Pistoleer Archive
Thread: Help me plan my character? :)
RandomSHO wrote:
i say go for double tap, and pistol melee defense 1. Stopping shot would be WAY to slow for you to use. double tap works great, and pistolwhip would be nice as well. that is if pistolwhip is in the first box on the far right. I cant remember if it is in the first or second box though.
BodyShot3 is too slow to use before master. Stopping shot is even worse, but at least it hits hard for one-shot fights. DoubleTap is almost 2/3 the damage of stopping, and twice as fast.
Personally, I would get the Stances line. The speed mods make a big difference in DPS. Plus, as your speed mod gets higher, small changes make more of an impact...so getting some tapes/plates would be a huge help. Until I got master, most of my spam was body2. Now it is FanShot for most fights, or Body3 when I want to make very sure I am hitting health pool. Nothing wrong with Stopping shot, but it is too slow, even at master (depending on weapon). The accuracy while standing that comes with SA3 helps a bit with DPS too.
It sounds as if you are set on keeping the Masters you have....but If you can figure out how to free up the points (like the hiring and managementlines...once vendors are picked and placed, you can drop these without losing the vendors), you might consider getting 0,2,2,4. Gives you a fair bit of speed, DoubleTap, decent accuracy (helps DPS a bit), and some defense. Could sacrifice some DPS from accuarcy for defense (dodge) by getting Grips2 instead of Marksmanship2. The state defenses that come with the Technigues line dont seem to be that big a deal...but as mentioned above, DoubleTap is a good random pool shot, so worth it. If you were to give up all of those two line in Merchant, you could go 2.2.2.4....not a bad template, as you get moderate defensive skill, decent DPS, and DoubleTap. Or better yet, nothing in one of the first two, and Techniques4...FanShot rocks for hard fast hits. Especially with speed mods.
All that takes giving up boxes in another profession though. If you want to stick with what you have, and would prefer offensive gains,use your free points in theStancesline. The speed mods will be the biggest addition to your DPS. You also get PistolWhip with SA 1, which is a knockdown...can help to slow the damage you are taking. The DPS gain from 3 boxes of Marksmanship line might actually be the same, but I never really felt it did...and it gives no new specials.
Hope that helps.
edited because the tool I use for planning skill point usage has the name of the trees wrong....and it appears JediLeong uses SWG ProfCalc as well. ![]()
Message Edited by Tweaky on 02-18-2004 06:59 AM
If I could do only one line, I agree with Tweaky. Speed is your friend.
More accuracy is nice, more dodging is nice... But when you have high speed, you have high DPS, which is usually the goal of a combat prof.
Another thing hit me the other day when I was using that great on-line DPS calculator someone posted. With my 1.6 speed FWG and DL44, it shows the same DPS for fanshot and kip-up shot. If this is accurate, and you can live with hitting only one target at a time (which you will have to do given the amount of points you have to spend), you would be golden.
I'd do the Stances line, andexperiment with kip-up, bodyshot 2, and PMD 1. You deal more damage to knocked down targets, and it can also give you time to get back a little.
Unfortunately, this line takes combat exp, so it's going to take some work!
Eh.. yes I use it.. didn't notice the names were wrong hehe.
Thanks very much guys, looks like it's stances for me
Going to take a while though ![]()