Smuggler Archive

Thread: So...what will be the new Combat Smuggler template of choice?

dlc3007
Sat Mar 19, 2005 7:45 am
#27

*sigh*


So much for my master smuggler/master rifleman combo... this concept never go a lot of interest anyway.


Think I'll be heading for master smuggler/master commando since I already have some commando skills.



Imperial Col. Croda L'to

Jedi kiss their sisters -- repeatedly.



Zombie_Arsani wrote: Quiet jedi, grownups are talking.
Mentski
Sat Mar 19, 2005 8:14 am
#28

currently a master rifleman, master smuggler with bits of artisan and merchant.


Come the CURB, i'll probably drop artisan and merchant again (it probably wont be the best way of making money when the smug revamp comes round anyway), reassign some points into getting ranged support (I REALLY hope they make that line worthwhile if we are all going to have to have it for elite profs) and then grab a bit of pistoleer again, depending on if the devs stay true to thier word about interelationships between similar profs (IIRC, they said something about getting things on the pistoleer tree to speed up rifle use, etc)




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DrevenStrobe
Sat Mar 19, 2005 9:43 am
#29






WesBelden wrote:


I don't think there will be one; If the CU does it's job right, then each and every efficient SP spending profession combination willbeall as useable as each other. Thequestionpeople should be facedwith is not, "Which template kicks the most ass?", but, "Which template allows me to kick ass in the way that best suits mystyle of play."


Right now I'm debating whether to go with Smuggler/BH/and some pistoleer, Smuggler/Commando and some pistoleer, or stick withSmuggler/Pistoleer (I've been Master Pistoleer for a very very long time, so this is a strong possibilty) and get someother ranged boxes.







I wasn't speaking of it as "What will be the new uber template for Smuggler", as I was more thinking along the lines of what template our pre-reqs will push a majority of us into. Yes, the CU is supposed to even the playing field, so no matter what skills you pick up, you should be equal to someone with the same SP investment in combat.


But, given past experiences, we all know that, eventually, one template will emerge that just fits best with the pre-reqs and your remaining SP. In the past, that's been the "Triple Threat" for Smugglers. I'd be willing to wager that 75% of combat-oriented Smugglers are triple masters....since that's pretty much where our pre-reqs forced us to go in the old system.


Now, since we're more or less forced to choose to be either a melee Smuggler or a ranged Smuggler in the new system, I was just curious to see what template would emerge at the top. Looking like Smug / Pistoleer / BH Pistol is on its way at the moment.




Dreven Strobe (Colonel) Tristyn Strobe
TKM / Master Pistoleer / Master Smuggler / Master Merchant
Imp FP Broker: 130c/FP Starsider Imp FP Broker: 130c/FP
Smuggler 'til the end...and then some.
"Everything I tell you is a lie. The truth is always bigger than the words we use to describe it."
Ternque01
Sat Mar 19, 2005 10:54 am
#30






MISTagent01 wrote:

I think what scares me is that BH can have the DF tree, just like we can have their Pistols tree, with either able to master Pistoleer.






Why am I smelling ANOTHER future pistoleer nerf???



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Izhozz
Sat Mar 19, 2005 12:07 pm
#31

Master Smuggler,thats it.







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akd23
Sat Mar 19, 2005 12:16 pm
#32






DrevenStrobe wrote:



I wasn't speaking of it as "What will be the new uber template for Smuggler", as I was more thinking along the lines of what template our pre-reqs will push a majority of us into. Yes, the CU is supposed to even the playing field, so no matter what skills you pick up, you should be equal to someone with the same SP investment in combat.


But, given past experiences, we all know that, eventually, one template will emerge that just fits best with the pre-reqs and your remaining SP. In the past, that's been the "Triple Threat" for Smugglers. I'd be willing to wager that 75% of combat-oriented Smugglers are triple masters....since that's pretty much where our pre-reqs forced us to go in the old system.


Now, since we're more or less forced to choose to be either a melee Smuggler or a ranged Smuggler in the new system, I was just curious to see what template would emerge at the top. Looking like Smug / Pistoleer / BH Pistol is on its way at the moment.





From the pre-req we know, it looks like pistols will be the weapon of choise for the ranged smuggler, as we already need the pistols tree and just need to get the ranged support. For melee smugglers, there will be a lot more varity. It will be as easy to pick up master fenser or pikey as it is to get TKA, and I found master fencer to be more interesting than TKM (but neither as fun as having a good blaster by your side).


Unless smuggler gets some melee dirty fighting moves that only work unarmed, then you can forget fencer and pikey.







If one guy calls you a Hutt, ignore him. If a second calls you a Hutt, begin to wonder. If a third calls you a Hutt, buy a drool bucket and start stockpiling spice

Klisof : Master Pilot ---------------------- Sa'i : Imperial Ace
Neka: redneck bothan banjo player
Siko: Commando---------------------- Tykkata: Walking Carpet




maxtheusher
Sat Mar 19, 2005 12:21 pm
#33

Hmmmm I'm not so sure about these new prereqs... hope they know what they're doing...

I was going to respec back to triple master... I still do want pistoleer, so probably smuggler pistoleer, bh pistols4, already have the scout xp for that...



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NickHeel
Sat Mar 19, 2005 12:30 pm
#34

Personally, I'm looking at the popular choice of:


Master Smuggler - Master Gunfighter - Bount HunterPistol Spec.4


But I'm also considering a slight alteration of my current template and go with:


Master Smuggler - Master Gunfighter - Fencer 4040


This leaves me 4 extra skill points which I guess I could throw into Force Sensitive Ranged Defense. But honestly, I'm sure the prerequisite and actual combat system aren't the only changes. Mitigation and defensive skill modifiers may take a complete 180 from what we know now. So, it looks a little premature to lock myself in. It wouldn't be prudent at this juncture /GHB hand gesture.




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Independent Smuggler N Pilot of the Famous Sonik Rogue N Forever, The Most Legendary and Greatest Smuggler on Tarquinas
Gunga000
Sat Mar 19, 2005 12:48 pm
#35


The thing that bothers me is the Unarmed 4 Pre-Req. If they don't add in some unarmed moves in the Smuggler Tree, than what is the point? I myself have no interest in Melee skills. This is Star Wars, not D&D. They should definately remove the unarmed 4 Pre Req. I'd prefer they make you take Business 4. That seems to be more tied in with what a smuggler Does.


Pre Req: Pistol 4

Ranged 4

Business 4

Explore 4


Maybe 3 of those.


As far as BH goes, if its just to hunt Jedi, i find no appeal in that. I still think you should be able to hunt player characters in some other way.


The new template i would concentrate on is: Master Smuggler

Master Pistoleer

BH Pistols

Some Medic and i would love Business if they get rid of the unarmed prereq.

Message Edited by Gunga000 on 03-19-2005 02:50 PM




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Hotrodg
Sat Mar 19, 2005 1:38 pm
#36




Brandon81 wrote:

Wow, can you give me an address where they said you can't master all 3 anymore? I'd love to read it and 've checked in concept and can't find.


I'm always behind on the info :-/










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maxtheusher
Sat Mar 19, 2005 3:19 pm
#37

I think I've developed a template I might want to go with.

Master smug, Master Pistols, Merchant x4xx, and spend the surplus points on engineering 1.

It'll give me a reasonable combat template (in theory), and also give me some benefits like cheaper housing. Plus It's very close to my current template.



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