Pistoleer Archive

Thread: Post-CURB template question

RunningRoutes
Sun Apr 10, 2005 1:30 am
#1

I recently started a new character on a server to join up with a roleplaying guild. My post-CURB template is going to be Master Commando, Master Squad Leader. I know that sorta limits what I can do... but I'll have big guns and be able to lead a group effectively. Always good things to have.

With the points left over, I'll have enough left over points to go into Pistoleer, TKA, BH, Carbineer, or Rifleman. In that profession, I can have one tree with three skill boxes and one tree with one skill box... or one full tree... I'm thinking 3 and 1 is the best way to go.

I decided to go Pistoleer for two reasons really. One, I'll have beam cannons and such for long range attacks and such. For short range, I would have the flamethrower, but I'd like another option due to the fact that I could see heat resistant opponents. So, I see the lovely intimidator pistol in SL and the launcher pistol in Commando. So, Pistoleer seems to be the logical choice.

So... which tree do I go 3 boxes in and which tree do I go 1 box in

OR

which tree should I go full tree on?

Keep in mind, I plan on almost always being grouped so I'll get my speed and terrain modifiers from SL.



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MafetKhan
Sun Apr 10, 2005 7:08 am
#2

it would depend if you wanted defense modifiers or accuracy modifiers. For Defense go 0004, thiswould add +40 to both melee and range defense. For Accuracy go 0400, this would add +40 to your general ranged accuracy which will help your commando weapons too.



Col. Mafet Khan
H-AND
Smuggler/Pistoleer
"Hokey religions and ancient weapons are no match for a good blaster at your side, kid."
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