Pistoleer Archive

Thread: Grinding Pistoleer with Last Ditch: Which tree do I take first?

Ragnaat
Sun May 23, 2004 1:12 pm
#14

didn't they change xp on bleeds in one of the last patches? I know I haven't had any problems getting XP this past week using pmd1+last ditch or 2 till they get up then finish out by spamming healthshot2 (fighting tuskens)



:: Retired... For the moment ::
-I support going slow and being careful.
focus thread (n.): there for us to focus on while they went behind our backs and did whatever they wanted to, anyway. (Source: AngusMacGregor)
Uila
Mon May 24, 2004 5:20 am
#15

Hehe, I remember using DOTs then running away. That's how I made it halfway through the rebel themepark with only half of the marksman tree.



Most memorable SWG quotes:
"You lookin fer summat?"
"Get on board the falcon kid. This place is gonna blow." (How can you forget something you've heard over 100 times in a row?)


Cempa
Mon May 24, 2004 5:41 am
#16

I mastered smuggler first. Last ditch is a great shot, but nothing in the smuggler tree allows you to do area damage. The pointBlankArea1 shot works, badly. Since it is a novice marksman skill; it does very little damage. PointblankArea2 is broken. If you've already mastered smuggler; then you should have a boatload of combat experience saved up. Capped combat experience at 170000 (I think it was), you'll have enough for stances I and II in the combat experience tree, and well on your way to stances III. This tree gives you speed. Speed is everything; so grab those now. Then work your way up the specials tree. You want to grind pistoleer. Nothing says grinding like having fanshot and a lots of mobs to kill. And to get to fanshot, you get the second best pistol shot after last ditch - stopping shot. Buffed and with fanshot you can spam lairs until your fingers bleed, doing quenkers or gurks or some other nice nasty lair lurker and rack up points faster than you would have believed possible.


So grab the stances as much as you can with your saved up combat experience, the speed will help the grind. Then go up specials, using last ditch until the stun catches then switch to healthshot2 for the speed/DPS until the critter dies. Once you have stopping shot; you can add a few of those in the mix. Once you have fanshot you're only a few days away from master pistoleer if you have access to buffs and a nice speed-sliced DX2, and a ticket to Lok for the gurk lairs.Gurks are susceptible to acid. Grouped, you can get 3800-3900experience per gurk, 9 gurks per mission lair (many more in random spawned gurk lairs) plus the lair itself for another 3800 or so gets you 38000 experience per lair. Not bad for a 10 minutes work. They don't DB, if you get into trouble, except for the ferals, destroyers and kings - which you won't find in mission gurk lairs anyway. Random spawn gurk lairs yield much more experience pr lair and the added fun of the ferals, destroyers and kings; as well as the possibility of a gurk king hide for the RIS armor coveters.


Obed
Mon May 24, 2004 6:39 am
#17

Saturday night, a buddy of mine and I spent hours testing every pistoleer, marksman pistol, and smuggler special. Lastditch was TWICE as slow as Fanshot. Though it did more damage on average than fanshot, the damage per second was definitely in the favor of fanshot. Plus, it's an Area of Attack.






Obed T'Bo'Akh / Andreau Tiqaras
"Yeah, what if you fell? Alas for the jigglybits" ~ Sakkra on Male Nude Cycling
Teioh
Mon May 24, 2004 10:06 am
#18

I ground it out only with healthshot 1/2 and pistol melee defense 1. Started Sat afternoon and finished Sunday night.



Oh and one more thing. Have you guys ever seen those sigs that are lines of text and look like they are a part of the post?

-------
Ingame Names
Anno
rarely Teioh-II
almost never Aio

mafiree
Mon May 24, 2004 9:39 pm
#19

id go w/ accuracy



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