Smuggler Archive

Thread: Unarmed Skill Point Requirements

WildBil2Me
Wed Aug 18, 2004 9:23 am
#14


First off don't claim to know me 'cause you don't. I have two characters. one is a Master Ranger / Master Rifleman.


My other Character is a Master Smuggler / Master Weaponsmith.


I am not a fulltime weaponsmith... I keep one vendor stocked with 300 items. 100 various clamps, PLKs, WUKs and Spices 200 weapons. With my current build I'll have room for 750 items that's 450 I won't be using too much. He's mostly there to support my guild's weapon needs.


My Ranger is my main source of income raking in close to 2million credits a week harvesting.


I enjoy smuggling but am tired of waiting to see things added. I want to see things fixed in the most appropriate way possible. If it were up to me and I had 29 additional skillpoints they'd go into pistoleer because my WS can't defend himself when my guild is at war.


I happen to feel for the people who want more Merchant space and who want more Crafting abilities and who want to get access to the skillpoints. My Ranger would kill for 2more SP to get some more defense but I feel he's spent his SP well.


Before you call me selfish check my post history. And please keep your posts informed and contsructive. How is taking potshots at my sig and I accomplishing anything.


you'll notice I recommend making it an offshoot of pistoleer because its not currently a hybrid. It's a profession that has the possibility of being very unique and flexible and I'd love to see one of the other professions I enjoy become something fullfilling.


/EndRant

Message Edited by WildBil2Me on 08-18-2004 12:24 PM



Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
Ssith-rin
Wed Aug 18, 2004 10:02 am
#15

I want to be able to kick people in the gonads, do eye gouges and jab them in the throat. Thats my kind of Dirty Fighting.


Roll on the revamp.....



Ssith-rin

Master Smuggler (FOREVER)
Smuggling since Christmas 2003
How I long for the day to smuggle something...anything...at all
DRWolfe
Wed Aug 18, 2004 10:02 am
#16

Like I said, it's been hashed over a lot before. basically, everyone wants Smuggler pre-reqs to be more flexible, especially if it fits their desired build.

Problem is, making Smuggler more flexible just makes it easier to get some really powerful templates or very self-sufficient templates that are still powerful, etc.

Rather than changing the pre-reqs, which actually make sense, they just need to put some stuff in that uses both.



Renn JeretuJoraan Stormwing
Elder SmuggleruElder Jedi
Smugglers' AllianceuArkon's Havoc Squadron
Eclipse - Dark Lotus Ninja

PhoenixOrion
Wed Sep 01, 2004 2:19 pm
#17

Unarmed moves will be added in the smuggler revamp, so the argument to remove unarmed as a pre-req is a moot point.



Phoenix Orion - Master Smuggler, Master Teras-Kasi, Scoundrel, Rogue & Entrepreneur
Owner, Operator
- Orion Transport Company (
-3579,4347), outside Theed, Naboo - Clamps, Knives, AUK's, WUk's & Spice!
Slicing:
5000cr/Item Faction Point Sales: 15k/100fp (1 day notice by email necessary!)
(Known Rebel Terrorists and people who contact Zarrn Orion for Smuggler Services are automatically Blacklisted.)


dorsai78664
Wed Sep 01, 2004 2:40 pm
#18

Even without actual unarmed moves in Smuggler, I believe the brawler pre-req fits in well with the profession. I look forward to the unarmed moves to be added. For me, Smuggler doesn't augment my other combat classes, my other classes augment smuggler.




COLONEL DRAEVYN TYR
Master Gunfighter : Master Smuggler : Teräs Käsi Master
The Spice Must Flow
Corbantis.Naboo.Theed.-5851.3187


Zhagadska
Wed Sep 01, 2004 3:08 pm
#19






WildBil2Me wrote:



Adding the brawler skillset is as arbitrary as adding Engineer, Business, Surveying or camping.


Since it means so little to the final build... it really doesn't belong.


Message Edited by WildBil2Me on 08-18-2004 11:51 AM






actually, and while i realize the flaws in it, i think the logic here by SOE or the Dev's was to reflect the growing up of an aspiring criminal.


in the early days of being a thug, you know brawler and basic pistols. you know how to take care of yourself among the shady elements of the streets. as you grow in ability, you take on greater roles and earn more trust to start smuggling (i know, no actual smuggling). hence, the "RP" reason for having brawler.


don't misunderstand that i'm in agreement with it, i'm just stating that may have been the logic at the time for it.



personally, i don't mind the brawler pre-req. i do mind it's uselessness in the smuggler tree. i think content should be ADDED to support the brawlr skills we have picked up.




InVictus Kell - Smuggler for Life
Started: Beta 2
Retired : 1-27-06

It's been fun...
TheGliphster
Thu Sep 02, 2004 12:47 am
#20


I have to say that I am full agreement with this, Brawler skills serve no purpose in the smuggler profession as it is now. I did not enjoy doing leveling up in brawler to obtain smuggler, but i did it, and I have no intention of going TK. I was originally Master Pistol/Master Smuggler, but had to drop down to a few Pistoleer skills because I wanted to do something in a creative manner as well, so became Master Tailor. Removing Brawler Prereqs would allow me to re-obtain those lost Pistol skills and once again be to hold my own in combat.



Gliph Shadon : Master Smuggler (Elder Master Smuggler).....Human Male
G'li-phg Shadon : Master Trader (Domestic) (Elder Master Tailor/Mercahnt)....Gliph's 4 year younger Bothan twin sister
G'gg-lyphg-q Shadon : Master Officer...Their twin Ithorian sister
Glif Shadon : Master Entertainer, Mayor of Freedom City.....Their Cousin...All pronounced Glyph
Antiont Bak'Bahee : Master Bounty Hunter....Glif's Sulustian Halfsister
Ranora Shadon : Master Spy...Gliph's exwife
All on Gorath

"You know, sometimes I amaze even myself."...some guy..somewhere
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