Pistoleer Archive

Thread: Part Time Pistoleer looking for some spec advice

Adimyr
Mon Aug 25, 2003 8:17 am
#1

A little help from you experienced pistoleers out there would be greatly appreciatted. I'm currently trying to finish planning out my template. My main goal is Master CH/Master Squad Leader. The rest of my points I want to put into Pistoleer to up my combat ability. After I get Novice Pistoleer I have 18 points left to spend. Any suggestions on which tree/ combination of trees I should spend it on? What abilities do you find the most useful? Thanks in advance.



Adimyr Redbeard - Human


En route to Master Squad Leader / Master CH / Pistoleer




Adimyr Redbeard -Brethren of Star Wars- on Radiant
Template:
Master Squad Leader
Master Creature Handler
Pistoleer (0040)? (Exact spec in Pistoleer undetermined)
Marksman (0404), Scout (4044)

Taallyn
Mon Aug 25, 2003 9:01 am
#2

There are a couple of options. Most people will got with the Stances and Grips line as those are the special attacks that seem to be working to some extent. Plus, it has a variety of defensive skills that will be very nice once they actually work. Special Abilities 1 is good for Pistolwhip as well as the weapon speed modifiers. Now that SOEseems to bemaking range modifiers mean something, a case can be made that Marksmanship is a good choice too.


Another option is to put the points into Medic. You will be able to use Stim Bs at the base Novice level. You wouldn't be able to make them yourself, but there are a growing number of medics/doctors starting to sell them .... myself included. For example, I can currently experiment StimBs to 350+ base healing with 30 charges. Those are a little more expensive, but they will go a lot further than a Stim A.

Page 1 of 1
Previous Next