Smuggler Archive

Thread: Smuggler / Commando Template

Wolfmann31
Thu Oct 20, 2005 11:48 pm
#14

Before you jump onto commando in your smuggler template, I suggest reading up on the commando forum.




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Thom_Reb
Fri Oct 21, 2005 9:18 am
#15

It's a fun template but has some limitations. I actually just dropped the line of cm I had with it in favor of 3 lines of pistols. It's increased my damage output substantially. However if you're bored with pistols you might be disappointed because I'm much more effective with them than I am with heavy weapons.


I approach it as having the heavy weapons gives me more options if things go sour. They have fixed the aoe for the most part, but you'll still do far more damage using other proffesion specials rather than the commando specific ones with your flamer or proton rifle. The rest of the weapons are more trouble than they're worth. Just my opinion.





Lale Darkrunner - Clonemaster and Intergalactic Pimp
** Eclipse **
Master Smuggler
Master Commando
DeijhaVhu
Fri Oct 21, 2005 10:33 am
#16


I've been smuggler/commando/Pistols 4004/Scout 1000since respec'ing to it during the CU. At the time it was the most borked combination I could think of, so I figured why not. But I've always had fun with it. And yes I did it to be more like Jayne than Mal, I almost had my new PFT named Vera, but figured that was taking it too far.


Anyway, this template will never be the greatest damage dealer (until/if they fix the new commando specials), but it is excellent at crowd control. I did the pistols 4004 route so I could have body shot and the root. You kind of need to have at least one decent damage special. That being said I generally have to stick with placed and ranged shot cause a 100 SAC PFT eats action up really quickly. The new commando specials are kind of pointless right now. They are too slow and two of them do the same damage as overcharge shot, which is kind ofsad.I had hoped they could be good enough that I could drop pistols and scout and pick up 4000 CM instead. But with the healing changes that may not be a viable template.



It was nice to be able to just walk alone into the Nightspider cult cave (or whatever it's called) for the starmap quest with my acidstream launcherand just concussion everything on the way in, grab the loot and then burst run out. Felt very much like a "stick up."


Not to mention now that AOE is fixed it's just too darn funny to light a whole flock of nuna's on fire with one shot. Plus if you are into the whole grind thing (which I'm not) I hear they love you in a grind group.

Message Edited by DeijhaVhu on 10-21-2005 10:37 AM



Raythos Fierknott
Raythos Starships Inc.
828 -5204 Corellia, Bloodfin

Tyyylowyspetily
Sat Oct 22, 2005 7:21 am
#17




Heya.


I was a smuggler/commando before the CU, during beta on EP-3 and am still. My template has changed over time, but this is probably the longest I've stayed with two professions. This template has some real room for different directions to be taken. The first thing you need to know about combining Master Smuggler and Master Commando, is you'll be a control god. You will probably outlast others in a fight, even if you have no healing ability, and the others in question do. The problem you will likely face, is you will have little ability to finish the fight off. This is especially true vs other players. I've faced jedi knights and kept them busy for 20 minutes. In one case, leaving the guy on the floor of a starport mezzed, staring up at the ceiling, while I casually boarded the next flight, laughing the whole time. The fact is however, I could not have killed him.


For whatever it lacks PVP it'sdecent PVE. Take on TK's Improved COB, and Pistoleer's Intimidation and Warning Shot. You'll be able to make use of a combination of low blow, intimidation, and center or being to cut damage down to the point that stims will be enough to keep you alive versus almost anything. When you want offense, make use of basic armor break, and warning shot to let the pain start up. With COB running, the disadvantage of reckless shot disappears. Yes, you have to switch to unarmed to get it (COB) up, but if you are considering Commando, get used to a ton of weapon switching. One more thing to switch to just doesn't make much difference. The nice thing here is, you'll be pretty decent with a pistol, if you like that idea as far as smuggler image goes. You might also try swapping the pistol skills around a little to suit personal taste. A hard root instead of intimidate, or Improved Burst Shot to gain that extra bit of accuracy and the fun that comes with turning that rocket launcher into an areaKD out to 64mwhich also leaves everyone caught up in it stunned.


I will say this for Commando/Smuggler: no matter what problems it may have, I enjoy it very much. It could be the evil side of me, butI grin from ear to ear when I see comments like "I really hate you right now Lowy" coming from guildmates when we duel, which I get often, win or lose. When it comes to large scale PVP, I get in my licks, and believe me, if someone gets careless in front of a good PFT, they die, unless of course you're fighting the sort of thing that gets messages like +block+ over their heads. The combination of skills is awesome, and no other skill combination could have given me the memory of landing a last ditch on a dark jedi player with a PFT and dropping them from 75% to zero health in the blink of an eye. Sure, it failed on me a dozen times before, but I smile every time I think of it. Give it a try. It's not Uber, it's not the end all be all template, but I don't see changing it anytime soon, because it is fun.


Suggested template:

Master Smuggler

Master Commando

Pistoleer 2/x/3/x

TK x/1/x/x

Now, if they ever do fix those Commando specials, you might just find yourself sitting on a powerhouse combination. Right now, it's like having two extra copies of overcharge shot (yippeee!!! ), but in time, when grenade DOT's actually work, and the specials do more than look nifty in your toolbar, you will hopefully be the scourge of Bounty Hunters trying to take you out for your illegal smuggler deeds after gaining visibility for double crossing Jabba on a smuggling mission. (can't a Wookiee dream?)

Message Edited by Tyyylowyspetily on 10-22-2005 07:46 AM



Tyyy LowYspetily:
_______\^/_______
~ Wookiee at LarGe ~

djlowballer
Sat Oct 22, 2005 9:09 am
#18

I was MS/Mcm/ and some pistoleer. it ruled. Use the acid cannon with concussion shot and its amazing. I just loved seeing crowds of jedi stand around looking stupid when I /rude and escaped
Ekwalizer
Sat Oct 22, 2005 1:07 pm
#19


I just dropped Commando in favor of BH4400 and CM4000. This way I get the Critical shots of BH Carbs for added damage and the same healing power as my MBH/MPist/CM4000. The points in BH4xxx will fluctuate depending on what slicing components I need at the time.


I'm not into grinding for Jedi sake, and I certainly don't care for spin groups. I initially took Commando because I figured Iwould go MSG/MCO/CM4000 mainly because we only have 250 points to work with and I believe from an RP persoective Commando's should actually be doing the faction /delegation as they are force multipliers in real life. But after getting MSG and grinding out 1442 Commando I began to notice that Commando pretty much sucks, and yes this after testing the new shots they get.


So, I decided to be a self sufficient smuggler. I won't be CL80 with that template, but I don't need to be for what I want to do.





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Gunga000
Sat Oct 22, 2005 9:10 pm
#20

great feedback, thx guys. keep the ideas flowing.




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