Smuggler Archive

Thread: CU Smuggler focused feedback

Wretrut
Wed May 04, 2005 2:59 am
#27

i have found slicing a bit of problem. Nothing over 11% on armour but a bit more random on weapons ranging from -1%( not joke attack speed. i actually made it worse!!) to 25%



Got a nice renegade pistol and it does some dmg. But it lags with the specials especailly the BH ones. Low Blow seems to work more than the BH KD.


MSmuggler/ Pistols 43xx/BH3x44





Wretrut Campbell
Elder Smuggler
ORR

Taln2
Wed May 04, 2005 10:18 am
#28


Here's some PvP experience I've had using my live template:

Master Smuggler, Master Rifleman, 0401 Pistoleer, 3400 FS combat, 0004 senses)


versus: Jedi: A *pure* smuggler can't kill a Jedi without last ditch, assumingthe smuggleris able to get a good 3k+ shot off that isn't blocked, because his offensive dps from smuggler abilities will get effectively nullified by Jedi heals. Since I'm a MS hybrid though, my strategy versus Jedi is to root and snarethem as soon as I can, run to a safe distance, switch to sniper mode, and go for a sniper shot/head shot combination. This is capable of killing low level knights easily if it's done right.If the sniping goes fubar, I rely on snares, although I would rather use a functional low blow/panic shot combination.


versus: MBH hybrids: I've fought a few and I can say MBH/anything is pretty nasty; the most common variants include Commando, Smuggler, Rifleman, or Combat Medic. Non-rifleman MBH should ideally be rooted and destroyed from beyond 40m if possible. If not, then effective snaring + kiting around 35m should keep them at bay . I found that slowing them down via specials didn't really do a damn thing. If pure smugglers had to face pure bounty hunters, there almost wouldn't be a contest (except for possibly last ditch, but a smart BH would underhand a dying smuggler).


versus: MCM hybrids: CMs are annoying as hell,mainly due to paralyze. Itwill only last 10 seconds, but that's 10 seconds in which you can do absolutely nothing (and if it's an Xv1 situation, you can do nothing but die). I snare/root them right away so they don't use any "DoT kiting" -- paralyze, DoT, run out of effective weapon range, repeat --to kill me. They're as dangerous as their second spec is, and they'll add to that danger by being able to outhealthe damage I deal (as pure smuggler, mind you)a majority of the time.


versus: CHs: Three words: ROOT. THE. PET. A CL50 gurreck is easily more capable than a pikeman to utterly destroy you (in fact, when I saw the damage log of the gurreck it compared almost exactly, possibly a little less,to a CL80 Pikeman using a vibrolance - bout 775 damage a hit, unarmored). A smart CH will bypass this root by standing on top of his pet since the pet will still be able to attack


versus: Riflemen: I tend to burstrun and get as close as Ican utilizing snares. Riflemen are not as deadly at close range, and you really don't want a rifleman to set up a quick sniper shot - it only takes them a 40m-45m+ rangeto do so, and will most probably annihilate you. Typicallya rifleman will attemptto get in as many startle shots as possible during a fight, usually between head shot or kneecap shot salvos.


versus: Pikemen: Pikemen are powerful and tend to be good damage absorbers. If they aren't snared, rooted and dealt with at range (beyond 20m), they'll own me hardcore at close range. The ones that can heal are even worse to deal with as they'll shrug off any damage with a heal or two (even the dreaded sniper shot / head shot combo). I try to snareas much as possibleand kite; if they get closer than 10m I will usually root and run since a pikeman at close range is death. If the root fails, I have to rely on startle shot or be ready for a last ditch (pikeman FTW).


versus: Smugglers: The one fight I had with a smuggler was pretty dumb -heopened with a root, and I had to root in return so he couldn't get range on me.We sat there using "low damage" abilities at basically point blank range until I got tired of it (lasted about a minute) and blew him away with rifle abilities. Head shot with a kinetic pistol is awfully nasty.


Synopsis: Rooting is a big part of my playstyle since if things are kept at range I can smoke them hardcore. Of course, when things go really bad (so much as one resist, miss, or block), I get destroyed fairly easily if I can't get myself out of the situation ASAP. In group PvP I can deal a lot of damage and also support the front lines from a good distance away (concussion shot at 60m, baby) but only if I'm not targeted,stunned, or completely toastedright away. Rifleman/Smuggler is fun as hell and I would strongly recommend playing around with this template for yourself to see. You won't be able to tank for crap but damn, people will *hate* you.




Corbin Greylocke
The Master Thief

Empire at War - destined for GOTY 2006.
Saarek
Wed May 04, 2005 2:39 pm
#29

I had a good laugh at that too.


Don't get me wrong, I like being able to kill things to get my Slicing tree up there, buti kinda figured i would be slicing things to get it up there.


I havent sliced a damn thing, less one CDEF Carbine i made for the hell of it.



I hope its permanents long enuf for me to finish the skill branch.







------
"The Hawtness is my ally, and a powerful ally it is." RIP SAAREK CARVATHOS :: AUG 4, 2005
------
S A A R E K "SIR WANKSALOT" C A R V A T H O S _Starsider. && _Corbantis.
M A S T E R S C O U N D R E L I AM JACK'S IGNORED PROFESSION
C O A L I T I O N O F T H E L O S T S M U G G L E R S .

Ryu_Snipe_01
Thu May 05, 2005 2:18 am
#30

Well, I started smuggler pre-cu, and was pretty happy with how I was advancing. I focused more on slicing for making my money and my weapons. But I could hold my own because of my pistoleer skills i had saved up(1-2-1-0). But post-cu seems impossible for me to advance in anything. I came in at lvl. 24 and dropped to lvl. 21 after i got rid of pistoleer(sux for me cuz the skill re-assigning didn't work when i first tried it, so i dropped it in return for nothing.).

But the shooting things for slicing xp threw me outta wack. With my new "Combat level" I found myself getting incapped. by a squall. But I've been able to set up an attack plan, and the xp in one-handed weapons is really helping me out.


The low blow does absolutely nothing! I suck as it is, and they completely killed this move. Now i find myself actually getting close enough to pistol whip the guy into the floor. That works better then an elite profession ability. Now i'm getting used to the system and figuered out a strategy... Concussion... run... ranged attacks... run... concussion... ranged attacks... pistol whip, switch to sword, poke em to death. The end.


I'm going to try a commando combo, to see how that would work with smuggler, but if i don't like it, i'll stick with fencer.


O, slicing's a joke... b4 i was getting up to 10% speed and 15%-20% damage... on slicing II. Now i'm slicing things for 0% speed increases! I sliced a dl-44 xt for a damage increase of 10%, and almost threw a party.

That's ridiculous! I hope they fix slicing.. and make it to where u get xp for slicing, when u slice, makes more sense that way.


Lastly, who else was dissapointed with the removal of the health shot, feign death combo? I was able to take out pre-cu plains hunters and fambaas doin that.


Anyways... as a new smuggler, this post-cu messed me up even more then i was already. I'll stick with space and crafting for the time being, at least until they fix some of this junk.



The known "TARDMUFFIN!!"
Ryunokio Katean | Bria

Ry'u Latarn OSS | Shadowfire(Elder Bounty Hunter)The FormerShadowfire pistoleer

So, what about my 4 1/2 months, wasted in the village? How come I get nothing except my screenshots of the only box i was missing?
CapnKate
Thu May 05, 2005 3:26 am
#31






CapnKate wrote:
My Template is M Smuggler/TKM/4004 Pistol. I fight unbuffed, unarmored(naturally), with Either a Renegade or the Razor knucks, depending. Overall, it's fantastic-- Unlike Live, where you pretty much take the triple-template so you're viable and the Smuggler element is almost an afterthought, here It feels more Like Smuggler is my primary and the others are just enhancing abilities that are already there(though TKM feels a little more "necessary", as I dislike armor on principle and it's the only way to fight unarmored, really).

I've done well, however, fighting all manner of opponents, including other smugglers.

I only have two issues with Smuggler, as it stands... though the first one will become MUCH more important if the community gets some relief from being rooted.

1. BROKEN SPECIALS. This is the big one. Honestly, our role as Masters of Crowd Control currently hinges on two specials, one of which is STILL broken but usable, the other one seems to be working fine. Specifically, Concussion shot(which is supposed to mezz, and wear of at more damage, but is just a root, currently), and restraining shot, which appears to be a working snare just as advertised. Otherwise, most of our specials seem to be broken. Here's my experience with them, in no particular order:

CONCUSSION SHOT: As stated, it's supposed to Root and mezz, and release these effects if the target is damaged. It currently simply roots, and doesn't release until the timer's up, making it basically a more potent Stopping Shot. This is pretty awesome for PvE, but PvP is showing it too powerful. If the community gets some sort of Root recovery, I'd like to see this fixed to work as described, otherwise, it'll become pretty pointless to use outside of PvE. If it's not fixed, please update the description, at least. I could live with it as it stands, even with a root recovery ability. Bottom line: Broken, but useful and useable.

RESTRAINING SHOT: Working fine, as far as I can tell, does exactly what it says as being a snare, and useful for kiting dangerous things. One of my first choices when considering CC options. Often used when the root wears off, since one can rarely chain-root.

PANIC SHOT: Broken, and not worth the time it takes to press the button. Currently gives a -15(I think) Speed penalty, when it's supposed to prevent ability use for a period of time. Of questionable use in PvE, absolutely useless in PvP. A master level player has enough speed that they don't even notice a 15 penalty, and neither will you. PvE mobs at least hit a little slower, but it's not really all that noticable on them, either. Please fix this one. It should be a HUGE portion of our CC strategy, and it isn't.

OVERWHELMING SHOT: I honestly can't tell if this one's working or not, and I question its usefulness in any case. I've never had trouble laying a state on player or mob uing TK skills, so I just can't see why I'd need to reduce a target's resistance to them. Might be working or not, regardless, I'm not seeing much use for this one-- thought it may be useful in groups against high-end content. I haven't spent enough time with such to find out. Perhaps if it made Recovery have a 50% chance of failure for a period of time, it would be more useful.

RECKLESS SHOT: Another one that just isn't worth the time to click, usually. The damage is too low to really make it worth taking the steep defense penalty. the exception is when the target is rooted and not-ranged, as they can't hit you. Wherein it becomes a mildly acceptable damage shot. But this is a little lame, and I think it would benefit from a damage boost to make it more of a viable tradeoff.

LAST DITCH: Now we're talking. This one's PERFECT. Does what it says, and it's easily my favorite special to have. Never use it unless I'm in a real tight spot, and it saves my bacon in more than a few of those. Love, pure and simple-- this is what Last Ditch always needed to be. By far my favorite special, from a "working as intended" viewpoint, and so definitive to the smuggler mythos(from a "most dangerous when cornered" perspective). I can't tell you how much everyone I talk to loves it.

LOW BLOW: It just never seems to actually score a KD, despite it stating that it's almost guaranteed to put somthing down if it hits. I'm not as familiar with it in PvP(since I'd rather swap to TK for the Dizzy/KD), but in PvE, KDs seem borked. Mobs, if they KD at all, are only down for a split-second before they're up and hitting you again. This isn't just LB, but any KD, so I'm not sure what's up. But as a result, i really don't use this much, whereas in Live, I wouldn't think of leading with anything BUT a KD if I have one, because it gives me a few seconds of room beofre I'm getting hit again. And with Panic Shot working as above, the classic LB/PS combination is *completely* pointless, and that was always quite a lot of the special's power and charm.

FEIGN DEATH: A lot's been said about this one, which comes down to "BROKEN", so I haven't even bothered to use it, since nothing's popped up in the patch notes about it and I have no reason to believe it's worth even attempting. With the new regen rates, we can't exactly use it to solo high-end content(Bleed-and-feign is gone, RIP) so why not just put it back to what it started out with and leave it at that? Regardless, let's have a working FD.

Most of this has been said before, but as long as we're pulling out a Smuggler focus, it's worth going over what i thnk about them, since they're central to my thoughts on Smuggler as a whole. Currently, we depend on Concussion shot for our combat role(CC). ONE special. A broken one. This needs addressing. In PvP/general combat, we can rely on TWO specials that come from our profession, one of which is, as the name suggests, a last-ditch, desperate manuvuer. If I have to use it, the fight's basically over anyway and I'm crossing my fingers and hoping it's enough to save my posterior. Please fix us soon. We're coping, but we're gonna need the love soon.

2. SLICING: It just plain needs to be reworked to fit the new system. It needed to be reworked before anyway, so.. nuff said there.

Those are my smuggler concerns. As long as I'm working in a focus thread that I assume Wes will get to the Devs, I'll add one thing:

The level system. I've changed my mind about it, it has SERIOUS endgame problems. Level differences mean that the only viable approach for any of the high-end mobs I've fought(especially krayts!) is to never enter their attack range(because you can't survive their attacks, no matter what your template is or what your wearing/buffed by/etc.), which means that CC becomes uber. I'm sure that the goal of CU is NOT to require that *every* group at a high level rely on two specific specials-- Concussion Shot and Stopping Shot, so the apparent situation where damage mods mean that the only way to deal with high-level mobs is those rooting specials is a big, big problem. i suspect if the damage mods just Dissappear at level 80 or so, or group level calculations are modified, this would be a non-issue, but we don't ahve that. We have a situation where all combat roles save ranged CC and ranged damage are useless above a certain level. Something needs to be done, unless I and everyone I've talked to about high-end content are totally missing soemthing.

Anyway, there's my (mostly) Smuggler-focused feedback from my time on Test.



Some updates, now that I've had a chance to play in Live a bit:

1. Concussion Shot-- I'm not sure this should be "fixed" in PvE. Groups HAVE to have this one working as it is it seems, or they get destroyed. Tanks using taunt doesn't hold aggro at ALL, it seems... the only thing keeping that L82 Torton from chewing on the Guy with the rifle is the root, and a snare may help a little if the root wears off before it's dead. I can't imagine trying anything really big without this one. It's also currently about 90% of our crowd control effectiveness-- I don't want this utility going away wihtout something really compelling to replace it. Also, something seems to be odd with roots in general-- quite often out on Rori where my guild's been XPing, stuff that's been rooted will suddenly stampede forward at someone, then go back to being rooted. Completely unpredictable and very annoying.

2. Reckless Shot-- At master with The Advanced version, I'm finding I use this a lot after all. Fairly good damage on my Renegade, and safe to use so long as the critter's rooted. Still feels a little low-damage, but I can live with it.

3. Feign Death-- Seems to be working now.

4. Low Blow-- I've heard it's occassionally knocking things down, but I still haven't seen it succeed once. I've removed it from my bar til I see it in patch notes.

5. Overwhelming shot-- Seems to work as advertised. I'm finding it much easier to lay the Intimidated state onto a critter when I use this first. Seems the Intimidate lands about 75% of the time instead of 50% or less.





------------------

Smuggler: We Diggs the Tiggs


Kaytlin Mainwaring, Starsider - Smuggler/CM/Commando/Rebel Pilot
Kaitlin Mainwaring, Kettemoor - Master Smuggler/Master Shipwright/Rebel Ace
--Former SpaceBeta1 Master Tester
Saarek
Fri May 06, 2005 12:34 am
#32


I noticed that about the Concussion shot too.


I seem to have gone from a good solo-er to a critical part of a group. All thanks to that Root ability.


I can solo some pretty tough creatures with the right blaster... being a combat lvl 24 isnt exactly giving me much in the way of options with that, btw.


Not that i'm complaining... i guess. I thought i wanted to be a smuggler to be alone most of the time, and be able to carry myself enough in a fight to do some good damage. But i guess i should have become a commando or a bounty hunter now.


Oh well, I have filled my slicing branch now thanks to pistol XP, and i havent sliced a damn thing (except of course mission terminals for that lovely 40% increase in reward. wowsa thats nice).


I would really like to see some of the changes outlined in the smuggling revamp sugesstion post. that would make for some fun solo-ing.


other than that... the only feedback i can say is... Why does Recon armor have to be so damn ugly?


/sigh





------
"The Hawtness is my ally, and a powerful ally it is." RIP SAAREK CARVATHOS :: AUG 4, 2005
------
S A A R E K "SIR WANKSALOT" C A R V A T H O S _Starsider. && _Corbantis.
M A S T E R S C O U N D R E L I AM JACK'S IGNORED PROFESSION
C O A L I T I O N O F T H E L O S T S M U G G L E R S .

Spiderhammer
Fri May 06, 2005 12:25 pm
#33

I agree with the last post... why does recon armor have to be so damn ugly... probably one of biggest beefs about smuggler right now, aside from going all combat related xp. Would make me super happy to see like an armored duster or something of that nature. I'm almost basing my choise of secondary profession on what type of armor i want to be stuck with..



# I support PIRATES!!!! YARR, matey!


Player Based Smugglin... its the only way!
OzymTyr
Sat May 07, 2005 9:09 am
#34

So is the pistol exp for slicing permenent. Do u need pistol exp for spices too i already mastered spice so id didnt see what kind of exp it needed now.
RenoAnto
Sat May 07, 2005 11:58 am
#35

Guy's I need Help ... what did they do to smuggler and when are they fixing it ...... the pistol skills are great ...but the Sliceing aspect is FU Bared... why did they mess with a good thing ... i heard that with the next patch we will be able to choose what we are Slicing .... please some one let me know whats going on im lost
qyxin
Sat May 07, 2005 9:12 pm
#36

/Flame:ON


I understand the need to make n00bs feel like they can compete; however, I don't understand why we experienced weaponsmiths are getting the shaft. Ok, you put stat caps on weapons, fine. You made it so that n00b weaponsmiths could produce lower level weapons and meet the caps of those weapons before even reaching master WS--excellent--gives them more reason to actually produce weapons instead of practice mode grinding everything like most of us have. What I don't get, is why you punnish those of us who have spent hours surveying for great spawn spotsof current shifts of greatresources and have been collecting these great resources for months, by not allowing us to get great slices as well. Most of the weapons I am making are slicing between -2% and 3%.. that's BS, IMO. If theweapons aren't stat capped and are close to the stat cap, then we should be able to hit the stat cap with a damage slice---but we don't, or at least I don't, we get a negative slice or a really low damage slice instead that mocks our efforts. The chances to get a great slice should be equal or greater for those of us who have spent the time to be able to make great weapons.


/Flame:OFF



-Perrin Aybarra-

12PT MWS / MSmuggler




.../.............
\/.|_...._.._ ._
.../\.| .) (_|| .(_|..
./....Light Jedi..........
-Perrin Aybarra- 12pt FS Master Weaponsmith. Vendors: 284, 3099.
Ryu_Snipe_01
Wed May 11, 2005 4:10 am
#37


I agree completely. Slicing is BS, face it. I don't care if we can choose wat we're slicing, wat's the point if we're only getting 2% speed and 7% damage slices anyway? I slice armor as well, and even the change in that is hard to notice. The only way you can tell if some of my armor has been sliced or not is by looking at it and seeing that lil message that says, "The weapon has been altered by a smuggler..." blah blah. With the next patch they <font color=red> BETTER</> do something about our slicing percentage cuz that's crap.




The known "TARDMUFFIN!!"
Ryunokio Katean | Bria

Ry'u Latarn OSS | Shadowfire(Elder Bounty Hunter)The FormerShadowfire pistoleer

So, what about my 4 1/2 months, wasted in the village? How come I get nothing except my screenshots of the only box i was missing?
RichardBryant
Wed May 11, 2005 4:28 am
#38



Ryu_Snipe_01 wrote:
Well, I started smuggler pre-cu, and was pretty happy with how I was advancing. I focused more on slicing for making my money and my weapons. But I could hold my own because of my pistoleer skills i had saved up(1-2-1-0). But post-cu seems impossible for me to advance in anything. I came in at lvl. 24 and dropped to lvl. 21 after i got rid of pistoleer(sux for me cuz the skill re-assigning didn't work when i first tried it, so i dropped it in return for nothing.).
But the shooting things for slicing xp threw me outta wack. With my new "Combat level" I found myself getting incapped. by a squall. But I've been able to set up an attack plan, and the xp in one-handed weapons is really helping me out.
The low blow does absolutely nothing! I suck as it is, and they completely killed this move. Now i find myself actually getting close enough to pistol whip the guy into the floor. That works better then an elite profession ability. Now i'm getting used to the system and figuered out a strategy... Concussion... run... ranged attacks... run... concussion... ranged attacks... pistol whip, switch to sword, poke em to death. The end.
I'm going to try a commando combo, to see how that would work with smuggler, but if i don't like it, i'll stick with fencer.
O, slicing's a joke... b4 i was getting up to 10% speed and 15%-20% damage... on slicing II. Now i'm slicing things for 0% speed increases! I sliced a dl-44 xt for a damage increase of 10%, and almost threw a party.
That's ridiculous! I hope they fix slicing.. and make it to where u get xp for slicing, when u slice, makes more sense that way.
Lastly, who else was dissapointed with the removal of the health shot, feign death combo? I was able to take out pre-cu plains hunters and fambaas doin that.
Anyways... as a new smuggler, this post-cu messed me up even more then i was already. I'll stick with space and crafting for the time being, at least until they fix some of this junk.





Please don't do this again. I find it utterly unreadable.




Cael Broden, Master Smuggler.
I am Jack's Ignored Profession
"I don't have saber envy. I have patch envy. 2 years is unacceptable."
"Wars not make one great. AFK-grinding on wookiees on Kashyyk make one great!"
guessit
Tue May 24, 2005 5:20 am
#39


lol, this upgrade was really mixed, and probably a downgrade;


lowblowdoesnt work... downgrade. -


root... redundant with pistol, give it an "even" not a plus or minus. 0 actually i give it a minus; if we are getting a mezz a mezz we should get. -


snare; a plus, but redundancy becomes an even. 0


last ditch; was a powerful anytime special, now it really works how it should. However, this "upgrade" is also a downgrade; our only powerful special is now a "dont use me till you are REALLY losing" button. 0


panic shot; downgrade -


slices; gimped downgrade. -


spices; now people want them, upgrade. +


feign death; works for something other than getting your armor destroyed- upgrade. +


So now we are four downgrades, for two upgrades, and a couple "evens."


Thing is, if they had left alone the crap they downgraded, and just improved the things that needed it, then smugg would finally approach being fixed... well then there would be things like... being a fun class as defined by "smuggling" to worry about














Etiquette lessons #1; never use caps in your whole header or post.
#2; if a post/thread really pisses you off ... kill it with silence
#3; never write a post more than 3 paragraphs- unless it a guide
#4; never say "sticky this," others will if its worth a sticky.
#5; in the heading never say "devs please read."
#6; never ask for a rollback, just wont happen.
#7; Never use too many colors.
#8; Avoid quoting quotes of quotations, he said she said who said??
Server; SS, IGN; Fast
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