defence from TK novice is minimal. Your only benefit here is Combat Equilibrium +10 which give you a chance to instantly recover from a KD, even while dizzy.
Underworld 1 - 10% reduction on all faction perks, only useful if you think you're gonna be buying faction perks, and even then, they're still real pricy if you're not a master smuggler
Slicing 1 - slice mission terminal for more money. Slice locked doors in the geo caves.
LLC 1 - electric damage, get one with as a low a speed figure as possible and carry anything you can increase your accuracy. This would give you access to EVERY damage type bar restraint and lightsaber damage.
If you lose novice commando and put the launcher pistol away, you'll still only have 12 points which are pretty much useless except to take Investigation 3 and try to hunt exploiters, er, I mean jedi. 
Those are all your logical options as far as I'm concerned, if anyone can think of something worth taking that I've missed, please help this guy out and let him know.
ReginaldPumpington
Fri Aug 06, 2004 1:57 pm
#6
Unless you can go up to at least Flamethrower 3 (which you cannot with 6 skill points), you will find it fairly useless, so avoid it like the plague. The lack of accuracy and speed will get you killed in PvE and PvP. Rule that option out. In fact, rule out any of the commando skills you could learn at this point for the same reason.
Message Edited by ReginaldPumpington on 08-06-2004 01:59 PM
eyonone
Fri Aug 06, 2004 2:04 pm
#7
blast damage owns turrets doesnt it? i mean i had novice commando just for the LP and i only used it for hw xp since i wasnt gonna be raiding any bases anytime soon. the blast damage is good to have since u cant do anythin else really with 12 sp.
Cidem_Relaeh
Fri Aug 06, 2004 3:31 pm
#8
I'm in this same situation and for me it's a choice between the launcher pistol (a lot of fun to use and blast damage is nice to have) or LLC Spec 3, whic gives the bulk of the speed/accuracy for the LLC as well as 2 specials (single target and an ae cone). This would come in handy in dwb & 'vette against the sbd's and in geo cave and on lok vs droidekas. Both seem to have an equal amount of appeal, utility and general sense of fun. Maybe I'll just stick with the launcher pistol and pick up TKN for meditate (just for the look haha).
Blah, I just need a couple more skill points. Can't give up DF IV, last ditch is the best high damage (5.0x mod) special available to pistol users.. can't give up master pistoleer and some others, would lose way too much defense that way. Just having LLC 1 is way too slow/innacurate. Grrrr!
Blah, I just need a couple more skill points. Can't give up DF IV, last ditch is the best high damage (5.0x mod) special available to pistol users.. can't give up master pistoleer and some others, would lose way too much defense that way. Just having LLC 1 is way too slow/innacurate. Grrrr!
MetallicaJunkie
Fri Aug 06, 2004 5:27 pm
#9
Actually last ditch is x6 multiplier, making it the single most powerful move in the game for none-jedi who have moves with multipliers higher than this, not sure on exact figures...
The problem with the LLC is that even at MBH it's painfully innacurate and it's range is too short, those specials require you to enter melee range which can cause more harm than good I assure you. Would you rather do semi-useful damage to it with your LLC and get twatted in close range, or sit back and tickle it with your DE-10?
Plus, you said yourself this a PISTOLS template, or at least I assume it is as you've posted it in the pistoleer forum, take the launcher and try it out. In my personal experience most templates look great on paper and then while you're building it, or shortly after you realise something better can be done with the same idea and drop skills x and y in order to get skill z and make a stronger template. Just build it up and have a little fun with it, see where it takes you,
MonoAtreides
Sat Aug 07, 2004 2:10 am
#10
Keep Novice Commando it is worth it to have blast damage for the Nightsisters. I did this very template with Novice Teras Kasi to get meditate and combat equalibrium.
Lobi_Ondo
Sat Aug 07, 2004 10:55 am
#11
I have all the same skills. I put the 6 in Novice Rifleman just to back my buddies up who are Master Rifleman and Master Swordsman. I have not used it yet in game.
I may just drop it and go for Novie TK. The Launcher Pistol is good when your foes have high resistance to everything but Blast. If they have armor, oh well.
How good is Last Ditch? How much damage canit really do, and how should I use it effectivley in PVE & PVP? Alll my buds are Swordsman or Rifleman and they really were not sure about this special.
Thanks.
Cidem_Relaeh
Sat Aug 07, 2004 11:24 am
#12
MetallicaJunkie wrote:Actually last ditch is x6 multiplier, making it the single most powerful move in the game for none-jedi who have moves with multipliers higher than this, not sure on exact figures...The problem with the LLC is that even at MBH it's painfully innacurate and it's range is too short, those specials require you to enter melee range which can cause more harm than good I assure you. Would you rather do semi-useful damage to it with your LLC and get twatted in close range, or sit back and tickle it with your DE-10?Plus, you said yourself this a PISTOLS template, or at least I assume it is as you've posted it in the pistoleer forum, take the launcher and try it out. In my personal experience most templates look great on paper and then while you're building it, or shortly after you realise something better can be done with the same idea and drop skills x and y in order to get skill z and make a stronger template. Just build it up and have a little fun with it, see where it takes you,
Ahhh.. the clarity of perspective. Thank you. I've decided to drop the LLC line and pick up either TKN or Slicing I in smuggler. Both offer reasonable utility. I also had a nice launcher pistol made recently, 68-240 damage, 1101 condition, +0 +43!! +0 range mods (love the ideal on it!) and it's not even sliced yet. God I hope I get a damage slice, hehe.
And really for me, nothing beats spamming fanshot at the cap with a launcher pistol. It's like world war 3.
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