Smuggler Archive

Thread: Need an opinion on a template

Hubcap
Wed May 19, 2004 8:57 am
#1

What do you guys/girls think of this:

Master Smuggler
Pistoleer 0/1/4/4
Commando 0/0/4/0
Scout 2/0/1/0 (for harvesting Purposes)

I think w/ this I can do pretty good damage w/ all types of attacks except kinetic (ie...blast, heat, stun w/ the geo pistol) I had a TKM and would get my butt handed to me on most nightsisters and things like peko peko albatross (I know how embarassing beat up by a bird) anything really that had high kinetic resists. I just was thinking w/ this template it offers pretty good defense from the pistoleer line and w/ the Flamethrower and Launcher Pistol I get high damage flame and a good blast damage. Any better suggestions? I need at least 2/0/1/0 in scout though so I get something when I harvest hide and meat. Thanks for any suggestions you may have.



Sawbecca-Master respecer
D-H-USA-12 point Master respecer
NMone-Master Artisan/12pt. Master Armorsmith/Master Shipwright
Ipseck
Wed May 19, 2004 9:05 am
#2

lose the terrain negotiation and pickup the rest of the accuracy line from pistoleer.. you really do need it.





7Ipsecki Tunnel8
eMaster Smuggler - "Deliverer of goods"e
N"Captain Moody"N
Hubcap
Wed May 19, 2004 9:11 am
#3

Ok if I drop Exp. all together and hunting it looks like this:

Master Smuggler
Pistoleer 0/3/4/4
commando 0/0/4/0
Novice Scout

Better?



Sawbecca-Master respecer
D-H-USA-12 point Master respecer
NMone-Master Artisan/12pt. Master Armorsmith/Master Shipwright
Hubcap
Wed May 19, 2004 9:16 am
#4

W/O the terrain negotiation thats gonna make hunting on Dathomir suck LOL. Oh well.



Sawbecca-Master respecer
D-H-USA-12 point Master respecer
NMone-Master Artisan/12pt. Master Armorsmith/Master Shipwright
SlickDevlin
Wed May 19, 2004 10:31 am
#5

That's why they make speederbikes and mounts silly bear!


Juzza - Flurry





Juzza - Master Snuggler of Flurry

"I love you, you love me, we all hate jedi can't you see..."

Barney Lives!
Hubcap
Wed May 19, 2004 10:50 am
#6

LOL true but those rancors can run



Sawbecca-Master respecer
D-H-USA-12 point Master respecer
NMone-Master Artisan/12pt. Master Armorsmith/Master Shipwright
SlickDevlin
Wed May 19, 2004 11:43 am
#7

If you've come across a Rancor that can outrun a speederbike, please tell me where so I can stay the hell away!



Juzza - Flurry





Juzza - Master Snuggler of Flurry

"I love you, you love me, we all hate jedi can't you see..."

Barney Lives!
Davy
Wed May 19, 2004 11:49 am
#8

I see and read about many smugglers with triple-masters (Smuggler, Pistoleer, TKA) and how they're really hot. My question is, how do you guys do without Novice Medic? Don't you ever miss grabbing a stimpack and healing?


I'm working on a new smuggler and really would like to come up with a good template. So any helpful advice would be welcome.






Lei'lu, Elder Light Jedi

(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)

Cassiopia Zorrak - DZ Crafts & Armor
Riverlands, Corellia

Aladine
Wed May 19, 2004 11:50 am
#9

See the rancors dont exactly have to run far...one hit on your bike and you are walking...I don't have terrain negotiation, and I make up for it by hunting on Dant not Dath...Dath hills are painful without terrain negotiation.





Cryonax -- Novice Ranger, Medic, 4000 TKA, Master Rifleman
Mastered: Marksman, Tera Kasi Artist, Smuggler, Pistoleer, Commando, Swordsman, Rifleman, Chef
Next: Ranger then MCH
Member of Silverwolves
Sony's Direct line that patches you in to their switchboard/live operator : 858-577-3100 and their Fax: 858-577-3313
Hubcap
Wed May 19, 2004 11:56 am
#10



Aladine wrote:

Dath hills are painful without terrain negotiation






Thats what I'm saying is 2 boxes of pistol marksmanship gonna make THAT much difference or should I keep maskscent/terrain negotiaton?

As far as medic I had it when I mastered smuggler I was like 4/2/2/0. But I usually run 2 accounts and have my doctor near by since I use him to buff myself. I usually can run back to the outpost I'm hunting from and get a disease cured or poisonccured but as far as using stims if I need to heal up and am by myself its feign death hehe.



Sawbecca-Master respecer
D-H-USA-12 point Master respecer
NMone-Master Artisan/12pt. Master Armorsmith/Master Shipwright
Hubcap
Thu May 20, 2004 12:06 am
#11

Plus the meditation line in TKA you can heal yourself (not during combat though) and powerboost is always handy.



Sawbecca-Master respecer
D-H-USA-12 point Master respecer
NMone-Master Artisan/12pt. Master Armorsmith/Master Shipwright
FrankLee
Thu May 20, 2004 2:02 am
#12

I have a doc as my alt, and I never leave home without buffs.
Before the doc, I wouldn't have considered dropping medic, but when I'm always buffed, I can afford to lose the stims. You heal fast, even if you forget to lose the armor. And, you don't kill yourself with specials so combat's a breeze.

I'm going TKM/Master Pistol/Master Smuggler... have all but the last and only need 1 box slice, 3 boxes spice to finish up. Might get that in the morning.

My only issue with the combination is that we don't have any effective tools for armored opponents. Our best pistol is AP1, our only hand-to-hand weapon is AP1. Decent monsters have (usually) serious kinetic resists, but I can usually find a pistol that at least gives me a fighting chance against the same monster.

Once I figure out how to effectively use some spices for a little pick-me-up, I'll try the high-end monsters again. Trying the Geonosian Cave solo was an exercise in futility.



FrankLee
--------------------------------------------------------------------------------
Everything I tell you is a lie. - Vergere
Jedi = Luke Skywalker - What friggin' genius designed this PR campaign?
Humans are SUPERIOR! - John Crichton
The Dallet Series (ongoing story)
Xarche
Thu May 20, 2004 6:43 am
#13

Triple master is not the be-all-end-all template. It is a balanced and well rounded one. Unlike a M.Pistoleer/M.Fencer combo running a CoB macro who can solo the geo caves without even breaking a sweat, Triple Masters cannot venture too far into there solo without getting horribly dead horribly fast


Obviously as stated above, you really never need stimpacks if you are buffed. For me, I have food and spice available that act as "stims" when needed, and of course, there is ALWAYS the feign death heal. Pop a FD, walk away and grab a drink of water, come back and you are all healed up. Pop up and resume.



Exarch
Master Smuggler
[IS]Ignis Sanctus
"Making the galaxy safe from terrorism, one Rebel at a time..."


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