Pistoleer Archive
Thread: When I grow up...
I've never wanted to be "UBER" in this game (if I wanted to be UBER I'd be Master Rifleman TKM, besides I've never wanted to be a melee fighter), I've always just been a RP'er and that's why I chose my character path as a Pistoleer. I was mulling over some numbers with Skill Points trying to figure out how to give my character the most knowledge about pistols and their usage while maximizing my SP. I immediately ruled out BH Pistol 4 because I want to have some skill points left over for terrain negotiation. This is what I came up with:
Master Marksman
Master Pistoleer
Brawler 4-0-0-0
Smuggler 0-0-4-0 (why shouldn't a Pistol Master know the best specials)
Novice Commando (for the Launcher Pistol cert)
Scout 4-0-0-0
Medic 2-0-0-0 (for first aid)
This leaves me with 6 points left which I could use for just about anything. I could even drop the two boxes of Medic, just keep novice and have 11 extra points. Not bad IMHO.
Medic 0/0/1/0 is working for me. Stim Bs
Curious, why the rifle carbine and master marksman? More a waste of SP IMHO. Drop those and dabble in something better. I am 0/4/0/0 in marksman and it works for me.
JB
Master Marksman is for the Commando Launcher Pistol Cert. Should I decide to forget about the Launcher Pistol, I will drop the rest of Marksman and spend the points somewhere else.
Plus, I figure if I ever want to change professions (to another combat profession)I already have a good start at any of them.
I got hung up at "I immediately ruled out BH Pistol 4 because I want to have some skill points left over for terrain negotiation.". Novice BH requires Master Scout...the best TN there is. Still a lot of skill points to spend for Scatter Pistol, but that thing does insane damage with Stopping Shot. You could also drop medic (daring) and pick up TKA for less points, and meditate your ails away. Definately check out the skill tree before you go this route.