Pistoleer Archive
Thread: Opinions on this Master Pistoleer/Smuggler template.
When they start to run ... is when you switch to Panic Shot, Low Blow, Last Ditch (and maybe a few bleed shots if they aren't dead yet).
I love the Smuggler/Pistoleer/TKA route ... and since I very recently got the meditation line done ... I love it.
KnightHawk420 wrote:
Master Pistoleer
Master Smuggler
Master TKA
I tend to disagree.Both you and the original poster. I findat least exploration 1 to berequired.The problem with KnightHawks is thefact that you depend ona friend for heals. And friends are NOT always there. Here is my personal template:
Master Pistoleer
Master Teras Kasi Artist
Smuggler 0-1-4-0 (the slicing1 for bases)
Medic 1-0-0-0 (with constant clothing with +injury treatment)
Scout3-0-0-0
Now, for the original poster. Thats a very good template. Except, I find scout to really be a must personally, so I would go:
Master Pistoleer
Master Smuggler
TKA 4-0-0-0
Scout 3-0-0-0
Medic 2-0-0-0 or go Scout 1-0-0-0 and Medic 2-0-3-0 (high value Stim Cs)
Thats just my opinion. As for money, resources
This template I'm thinking is actually a little weak compared to when the combat revamp happens and HAM cost doesn't equate into damage.
At the moment I"m fully dependent on bufffs. I'm human wiht all my of my stats adjusted into mind at 1100/950/950 all others 400. I don't leave the city unless I'm buffed
I don't need to depend on a medic for heals. Having a medic is certainly nice however and in many of the pvp battles I'm involved in there are enough medics on hand. Although my buffs and heavy duty armor generally keep me from having to worry about it. My biggest weakness is still mind. For that I keep fishak and muon handy.
Exploration I is NOT neccessary. If it's going to be done at all might as well get Exploration III. No doubt the inability to chase after an opponent is somewhat lacking, but the hope is low blow+panic shot will help me not have to run after them ![]()
TKA is one of the most powerfull professions in the game. Between the self healing abilities and damage potential it's a hard profession to NOT master.
Every single line in the profession will give a good size benefit in one form or another. Balance is perhaps the only line I'd give up. Even at 4/1/4/4 tka is plenty of power to get the job done. Going to master just tips the scale towards the PVE aspect more. But at 4/1/4/4 is alot of TKA for just PVP.
The biggest weakness of a TKA is a pistoleer. A pistoleers defenses to knockdown/dizzy combined with melee defensesmake them exceptional at taking down a TKA. TKA's are kited easily but once they catch up to you it's usually all over.
Combine both professions together and you have a short range pvp machine. Able to tackle nearly any threat that is thrown at them. Having a range of dmg types available coupled with the awesome power of TKA and the added defenses.
By the time you finish the work to get there, they will have "fixed" defense stacking, and dabblers will certainly suffer. Masters time to reign is soon, and then we can rely on tactics over game mechanics to compliment our wonderful skills.
I am working towards the same. I am almost done with TKA. I been Master Pistoleer since release and Master Smuggler I got in the last few months
Would you believe the only thing keeping me from dropping the Ranged Line is my love for the title?
Guardsman! The greatest of all titles.
Either way, I do really well in PvP. The TKA should be an added bonus. As soon as I got Novice TKA though, the difference is night and day. Aside from the FotM horsecrap, it's a lot of fun to beat stuff with your hands.
KnightHawk420 wrote:
Master Pistoleer
Master Smuggler
Master TKA
This is where my final template will land as well.
SanTsu wrote:
Master smuggler gets 2 bonuses now and it will be three after the next patch.
1. they get a 25% doscount to all faction purchases.
2. They get a bonus to slicing weapons and armor.
3. after the patch they will a 95% chance of evading imp scans and that bonus will be passed on to anyone in your group.
Master smuggler isnt about combat its about support, money, and pistol specials.
So glad to be a Colonel and a Rogue ![]()
Message Edited by SilentJay1284 on 02-10-2004 01:49 PM
swobserver wrote:
"
The Triple master template is nice, and if you are buffed all the time (my other char is a Master Dr) then you don't really need the medic.
If you are only using this for PvP the mind cost and the speed of healing is normally enough to turn the fight around.
Plus being a TKM you can meditate you wounds, disease, poison and bleeds away....and with powerboost you get some extra ham. (50% of your mind points to your health action and mind)" ----
Wow! Stupid me gave up Master Unarmed for Armorcrafting... Haven't tried it in a while but is it still hard to lvl up Unarmed without the Vibroknuckler? *Stinks that they took it away from us...* It's nice to have it when your TKA but was very hard to grind up to it about six months ago.
Yeah even despite the lack of certification.. using a spd slice vibro knuckler is the best way to go thru unarmed for the speed improvement alone.
JeremiahD wrote:
What pvp bonus do you get from mastering smuggler? Aren't the only skills worth getting(for pvp) the dirty fighitng line? I cant see any point in wasting so many skill points if you want a pvp setup. Now if you want to slice things and make spice for ppl that is a whole notha story
Jeremiah Dee
Good observation. You don't get any pvp or combat benefit otherwise from having the 3 other lines in smuggler. A buddy of mine in fact only 2 of the smuggling lines.... rogue and fixer. And instead diverts his remaining points to medical skills, which gives him an edge no doubt.
Master smuggler just gives you benefits aside from combat. Easy to get benefits skill point wise. There is always more to the game than just combat.. so with this setup you get a little bit of that too.
If you didn't care about making crates of spice for cash, or slicing, or faction point perks, then dirty fighting is all you need. At the moment I have a armorsmith for an alt, so being able to slice all the armor that is made is a nice bonus to the game I'm playing. As well as slicing stuff for everyone else in the guild. Slicing missions terminals can be a nice bonus when I go hunting on dathomir. If I get lucky I can pull 55k missions
But also I am an important member in taking down factional HQ's.
Seeing as how I have no medic, I've gained a new respect for non-medical related easy to use buffs... such as spice. So being able to make my own can be a nice perk too. (arguably if I dropped master I could just as well get novice medic back and not use spices).
Underworld at level 2, can save you some fp loss when you die in battle. In addition you can help others aquire faction points via purchases at the recruiter at LVL 4. Also at master you get a 25% price cut off faction items.
For instance as soon as I hit master I used the 37k in FP I had, and bought a detachment HQ. Which between my human fp discounts, and the 25% smuggler discount I was able to get a detachment HQ for a mere 31800 FP. Normally I believe they are about 10 - 15k more in FP. ATST's for instance only cost me a hair above 7k in fp. A whole line of personel support is available to me right now for all under 100 fp each. Even stormtroopers and darktroopers and the like are fairly cheap and easy to replace now. Stormtroopers I believe cost me just above 100 fp now.