Smuggler Archive
Thread: What skills have u mastered along with smuggler?
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WranglerDekar
Sun Sep 12, 2004 7:20 pm
#2
There's always the popular Pistoleer/Smugg/TK which works very well actually. If you want some open spaces maybe just 0044 pistoleer for that pistol feel??
Sorbacca
Sun Sep 12, 2004 7:23 pm
#3
ok thnx for the input i might try the pistileer part im not much into hand to hand even though im a wookiee....
Pohacca
Sun Sep 12, 2004 9:13 pm
#4
If you want to make cash, do like I did. Sure, you don't have much vender room but if you still to special orders and loot, you won't need it. If you're not worried about resources, you can also drop the Artisan Survey tree and put the extra points into Pistoleer.
Smuggler 4444
Weaponsmith 4444
Artisian 4034
FS Experimentation 4
FS Assembly 4
Nicolas_Frost
Sun Sep 12, 2004 9:47 pm
#5
Hmmm...
Letsee, originally, I was a bit of a mutt, having five of the six starting professions(no medic), then I was a Musician Smuggler. Next, I triedbeing aSquad LeaderSmuggler.Then I went Creature Handler Smuggler with some Gunfighter and TKA Novice.
Now, I'm a variant of the Tripple Master, keeping just enough boxes open to run the quests in the village and open an additional character slot, then I'll be gettin' rid of the hokey religion to put a good blaster at my side again. 
Iawo
Sun Sep 12, 2004 11:03 pm
#6
I'm sort of a D-stacker smuggler triple combo,but not mastersmuggler. Right nowI'mTKM / Smuggler0440 / Pistoleer 0043 / Fencer 4440. I don't use pistols much due tomy lackluster speed, but I do pretty well on the melee side while hunting. I also get to avoid the people who get irrate when you get thewrong slice on theirmaster weapons, as I flat turn them down. I only slice grinding weapons or hunting armor, never the high end stuff. Most of my customers are quite friendlythis way, and I don't advertise or wear the slicer title at all. They'll search me out if they want a slice. I depend on missions for the bulk of my credits anyway, 700k+ during a buff session from Mokk / Janta missions. Add to that the pretty crystals and DoT weapons you can sell... and I don't think I'd make that much in three hours by slicing.
I've been toying with the idea of going TKM / M Smuggler / Fencer 3040 / Pistols 0040 until I get glowy, then dropping the fencer part after that. I'd still have pretty good defenses, at least until I started getting rid of the Fencer stuff. I mainly want to open the other slot, then I will probably go back to some sort of stacked template. At least until the combat rebalance that is... never know what's going to happen after that.
Simply put though... I love TKM too much to get rid of it.
hemispherezz
Sun Sep 12, 2004 11:32 pm
#7
If u want to make lotsa credits with your Master Smuggler be a Master Weaponsmith as well
I have both professions and my bank account is nice to look at , too bad it wasnt real money LMAO 
haanoverfist
Master Smuggler / Master Weaponsmith
Scylla
hrmpf2
Mon Sep 13, 2004 1:01 am
#8
What I have master along with master smuggler - none. However at the moment I'm master fencer while building both the smuggler and pistoleer tree, those should end up mastered (unless I change my mind again). This leaves points for the following of which I currently lean towards the first:
1) TKA 4xx3, scout 1xxx, medic 1xxx - Gives the meditate TKA line for selfboosting and some added defense. The scout is a money maker in harvesting and medic for a bit of self healing (i.e. /firstaid). This I'd consider a safty template.
2) fencer 4xxx OR xx4x (mitigation/state defense vs plain defense), scout xxxx, medic 1xxx - No boosting, but a lot more defense.
3) Master marksman - Unfortunately even when having mastered pistols, you still have some way to go to hit the speed cap with Last Ditch, here you'll get a boot in the behind to get there. It also offeres a bit additional defense, but not even close in value to the others.
4) Master TKA - Popular choice, and looking at the virtues of that quite understandable.
5) scout 1xxx OR medic 1xxx, novice merchant - This is for the business smuggler of course. You'll have plenty of vendors for spice, if you have some trusting crafter friends, these could bennefit from your excess numbers. If nothing else, you'll have additional storage space
1) TKA 4xx3, scout 1xxx, medic 1xxx - Gives the meditate TKA line for selfboosting and some added defense. The scout is a money maker in harvesting and medic for a bit of self healing (i.e. /firstaid). This I'd consider a safty template.
2) fencer 4xxx OR xx4x (mitigation/state defense vs plain defense), scout xxxx, medic 1xxx - No boosting, but a lot more defense.
3) Master marksman - Unfortunately even when having mastered pistols, you still have some way to go to hit the speed cap with Last Ditch, here you'll get a boot in the behind to get there. It also offeres a bit additional defense, but not even close in value to the others.
4) Master TKA - Popular choice, and looking at the virtues of that quite understandable.
5) scout 1xxx OR medic 1xxx, novice merchant - This is for the business smuggler of course. You'll have plenty of vendors for spice, if you have some trusting crafter friends, these could bennefit from your excess numbers. If nothing else, you'll have additional storage space
MylesTeg
Mon Sep 13, 2004 1:24 am
#10
Some people go for the triple Master... I go for the much vaunted...
DOUBLE GIMP!!!
Master Smuggler/Master Commando
I have all kinds of interesting specials, but I don't have the skill points to pick up mods to make 'em effective. lol Still, playing a commando has been fun. It's cool to hit lairs for 30k+ of damage. To be honest, I don't use many of my smuggler skills anymore, other than making neutron and muon, and doing a bit of slicing for myself and guildies. Since I don't have speed mods for the pistols, Last Ditch has kinda fallen by the wayside. I mostly rely on the flame thrower for killing stuff, because of the damage output.
But my character used to be an Imperial soldier, and was betrayed, so he turned into a criminal. But he still remembers how to be a soldier! The RP aspect of it is what keeps it interesting.
DOUBLE GIMP!!!
Master Smuggler/Master Commando
I have all kinds of interesting specials, but I don't have the skill points to pick up mods to make 'em effective. lol Still, playing a commando has been fun. It's cool to hit lairs for 30k+ of damage. To be honest, I don't use many of my smuggler skills anymore, other than making neutron and muon, and doing a bit of slicing for myself and guildies. Since I don't have speed mods for the pistols, Last Ditch has kinda fallen by the wayside. I mostly rely on the flame thrower for killing stuff, because of the damage output.
But my character used to be an Imperial soldier, and was betrayed, so he turned into a criminal. But he still remembers how to be a soldier! The RP aspect of it is what keeps it interesting.
Nicolas_Frost
Mon Sep 13, 2004 1:27 am
#11
Does anyone else agree that a VibroKnuckler is more of a roguish character's weapon(aka a Smuggler)? While a religion which revolves around unarmed combat(Teras Kasi) would be de-certed for it(along the lines of Jedi losing thier certification for LightSabers while wearing armor)?
Frolykk
Mon Sep 13, 2004 2:17 am
#12
here is my current template
Master Smuggler
Teras Käsi Master
Pistoleer 0-0-0-4 (for the melee and ranged defence and pistol speed)
Brawler 4-0-0-0
Marksman 0-4-3-2 (carbines help prevent doing too much damage when helping newbies level)
Novice Medic (so i can use basic heals)
Scout 1-0-0-0 (for the terrain navigation)
Surseance
Mon Sep 13, 2004 3:38 am
#13
I am currently Master Smuggler, Master Pistoleer, Scout 4 /0/0/0, and pretty much the rest is tied up in the politician tree.
I'm about dropping politician and alot of smuggler skills though, so I can become
Smuggler 0/1/4/0, Master Pistoleer, BH 0/0/4/0, Novice Commando
That way I get all the pistol stuff and keep some smuggler skills. Wish I could have kept Underworld though..
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