Pistoleer Archive
Thread: Need some insight into changes I am considering for my PvP template.
My current template.
Commando 0/4/4/0, Pistoleer 4/0/4/0, TKA 0/0/04, Fencer 4/0/0/0 and Medic 2/1/0/0
I am considering droping some skills to get the ranged knock down from smuggler. I have also noticed that I use my pistol specials and heavy weapons in pvp more then I do the flame thrower and have toyed with the idea of dropping that as well. Recent changes (2.5x melee damage) give this option more weight as well. Although, I use the FT on pets all the time and it is a wonderful tool in pve. Since I run around with a pair of mountain krevols, the melee modifier should not effect me too much in that respect.
Here is what I am considering.
Commando 0/4/4/0, Pistoleer 4/0/0/0, TKA 0/0/04, Fencer 4/0/0/0, Smuggler 0/0/3/0 and Medic 0/1/0/0
Or
Commando 0/4/0/0, Pistoleer 4/0/4/0, TKA 0/0/04, Fencer 4/0/0/0, Smuggler 0/0/3/0 and Medic 0/1/0/0
Or
Master Pistoleer, Commando 0/4/0/0, TKA 0/0/04, Smuggler 0/0/3/0 and Medic 2/1/0/0
Tell me what you think. I don't care if you are making a guess outside of your experience, but I do care that your suggestions are at the very least, informed.
With that in mind, If you don't know what all these skill boxes do, please take a look and have some idea of what you are suggesting I give up in place of your proposals.
Thank you.
Also, do you mean 4/0/4/0 pistol or 0/4/4/0? Dodge doesn't do much right now, and you'd be much better served with the accuracy. Actually, you'd probably get the most benefit out of the speed line because pistol specials are already pretty accurate, and IIRC launcher pistol has pretty good range mod characteristics.
I would recommend going with basically your second choice, except no smuggler, and either 0/4/4/4 pistoleer or 0/0/4/4 pistol with 0/4/0/4 TKA, depending on which you're more concerned about.
Well, I was not sure about the dodge. I have not run any tests on it, but the second line of TKA is somthing I have not looked into, so I will take a look at that. I am also still leaning toward heavy weapons over the FT. It is partly because I should do better at range with the amount of ranged defense I have and partly my play style. I don't feel as comfortable closing with players. Not to mention that the Heavy Particle Cannon and the Rocket Launcher do incredible damage and are AP3.
A few tips:
1) Don't worry about defense at all. At the moment it doesn't work well enough to be worth the skill points.
2) Don't get Master Pistoleer. Pistoleer is a complete waste of skill points at the minute, aside from the Novice box and some speed boxes.
3) Smuggler Dirty Fighting is good, but largely for the fourth box (Last Ditch). Don't leave that out of the template if you're already a 0/0/3/0 Smuggler.
I'd probably start with BH and work from there -- that's probably the best PvP template. If you don't want to bea BH, some viable choices are: CH 4/4/0/0, Master Combat Medic, Master Rifleman, etc.
I'd probably start with BH and work from there -- that's probably the best PvP template.
You can't have the best PvP template without some way to mitigate disease/poison. The first CM/smuggler you meet will tear you to pieces.
"You can't have the best PvP template without some way to mitigate disease/poison. The first CM/smuggler you meet will tear you to pieces."
I have several ways to keep people out of range for that kind of attack. I am also smart enough to buff myself with spice and food so I can overcome attacks like that. Anyone that thinks their is only one way to deal with a specific attack is the one that will be getting torn to pieces.
Commando's have the same type of tunnel vision. Just check my sig. ![]()