Smuggler Archive
Thread: Skill Points Change Proposal
BailorJayssek wrote:
But why force smugglers to prereq in unarmed when it is not used in the profession?
I use it. The knockdown is great as well as Center of Being. Knockdown Recovery is good if you fight NPCs and an occasional Taunt followed by Feign Death can pull aggro from a group mate and save your skin at the same time.
Is this the greatest use of points? Probably not, but I never hear any complaintsfrom my guild.
Consider the two big smugglers in Star Wars: Han Solo and Jabba the Hutt. Han was the prototypical smuggler used for SWG -- a pistol-wielding scoundrel. Jabba, however, is probably the better smuggler, and he probably doesn't have many combat skills at this point in his career. (Perhaps Eating is an elite profession in the movies...)
If being a Smuggler entailed smuggling, we'd be able to have DE smugglers (what better delivery mechanism?), or Shipwright smugglers, or combat smugglers, or whatever. But as long as they decided that Smuggler was also a "combat profession," we'll have to learn to live with smuggling with predefined combat notions and the relevant prereqs. I think people would accept that if it meant Smuggler did smuggling, but until it does, the point is kind of moot.
This may have been addressed, but Master Smuggler/ Master <one-tree>/ Master <novice> would require 11 additional SP. This is quite a bit.
Let me see if I have this straight. In a 'pure' combat profession, there's only one novice prerequisite. But the 'pure' combat profession offers nothing but combat ability, so it should be cheaper. The 'hybrid' professions should thus offer something more than this to justify their additional 15 SP in prerequisites.
I agree that slicing, spicing, and FP buying don't fill this void. I believe that the addition of smuggling missions would. If I could take a mission to trasport illicit cargo with all the appropriate risks, and with all the appropriate rewards (as discussed in the proposed and mystical smuggler revamp - 'Soon!'), then I'd gladly give up the SP and the flexibility a skill point readjustment would grant.
Just one smuggler's opinion. We all know how much those matter 'round here.
P.S. I love my smuggler combat abilities and I don't miss MBH one bit.I think I'm better offnow for having swapped it out. I know that's not the point here in the thread, but I felt the need to point that out. Most people aren't reading by this point anyway.
MisterWizard wrote:
One possible solution is to not have a Smuggler require any specific skill trees; instead, have it require any combination of TWO basic novice professions, and ANY two complete branches in those professions. Entertainer 4-0-0-0 and Artisan 0-0-4-0? OK, you prequalify. But what about combat? Well, if you want to be a combat smuggler, take combat profession prereqs.
What you are suggesting is basically more flexibility. I agree fullhearty with that. Currently, being a MSmuggler/MBH, I can either add Novice Carbiner/Rifleman or Novice Pistoleer plus a full tree. Now I know there are quite a couple of people out there actually going for Novice Carbiner - mainly because Carbines exceed Pistols - but frankly, this seems to be complete waste of the skill points necessary for the marksman pistol tree to me.
So what is wrong with Pistoleer? One word: Redundancy. I absolutely hate being a Smuggler/BH. Its an abomination. Only thing worse I could imagine is a BH/Jedi - and I am sure there are some out there too. I would really love playing the Han Solo style gunslinger (read: pistol wielding) ... but whether Smuggler is the Pistoleers retarded little brother or not, the last thing I need is more crowd control. The way I see it, only BH gives both a decent offense and defense bonus, which really comes in handy. And then there is the question of diversity. Why should Smugglers prefer pistols over other firearms anyway? We are post-CU at a point where Smugglers could use any ranged weapon (except for heavies) without penalty - safe for that marksman pistol tree prerequisite.
Right now, lacking any true Smuggler content, I could as well quit Smuggler in favor of Pistoleer and either some Carbine/Rifleman/TK skills and just pretend being a Smuggler anyway. Some of you may remember that this has been suggested, once.
MisterWizard wrote:
One possible solution is to not have a Smuggler require any specific skill trees; instead, have it require any combination of TWO basic novice professions, and ANY two complete branches in those professions. Entertainer 4-0-0-0 and Artisan 0-0-4-0? OK, you prequalify. But what about combat? Well, if you want to be a combat smuggler, take combat profession prereqs.
Consider the two big smugglers in Star Wars: Han Solo and Jabba the Hutt. Han was the prototypical smuggler used for SWG -- a pistol-wielding scoundrel. Jabba, however, is probably the better smuggler, and he probably doesn't have many combat skills at this point in his career. (Perhaps Eating is an elite profession in the movies...)
If being a Smuggler entailed smuggling, we'd be able to have DE smugglers (what better delivery mechanism?), or Shipwright smugglers, or combat smugglers, or whatever. But as long as they decided that Smuggler was also a "combat profession," we'll have to learn to live with smuggling with predefined combat notions and the relevant prereqs. I think people would accept that if it meant Smuggler did smuggling, but until it does, the point is kind of moot.