Smuggler Archive
Thread: Smuggler/ Pistoleer/ Tera Kasi
Nek wrote:
Also,
With medic i see lots of people going 2000. why would do that?
That gives you the ability to stop bleeding, and a good Stim B with that skill level can heal 800-900 points of damage if lucky, at least 500 points consistently (occasionally less).
If you are unbuffed that's equivalent to healing to fullhealth/action
475 Action
1000 Mind
all sub stats maxxed for a Rodian.
Master TKA/Smuggler/Pistoleer. Unbuffed, I take lv 40+ missions with little to no difficulty as long as they dont have good ranged attacks. Not the best damage, not the best defense. Jack of all trades master of none but master of three proffessions. I wouldnt change my template for the world. Figure I get the FS skills that add to my ranged def and I am golden.
Shin-Ryu wrote:
Is anyone having fun with this template?
With all the changes, I dont know where it stands anymore..
Thank for your input,
Shin-Ryu
I dueled a Dark Jedi Master the other night, and if he didn't have those pesky force heals, he would have been gazing at the sky while his eyes clouded over......
It still rocks. And, like Caylin said, I think it'll stand the test of time. With the high melee damage output from TKM, dodge bonuses from Pistoleer, good pistol specials from Smuggler, its a veru viable Pvp template.
Frolykk wrote:
i tried tripple master and i missed terrain navigation and medic too much so i ended up with the following template
Master Smuggler
Teras Käsi Master
0-0-0-4 Pistoleer
1-0-0-0 Brawler
0-4-3-2 Marksman
1-0-0-0 Scout
Novice Medic
How did you manage to become a TKM/Smuggler with 1000 brawler? ![]()
Also, dont you think having 3 boxes of carbines in the marksman tree is a waste of points, seeing as you cant be effective with it? Additionally, by not mastering pistoleer, you're gonna have a hell of a time landing last ditch due to accuracy and speed reduction, as well as havinglittle dodgeand nostate defenses from pistoleer.
(Not trying to force my opinions on you, here. Just if theres something im missing, i might wish to switch my template around a little in the future.)
Message Edited by MujtahiD on 09-21-2004 10:53 PM
MujtahiD wrote:
How did you manage to become a TKM/Smuggler with 1000 brawler?
Also, dont you think having 3 boxes of carbines in the marksman tree is a waste of points, seeing as you cant be effective with it? Additionally, by not mastering pistoleer, you're gonna have a hell of a time landing last ditch due to accuracy and speed reduction, as well as havinglittle dodgeand nostate defenses from pistoleer.
(Not trying to force my opinions on you, here. Just if theres something im missing, i might wish to switch my template around a little in the future.)
Message Edited by MujtahiD on 09-21-2004 10:53 PM
Ups typo in brawler it is ofcourse 4-0-0-0
Having only three boxes in carbines is exactly the the right amount of skill, i only use it when i help newbies level and with the pistol skills i have from pistoleer/smuggler make me a bit overpowered for leveling with novice marksmen, so i don't have carbines to be "effective" with it, i have it help newbies ontheir level.
The Accuracy and Speed reduction, isn't worth much as i'm at TKM/Smuggler not a triple master.
I rarely use pistols, i use my unarmed skills, but i have a back up in pistols for the "runners", and with +24 pistol speed and +40 melee defence from the stances tree, i shot fast enough for my need, and don't take alot of damage in melee.
As for the Dodge and State Defences, well they don't work when i don't have a pistol armed, and as TKM is my primary combat choise they would be a waste of points.
As i wrote in the post about i missed Terrain Navigation and Medic skills, as triple master i didn't have them, and i wasn't going to give up Master Smuggler, i wanted that profession before i even bought the game, so i had to choose whether to drop some TKA or Pistoleer, and as i liked Pistoleer alot but loved TKM it was a rather simple choise.
Master Smuggler
kingfarooq218 wrote:
Smuggler_Caylin wrote:
It's a powerful template, one that I believe will remain powerful as time goes on.
It's only real weakness is the lack of medic skills.
hmm is this a possible hint towards the contents certain "documents"...
I for one welcome our new combat rebalanced TKM/P/S overlords
I don't think you will get a response to that ...willing to bet not from Caylin at leastbecause he is not able to talk about this stuff yet.
(edited cuz it sounded like I knew more than I did)
... should have said 'I know I wouldn't say if I knew something' ... but that pesty work thing gets in the way ![]()
Message Edited by Geevo on 09-22-2004 05:38 PM
Geevo wrote:
kingfarooq218 wrote:
Smuggler_Caylin wrote:
It's a powerful template, one that I believe will remain powerful as time goes on.
It's only real weakness is the lack of medic skills.
hmm is this a possible hint towards the contents certain "documents"...
I for one welcome our new combat rebalanced TKM/P/S overlords
I don't think you will get a response to that ... at least not from me ... and willing to bet not from Caylin.