Smuggler Archive
Thread: Smuggler Complimentary Professions Guide v1.1
Great Post Tatanka!!
My smuggler on Ahazi is:
Master Pistoleer or TKA =TKA for me
66floating skill points rest of the points in Medic and Pistoleer
The obvious choice to enhance basic combat skills is to follow one of the smuggler pre-requisite lines. While this does not leave enough skill points to master a crafting or entertainer profession, the 66 remaining points can allow for a serious amount of skill dabbling in any field.
Master Creature Handler almost am 2 2 1 1 now
23floating skill points rest of points dabbled medic for now.
An unconventional combo that excells at pve combat. The smuggler runs support for the pet using knockdowns and feign to manage aggro. Novice medic and/or pistoleer skills are suggestions for rounding out this combo.
Message Edited by Soyel on 02-12-2004 01:35 PM
"- Novice TKA for meditation to heal HAM faster during downtime and stop bleeds."
Won't work. Meditate never heals your HAM fast and bleed / disease / poison heal doesn't kick in before Meditation I.
Wound healing is available at IV.
I have an alt that is a merchant/doc/artisan. He has survey IV it has honestly made surveying a whole lot more productive. Any lower than that, and it is almost not worth getting back on a bike to run to the wp. With survey IV, the waypoints are spaced out enough that you will spend more time on than off the bike. My smuggler has novice artisan and it is painful to survey with just that or survey 1. I'm surrendering it as soon as I need that 15 points for my last tree of pistoleer and master.
On the speed question, I found the speed invaluable. 3-4 blocks of stances can take a good 2-3 seconds off the delay for Last Ditch (depending on the speed of your gun). There are other shots with a greater DPS but the HAM cost is much higer. For example, if your are not a master pistoleer, spamming bodyshot2 will give you more damage per second but it will eat up your HAM. A little speed allows you to close the DPS gap between bodyshot2 and LDA.
If you are using your smuggler skills defensively and for support of the group, you can probably sacrifice a little speed. If you like to use them aggressively, lack of speed can kill you in my opinion.
Thanks for the compliments and excellent suggestions. I've added/updated the following thingsin my master document and will update the post when I can.
One note on the rifleman suggestion... Master/smuggler/pistoleer/rifleman puts you in the hole by -11 skill points. Master marksman was substitued instead.
Master Marksman
Master Rifleman
18 floating skill points
A pvp combination. While dirty fighting does not directly compliment rifle skills, this combo can work over the vulnerable mind HAM fairly easily. Master marksman helps round out pistol and rifle speed/accuracy bonuses.
Master Pistoleer or TKA
66floating skill points
The obvious choice to enhance basic combat skills is to follow one of the smuggler pre-requisite lines. While this does not leave enough skill points to master a crafting or entertainer profession, the 66 remaining points can allow for a serious amount of skill dabbling in any field.
Master Creature Handler
23floating skill points
An unconventional combo that excells at pve combat. The smuggler runs support for the pet using knockdowns and feign to manage aggro. Novice medic and/or pistoleer skills are suggestions for rounding out this combo.
129floating skill points
While this may seem obvious to many, the smuggler profession leaves a lot of extra skill points for professional dabblers. Popular dabbler combos include basic pistoleer, medic, scout, artisan, and entertainer skills. Going novice in the mentioned skills leaves 61 skill points to flesh them out in any way you please. While not as powerful as some multi-master combos, the jack of all trades smuggler can be extremely self-sufficient and demonstrates the extreme versatility of the smuggler profession.
- Novice Artisan + Survey I-IV for resource gathering. Highly recommended for the professional crafter.
- Novice Artisan + Business I-III will give you the ability to place one vendor terminal.
- Novice Artisan + Business I-IV + Novice Merchant will give you the ability to place two humanoid vendors.
- Novice Scout + Exploration I for faster hill movement.
- Novice Pistoleer for a boost to pistol accuracy/speed just in case you feel a bit vulnerable as a crafter.
Thank you! I just Mastered Smuggler last week! I was just starting to contemplate what I will/can do with my remaining skill points. This guide came at just the right time. Thank you very much. ![]()
Lamia
Master Smuggler
I started a thread about this earlier, but my new plan is.
Master Smuggler
Pistoleer 0-4-0-4
Commando 0-0-4-0
That leaves me 27 points that I can put into medic or more commando or pistoleer skills if I need. Really are a lot of options with smuggler.
Burr wrote:
I started a thread about this earlier, but my new plan is.
Master Smuggler
Pistoleer 0-4-0-4
Commando 0-0-4-0
That leaves me 27 points that I can put into medic or more commando or pistoleer skills if I need. Really are a lot of options with smuggler.
I did the Flame 4 thing for a while... but the novelty of the flamethrower and the screen animations for the Launcher Pistol get really old, really fast.
As a Master Smuggler / Master Pistoleer, I easily do as much (if not MORE) damage with my pre-nerf Krayt FWG using Low Blow / Last Ditch combo as I ever did using a flamethrower and /flamesingle2.