Smuggler Archive

Thread: Pistoleer vs. Carbineer

Obed
Thu May 26, 2005 9:46 pm
#14

I just decided to go Smuggler/Carbineer rather than Smuggler/BH two days ago. There were two main reasons for it:


1. E11 Mark 2


2. Stormtrooper/Clonetrooper armor



I've discovered that I REALLY like carbines. I'm still getting used to my specials, but the only one I really miss from BH was advanced critical shot.



Needless to say, my two main weapons now are DL44xt for low action cost and upclose critters and the E11 Mark 2 for some better distance.




Obed T'Bo'Akh / Andreau Tiqaras
"Yeah, what if you fell? Alas for the jigglybits" ~ Sakkra on Male Nude Cycling
Lasertrackmeat
Fri May 27, 2005 6:26 pm
#15


my template from the begining has ben master carbs/smugg and i like it even more with the CU. I make a handy person to have around with all the debuffs I can hit mobs with, KD. ROOT, SNARE, Overwhelming shot(stillnot sure how well that one is working), an AoE Snare, and Aoe Damage...not to mention leg shot. Ya so i anit the most powerfull PvPer out there and yes i do die alot but i did help a MBH,MRguy kill a jedi. I got the most damage in so i got loot rights. with the crafting and the slicing as well this is really a fun template to play.


on a side note i am useing the same weapons as every one who is doing this class seems to be e11 mark 2 and the dl44 xt. funny thing is my dl has better dps( by 12 points) and my e11 has a better speed and lower special cost. maybe i don't know my profession as well as i should but everyone i have talk to seems to have it just the opposite...?


Master Carbs/ Master Smuggler....= for the assist





____________Tabrey Caroleema_______________________

-V- E N G E A N C E

___I only drink the blood of my enemies, and the occasional Strawberry Yoohoo__


Muraazi
Fri May 27, 2005 8:37 pm
#16

Msmuggler Mcarbs Novice Commando here (rest artisan). When I join a group I ask if they mind if I pull and everyone kinda laughs and says "please do" or "hah go for it". Well after a few pulls noone laughs anymore hehe the combination rocks. Pull the lose ones and if you get a bad pull switch to launcher pistol area root, area KD, area snare and we win.


There has been times when I would like some medic skills but hehe even with me pulling and getting most of the agro I die extremely rarely (thanks feign death and stims). CM might be needed if you pvp alot but for just grinding its not needed at all. Atleast with this combo.


When people join the group and say "do we have healzors?" I just think..... puss.



Drestin Black
Elder= BH/TKA/Doc/Swords/Smuggler/Pistoleer
Old Republic Avengers Intrepid

JWing
Fri May 27, 2005 8:53 pm
#17



EnderUK wrote:
Master Smuggler (crowd control), Master Rifles(damage), Pistols 0004 and Commando 3000 (range defence and some nades when they fix the timer) With this template and the 2 ranged arms I can kite all day and against most ranged proffession stand 80m away usualy stops them firing back at you If I get rooted close in I just fiegn till the root wears off, hay I'm a smuggler not meant to play fair. I love this template, the it's biased to ranged defence hittign around 375 with all my gear and food but melee hardly ever gets close enough to do enough damage that a stim won't heal or a fiegn. That goes against Jedi as well. The only probablem with this template is when numbers in battle stack up, you can only control maybe one or two targets at a time and your have limited kentic damage. Oh and at 76m+ you can pick off turrets without fear, that's why I'm rifleman.
For all out crowd control I'd go Master Smuggler, Master Commando, Pistols 4404. The defence and damage isn't as great but the area attack with commando weapons you can control a few people. At 50-64m range use the rocket luncher with either concussion shot on a single target or fan shot on multiple targets and watch them fall down. The acid stream luncher is good for 65m roots on multiple targets within a 10m radius of the attacked target. Can stop a charge before it begins. The flame throw along with concussion shot can stop a whole melee charge in it's tracks. The only draw back with this template, or so I find, is that you have to get into pistol range to cause damage and usualy at that range proffessions will be able to hit harder than you becasue they have harder hitting specials, weaponary or both It's a crowd control template not a damage one so bring friends. I'd probably of stuck to this template if they had fixed the damage on AoE or showed an incline to do so, or if there was a 65m weapon that did damage.





"And EnderUK steps to the plate.."WHAK" Its a long drive.....it's.....it's......GONE!!!!!!"



SYBOOTH...A Zombie stole my PANTS !!
________________Jorras Thri v lvl 31 Imperial Medic

Virrago - (9/21/2006)
[Stating that the subpar smuggling system would be pushed to LIVE]
"...and to clarify.... It would require another publish (in other words not chapter 3)"
Smugglers History - Written by the DEV'sv Imperial Holo-ReportvMerchant ~ Talus -2310 36 -2164
Glyndo
Sat May 28, 2005 4:31 pm
#18


I've had a hard time choosing a final template as well. I did like Master Smuggler/Carbines/Marksmen with 0030 commando. One thing I found is while the plasma FT may hit harder, it only has 25m range. The basic FT has 40m range.


As for what weapons I'm toting, I have a pre-cu DE-10 that tops out over 600dps, an Elite carbine with close to 550 dps, an advanced laser rifle with around 515dps. I also carry a FT and a Rocket launcher just for fun.



But I have to agree, I would like to have some healing ability so for my final respec I may pick up some cm or doc.



Glyndo Malina, Retired Elder Smuggler
Married to the Hawtest Twi on Valcyn, Lunah
Alpha class make the pvp'r good it does not
maxtheusher
Sun May 29, 2005 5:35 am
#19

If you want to solo at all, I still stand by Msmug/MBH/nov carbs. It also works very well in groups, but man, I've never been more capable than with that template. I'm not currently that right now, but seriously considering returning to it. wonder if I can stil respec...



大胆框
赏金猎人

动 性交 你 SOE
EnderUK
Sun May 29, 2005 1:21 pm
#20






guessit wrote:



Im going to be an opinionated ass here, but thats just me;


I dont consider any templatevalid unless it has CM4000 or at least some kinda healing added in. This was learned at the pain of being grouped with everyone else trying to find the "perfect cokwaver" template (i do more dmg thanjoo!)and one doc in the group... who was off fondeling himself somewhere away from the group.


No matter how kewl our dmg was, one fact was clear; we were dying because everyone wanted dmg and no one wanted to do support.


*CUT*


Message Edited by guessit on 05-26-2005 05:41 AM




Very valid but not 100% true. Healing is a major factor post CURB. But with ruby bile you can heal with stim Ds every 30 seconds. I hardly ever need to heal myself in 1vs1 and in MANY vs MANY I fight with about 3 people with CM templates and a Jedi, when things get rough Fiegn death is a life saver.


Fighting people that can heal themselves Jedi, Docs, CMs have been my major difficult fights post CURB, However I prefer not needing to heal then having the heal abilitity. And I have the avoiding fire down to a fine art





I too use to have a fancy sig, then it got pwned - Kenney Ender
Spec-Ops
Thu Jun 23, 2005 8:01 pm
#21

im kinda broke between which to master. Carbines have that range, but some of those pistols not only look good, but the master pistols certed quest ones have a DPS way higher then my 505 with my carbine. its a hard choice to me, because i can save SP by dropping master marks and all the carbines stuff and being a pistols... but i like carbines also, so any advice yall can give would be nice.



DoltanReibisch
MasterSmuggler
CaptainoftheRogueEnforcer
Gorath
"DestroyallthatisEvil,soallthatisGoodmayflourish"
PikechickLei
Thu Jun 23, 2005 8:47 pm
#22

It really depends on your playing style. I do a lot of soloing so, for me, carbineer was the better choice. The specials are, across the board, more powerful. Carbineers get powerful attacks, the best snare (crippling shot will make your restraining shot look like it doesn't even work in comparison), a ranged knockdown, and a couple of nice cone specials for those annoying groups. Plus you can wear RIS and your clone armor.


I started off post-CU as a smuggler/pistoleer and it just seemed overly redundant. Reconnaisance armor x2, root x2, etc. etc. Having stopping shot as a backup to concussion shot is nice, but ultimately being a pistoleer didn't make any sense to me. The Trandoshan Suppressor is a really nice weapon, but it's not worth being a profession just to use one item. My UR-G8 is really nice too and has no skill prerequisite.

I found it actually was more profitable to be a master smuggler/master commando/pistoleer 4/4/0/4. I got better DPS from my pistols that way than I did as a master pistoleer, plus I still had most of the pistoleer specials. All I lost was the state recovery ones, but you'll get those from smuggler; Quickdraw, which isn't terribly useful, and Intimidate Shot, which is somewhat redundant when you already have Low Blow and Panic Shot (combining all three of these might be very interesting, however, at least if you're grouped with some damage dealers).


In either case, be sure to set aside 6 little points for Novice Commando. The bonuses you get from that are huge compared to most others and you'll already have the prerequisites covered from your other two professions.



----

Tisiphone
Starsider

Makris
Fri Jun 24, 2005 7:32 am
#23

Go Smuggler/Commando and be borked all around.
FordCVP71
Fri Jun 24, 2005 12:35 pm
#24


M.Smuggler/M.Carbiner/Pistoleer 0404/Marksman 0444 works for me


The only pistol I ever use is a Black Falcon... And thats only when im doing the Smuggler thang


Range on pistols is way to short, plus you already have full Recon armor cert with Smuggler so why not get another armor cert with carbines?

Message Edited by FordCVP71 on 06-24-2005 12:36 AM



Colonel Ashier Ford
~Master/Eldar Smuggler~
[- 501st Legion -]
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