Pistoleer Archive
Thread: Help me spend my final 12 skill pts
You CAN get novice commando (which takes 6 SP's) but you CAN'T take novice medic....as all the starter Novice classes (brawler, marksman, scout etc) require 15 SP's
BQfromNY wrote:
Here is my templete so far:
Master Marksmen
Master Pistoleer
Brawler 4xxx
Scout 4xxx
BH xx4x
Smugler xx4x
I have 12 skill points left. I can either:
(A) Get nov commando and nov medic: This will give me all of the pistol boxes in the game and allow limited healing or
(B) Get BH Investigation III which will allow me to hunt Jedi's or
(C) Something else
Please help me decide. Iam really not sure what to do.
Thxs in advance
BQfromNY wrote:
1) I have never PvP - I simply wanted to grind to the top of my ability to give myself a decent shot. I realize, through reading these forums, that pistols are not the best in PvP. However, Iam still willing to give it a try - IF its fun... Therefore, is Hunting Jedi's fun??? It sounds like a GREAT ideal but I have also been reading about all the griefing thats going on.
2) Since I cant get Novice medic if I go the Commando route what should I get with the remaining 6 skill points IF I decide to go w/ Commando?
Thanks again.
You should definately wait for some others to respond
im not the best person to talk about this heh, but as far as jedi hunting goes - they tend to either have a guild to help defend them or they group up with other jedi's.....so there are a few things you'll need.... 1)dmg, and for most people that comes in the form of a decent DE-10 2) possibly other BH's to hunt with / chat to etc
Jedi hunting can be fun - it all depends what you make of it....as long as you're willing to suffer set-backs, getting your ass kicked every so often
and having to back down and run away when you realise the jedi is in his home town and is a member of the militia heh then it can be fun, and adds something extra to do. The only thing i would say is, that Jedi hunting adds nothing to your pvp ability, and nothing to you're pve ability - it's a skill that gives yourself extra content or even RP opportunities, it's something to do WITH you're current skills, not something that will improve your skills.
As far as those other 6 points if you take commando....well...i can't see anything very useful you could take there...nothing that adds a vast amount to your character, you could for e.g take Flame I from commando, just so you can do a Flame thrower special, but as to how effective that will be.......you'd have to test it...I can't imagine it'll add a lot - especially with the Delay on weapon changing as it won't be yourmain gun at all - it might be a nice addition for pve, but that weapon delaycould certainly be an issue.....and in pvp you'd just miss heh. Taking novice commando is purely for the ability to do blast dmg - the launcher will never replace your main weapon, it's a situational weapon that you may find useful in certain circumstances.
One other point to mention as a side-issue, you can't use the Launcher pistol to Grind pistol exp, it IS a pistol, but it gives heavy weapons exp.
Bridonar wrote:
I'd suggest TKA, or maybe drop some of your BH skills for novice medic.
First, novice TKA is useful because it gives you meditation, which is not only good to look cool, but has many other uses (to heal BF is I am not mistaken)
Also, I think medic is very valuable, especially if you ever plan to PvE without buffs, or to PvP. But then again, if you wish to PvP, you should take up the investigation tree to hunt down jedi.
Personally, I would go with novice TK.
I don't *think* that Any Level of meditate heals BF does it? Thats something im not 100% sure on....
Also
"But then again, if you wish to PvP, you should take up the investigation tree to hunt down jedi"
You CAN have a PvP template without having the ability to hunt jedi's.....hunting jedi is just an optional extra - it's not a requirement for pvp. ![]()
You could pick up Slicing 1 (5 SP) and Investigation 1 (5 SP) without novice commando, or
You could pick up Novice Commando (6 SP and blast dmg pistol) and your choice of slicing 1, investigation 1, or heavy weapons 1
The reason for those 3 blocks is that you'll be useful in a bae-killing team. Those are 3 of the 5 skills needed to hack base terminals, and take them away from the opposing faction. The other two skills needed are novice squad leader and novice bio-engineer.
My old template before I mastered Smuggler was this:
Marksman 0/4/0/1 --> pistols line and the /aim ability as well as +2 to ranged def. in ranged support 1
Brawler 4/0/0/0 --> unarmed line
Medic 2/2/4/0 --> first aid, drag incapacitated player, and ability to use StimDs
Smuggler 0/1/4/0 --> ability to slice base terminals and the dirty fighting pistols line
Master Pistoleer --> self-explanatory
Teras Kasi Master --> self-explanatory
I felt that this template served me well, and I destroyed many bases with it. If that is something which you feel compelled to help with, then slicing 1, heavy weps 1, or invest 1 may be useful boxes to attain.