Pistoleer Archive

Thread: New to Pistoleer, need some advice ^_^

Talrinys
Thu Apr 22, 2004 1:33 am
#1

Well drop pistoleer, you cant use it for anything, thats best advice, but oh well.

Best would definately be technique, i aint really got a clue about tge other questions.
Mr_Wibble
Thu Apr 22, 2004 2:39 am
#2






NinjasLovePirates wrote:

Okay, I have a DX2 that's 1.6 Speed with decent damage and a +16% Min damage +32% Max damage power-up, I have Master Marksman and Pistol Stances II (nothing else in Pistoleer) and I usually hunt Quenkers on Dantooine and wear Mabari armor to cut the kinetic damage down to less than half of normal and go buffed with Brandy and a back-up Muon Gold.


The questions I have are:

[1] What is the best special to use right now? I have Body Shot 1 and 2 and Health Shot 1 and 2. What's the best for damage vs speed? I go buffed, so HAM isn't an issue.


[2] What branch should I go up first? I'm an 0002 Pistoleer and a 0404 Smuggler (no Dirty Fighting yet) and I know that Smuggler will be last. Should I go for Accuracy, Technique, or the Body Shot 3/Dodge branch?


[3] What's the difference between Quenkers and Savage Quenkers? I kill normal ones and they're Non-Deathblow, have about 4k HAM, and give about 3.1k xp per kill and another 4k for the lair. I think that the Savage Quenker mission has a larger payoff (by a little bit), but are they any harder that I should worry about them?


Any answers/advice would be wonderful!

Thanks,





1) Probably healthshot 2 at the moment


2) Depends on whether you're going to master or not (I'd guess you are) then I'd say tech.


3) Not much harder from my experience, though the extra cash is nice.





Formerly:
Pedr-Dwl Wibble - Gunslinging tracker for hire on Farstar - Staff Cpl, Imperial auxillary
Elisa von-Smolloff - Pyromaniac bird of Infinity - Cpl, Rebel special forces
Now gone.
Doesn't see the point of a bile-venting "I'm leaving" thread.


Appro
Thu Apr 22, 2004 3:54 am
#3

Savage quenkers give slightly more xp, but I don't think they are any harder to kill. I'd also agree that healthshot2 is the best special atm. Also, do postol tech tree first.



Appro Crimson
DREAM - Eclipse
Master Shipwright
'The Purple Headed Warrior'
MCPrimetime
Thu Apr 22, 2004 5:52 am
#4

go get fan shot....rest of the boxes will be a breeze after that



MCPrimetime
Jingles
Jrockin

EcadMistflier
Thu Apr 22, 2004 8:26 am
#5






MCPrimetime wrote:
go get fan shot....rest of the boxes will be a breeze after that






/agree




Ecad Mistflier
Force Wielder and Old School Disturber of the Peace
:: Ex Master Smuggler :: DEC 15 = BYE BYE SoE :: Ex SWG Jedi ::

"There is more stupidity than hydrogen in the universe, and it has a longer shelf life."
Frank Zappa
Eugee
Thu Apr 22, 2004 8:42 am
#6

HealthShot1 is your best special to fight with by a LONG shot. You have a 1.6 speed pistol (which by the way will cause FanShot to hit the speed cap at Master Gunfighter), and +30 Pistol Speed. HealthShot1 will fire for x2.0 damage every 1.1 seconds. HealthShot2 will fire for x3.0 damage every 2.1 seconds. BodyShot2 will fire at x2.1 damage every 2.0 seconds.


HealthShot1 obliterates the competition. Finally at Pistoleer (4444) which is +54 Pistol Speed, HealthShot1 is kicking out x2.0 every 1.0 seconds (capped long ago), FanShot is kicking out x4.0 every 1.8 seconds to a random pool, and HealthShot2 is kicking out x3.0 every 1.4 seconds, barely passing HealthShot1.


At Master Pistoleer, HealthShot2 is your hands down best targetted health pool shot. BodyShot3 doesn't even compare. FanShot will be outdoing HealthShot2 for pure DPS, but it's random pool, multiple target. If you're trying to drop one target HealthShot2 will be faster, if you're doing multiple then FanShot. If you get to +80 Pistol Speed (+6 in SEAs) then Stopping Shot will equal FanShot for random pool shots, and if you get to +84 Pistol Speed (+10 in SEAs) then Stopping Shot will be your hands down biggest DPS shot, to random pools. That's with a 1.6 pistol, mind you. I use a 1.8 speed and had to get to 86 Pistol Speed for the same results.


HealthShot1, FanShot, and PistolMeleeDefense1 are all you need until Master Gunfighter. Then possibly add in Stopping Shot to the mix, if you can get the speed attachments.





Jaysen Haebdun
Master Doctor | Master Gunfighter
NinjasLovePirates
Thu Apr 22, 2004 9:56 am
#7

Well right now my speed is 47, not 30 (+5 for Master Marksman and+12 from Pistol Stances 1 and 2)


but from what you're saying Health Shot 1 is better than Health Shot 2 until my speed hits 54? Or at 47 speed does Health Shot 2 edge it out?


Thanksfor all the advice!





Rick Maher
Master Armorsmith, Master Smuggler
"Uh... had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?"
~Han Solo proving that Smugglers are the masters of talking their way out of a problem.


LgEnder
Thu Apr 22, 2004 11:18 am
#8

Healthshot 2 doesnt edge it out for another box or two of speedI think.



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NinjasLovePirates
Thu Apr 22, 2004 12:59 pm
#9

Okay, I have a DX2 that's 1.6 Speed with decent damage and a +16% Min damage +32% Max damage power-up, I have Master Marksman and Pistol Stances II (nothing else in Pistoleer) and I usually hunt Quenkers on Dantooine and wear Mabari armor to cut the kinetic damage down to less than half of normal and go buffed with Brandy and a back-up Muon Gold.


The questions I have are:

[1] What is the best special to use right now? I have Body Shot 1 and 2 and Health Shot 1 and 2. What's the best for damage vs speed? I go buffed, so HAM isn't an issue.


[2] What branch should I go up first? I'm an 0002 Pistoleer and a 0404 Smuggler (no Dirty Fighting yet) and I know that Smuggler will be last. Should I go for Accuracy, Technique, or the Body Shot 3/Dodge branch?


[3] What's the difference between Quenkers and Savage Quenkers? I kill normal ones and they're Non-Deathblow, have about 4k HAM, and give about 3.1k xp per kill and another 4k for the lair. I think that the Savage Quenker mission has a larger payoff (by a little bit), but are they any harder that I should worry about them?


Any answers/advice would be wonderful!

Thanks,



Rick Maher
Master Armorsmith, Master Smuggler
"Uh... had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?"
~Han Solo proving that Smugglers are the masters of talking their way out of a problem.


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