Smuggler Archive
Thread: Numbers on some CU Smuggler/Pistoleer Templates
DragonSnack wrote:
Also it may be that all armor mitigation can stack between profs.
BTW Does armor accuracy mitigation mean that the armor is harder to target and hit?
Message Edited by DragonSnack on 04-04-2005 09:52 AM
zazo wrote:
holy crap i can go master smuggler/master pistoleer and 4/4/4/0 in commando???
hmmm losing tkm won't be so bad then I suppose
HOTDOG wrote:
Asiche wrote:
i belive that specials and abilites like say stopping shot will work with a smuggler pistol, that i have little doubt of. Its my assumption that weapon speed, accuractly etc will not stack like they do now.
Prime example is Teras Kasi, if you look at that line the defenses are amazing, but if you have a pistol in your hand you most likely not get the benifits of the teras kasi defence. Perhaps it won't even work with a pike or a sword in your hand.
Is that true!?
I REALLY need to know an answer to that very question!!!
Ohh and if you don't have the link, http://www.standen.id.au/swgcb/swg-cb.php, that is a great CU character builder.
--Seogae
Sengis wrote:
after looking through, I dont see a de10 weapon cert, any ideas? It didnt appear int he master pistoleer, box. im getting alittle worried... Andim thnking, Pistoleer, Smuggler, commando 0-4-3-0 Rest in fs.
Sengis wrote:
after looking through, I dont see a de10 weapon cert, any ideas? It didnt appear int he master pistoleer, box. im getting alittle worried... Andim thnking, Pistoleer, Smuggler, commando 0-4-3-0 Rest in fs.
I don't think you see it in your certs right now, nor do you see the geo in your skills. I belive that weapons that are crafted from looted schem's only show what they require when you examine it. The de10 is still at master pistoleer though.
--Seogae
SpinningCloud wrote:
Dragon; "Personally, I think I'll be doing the commando one. It has the best Accuracy and Defenses, plus its has 18 skill points left over (because we already have the pre-reqs after smug/pistol) for a bit of medic or scout. "
Think you made a mistake here...
Master Smuggler & Master Pistoleer need 198 skill points, leaving 52 for Commando.
Commando 4440 needs 48 which leaves you 4 points...not enough to do anything with.
Spin is right.
BUT have you guys checked out the WEAPONS that commandos have?!?
The Particle Beam hits the main target and blows through them THEN it hits all other targets in a straight line. Idunno how that works but it sounds AWESOME.
Then they get this grenade at master that sets off like a small nuke explosion- putting a DOT on Everyone it hits.
Crazy.
SpinningCloud wrote:
Dragon; "Personally, I think I'll be doing the commando one. It has the best Accuracy and Defenses, plus its has 18 skill points left over (because we already have the pre-reqs after smug/pistol) for a bit of medic or scout. "
Think you made a mistake here...
Master Smuggler & Master Pistoleer need 198 skill points, leaving 52 for Commando.
Commando 4440 needs 48 which leaves you 4 points...not enough to do anything with.
YOu might want to check the Commando trees again.
the grenades are supposed to rock in on the test center and the Flamer certhas been moved to Flame III.
I figure I can alsoassume this holds true for all Mastersbutas with Commandosupposedly gets some significant bounuses in the Master box so it might not be"economical" to get just 4/4/4.
I'm looking at a tempalte to supplemant my MC/MS with defenes because I do not plan on being the first one jump into the Jaws of death during any battle. I plan on letting the tanmks do the dirty wotrk whle I stand behind them(<- note operative word of BEHIND here) and reak havoc and mayhem on those in front of the tanks
If I were afte an offensive templete I'd probably Master Pistoleer and less TK skills.
I plan on taking the offensive skills as they are granted by the MC/MS boxes and supplementing the melee defensive skills by adding the melee boxes from Pistoller and TK. Rifles and Carbines do not add that much melee defense.
I'll use the Commando weaponsfrom 64 to medium range and then use my Smuggler weapons skills from medium to close range if necessary.
I wonder if I will be able to do concussion or overwhelm shots with my LP?
I remember seeing the description of CoB saying it would only with a melee weapon. So it's either wrong, changed, or you were simply referring to the defensive stats, and not the defensive skill.
ChaoKuang wrote:
HOTDOG wrote:
Asiche wrote:
i belive that specials and abilites like say stopping shot will work with a smuggler pistol, that i have little doubt of. Its my assumption that weapon speed, accuractly etc will not stack like they do now.
Prime example is Teras Kasi, if you look at that line the defenses are amazing, but if you have a pistol in your hand you most likely not get the benifits of the teras kasi defence. Perhaps it won't even work with a pike or a sword in your hand.
Is that true!?
I REALLY need to know an answer to that very question!!!
No, it's not true. You'll lose the benefits of TK defense only if you put on armor.
Message Edited by Lixosskzzo on 04-04-2005 10:58 AM
Message Edited by maxtheusher on 04-04-2005 12:24 PM
SpinningCloud wrote:
Dragon; "Personally, I think I'll be doing the commando one. It has the best Accuracy and Defenses, plus its has 18 skill points left over (because we already have the pre-reqs after smug/pistol) for a bit of medic or scout. "
Think you made a mistake here...
Master Smuggler & Master Pistoleer need 198 skill points, leaving 52 for Commando.
Commando 4440 needs 48 which leaves you 4 points...not enough to do anything with.
Yeah, my bad. I was referring to Commando 4400 actually (since the xx4x tree doesn't give you any 'general' mods). So you could do this for your all pistols template and add scout or medic, or go 4440 if you want to do some heavy weapons stuff ![]()
Oh, and here is the CU character builder.