Smuggler Archive

Thread: The CU Smuggler Skill Tree and skill description

DarthKthuolhu
Wed Apr 06, 2005 10:16 am
#40



Smuggler_Caylin wrote:
For those interested I have written out the new Smuggler Skill Tree with the new abilities and placed them within this spreadsheet. Excel is pretty much required to view.





Umm...

Can someone post this in HTML format or something. I don't have Excel or any other such program that can read this format... and don't tell me about all this little free downloadable programs I can get to view the link because I don't have Admin Rights to install anything on this computer.
Ragnaat
Wed Apr 06, 2005 10:37 am
#41

this char builder has been updated

seems to keep getting better in terms of adding the CU related stuff...



:: Retired... For the moment ::
-I support going slow and being careful.
focus thread (n.): there for us to focus on while they went behind our backs and did whatever they wanted to, anyway. (Source: AngusMacGregor)
DarthKthuolhu
Wed Apr 06, 2005 2:36 pm
#42


JamesHighwest wrote:
Awwww, we don't get the Intimidator pistol? I'll have to dabble for it, then!





I saw that too, I really wanted it.

But alas, I found that its Cert comes only at Master Squad Leader. Sooo... with that, and Master Smuggler, not much room left for much else Can't even squeeze Master Marksman into that.
Redleg13
Wed Apr 06, 2005 2:50 pm
#43

Thanks nice tool. Close to final ground truth I hope. Good work.



Wimok IGO Elder Smuggler of Traveler's Respite, formerly a Colonel of the Rebellion, Officer of the RSF, Dagger of Gethzerion, holder of 100 badges
Sunrunner and mortred of Traveler's Respite Soldier of Fortune
NarCranor
Wed Apr 06, 2005 11:55 pm
#44

does the Combat upgrade skill tree for smuggler also count as the smuggler revamp? or is there still a revamp to be forthcoming after the CU?

If this is the revamp too, then they did a really crappy job...however, if there is still a revamp forthcoming, then great.

The revamp definately needs:

1.) Slicing tree to be renamed Special Modifications Tree

2.) pre-reqs changed to 1 combat line (any of the 3 ranged weapon lines, or 4 brawler lines) and 1 artisan line (probably business)

3.) Generic specials that can work with ANY weapon or that arent weapon dependent (feign death being a prime example)

4.) Spice that is actually from the star wars EU. Where is glitterstim, andris, and ryll? Glitterstime could give some kind of jedi mind trick ability for a temporary period of time. Thatd be awesome. The spices you guys all made up just seem lame, especially with over 21 different types of spice already established in the EU.

5.) Underworld tree replaced with some kind of piloting tree. What is currently in the underworld tree should go in the novice and master boxes. The piloting tree should allow you to do some very smuggler like things, such as a better version of scramble transponder that instead makes you look like a neutral or opposing faction member for a longer period of time (to facilitate sneaking past blockaded areas). Hidden compartment (an item you can craft and drop in a starship that is a container the size of a rug or painting (though it would theoretically extend beneath the hull) Inside you can store a few items, and items stored there arent picked up by enemy scans in space for smuggler missions.

6.) Smooth talker: During various quests and missions, being a smuggler should in some cases allow an extra line of dialouge available only to smugglers that allows you to either approach a quest a different way, or some such thing.

7.) Visibility: Smugglers should have an easier time of carrying and using contraband without being harassed by the empire. Basicalyl some kind of forged documents ability that allows the smuggler to tag X items that are normally illegal as legal for a temp period of time.



http://www.fandom.swnsu.com
Star Wars Online Fan Comic (Rebel Intelligence Team)
TarilRaalen
Thu Apr 07, 2005 10:05 am
#45

just one question I haven't seen answered anywhere..with all these changes to the skill trees, what will happen to the people who are master.



Taril Raalen
Master Smuggler
Tarquinas

Dark Gard Fleet...For The Honour
Mought1971
Thu Apr 07, 2005 11:03 am
#46






TarilRaalen wrote:

just one question I haven't seen answered anywhere..with all these changes to the skill trees, what will happen to the people who are master.






It's been answered in a roundabout way. We've been told we can respec our characters, so I'm guessing as long as you have the skill points you can maintain your current template. If you don't have enough, you'll have to drop some boxes. I imagine in interface similar to the character builders.
Zuulann
Sat Apr 09, 2005 12:23 am
#47

Are the requirements for smuggler getting any changes at all?



Zuulann Baruk
Elder Smuggler
Captain of the Athens
Your Local Homocidal Rodian
Spook333
Sat Apr 09, 2005 3:15 pm
#48

I must say I generally likes the changes, but if the armor smuggler get look anything close to an armor I am going to puke. Smugglers definitly don't run around in anything that can get attention from the law.


I also miss some skill to avoid scans. Smuggler should have the ability to get past security messures or they are not smugglers.
daywynd
Sat Apr 09, 2005 4:28 pm
#49

Really?


I don't want avoid scans to go away. Thatis the most smuggler-ish thing we have.


Does this mean we won't be able to sell faction points anymore?

I would also like to know if slicing weapons changes. Its the only income I have.


I'm not thrilled by smuggler becoming more combat. I've done well with what I got. If others want to play more pure combat... why not be something else?


I want to, well, smuggle. Have real underworld connections... be hunted by the law. Have uncanny good luck, open doors no one else can, sneakand generally be able to bluff my way around.

Falrethlfg
Sun Apr 10, 2005 1:07 am
#50

Anyone else bothered by the fact the dirty fighting line (which requires pistol exp) only gives unarmed melee mods. and our line of pistol mods is in the spice line (delinquincy now) which requires combat exp. Dirty fighting should be changed to unarmed exp the death hammer pistol moved to our pistol line (delinquincy i guess) put at the second tier (instead of hte third in dirty fighting) since combat exp is so much harder to get then pistol. And smugglers need to be givein some form of brass knuckles (like commandos got) since we actually have melee mods in a tree. I hated haveint to slice containers for sliceing exp so am quite happy with that staying pistol exp. One thing htat bothers me is if everything has to be pistol exp yet we dont get a new pistol till dirty fighting III thats alot of pistol exp to get on our scout blaster (the best pistol you can get if you go just straight smuggler). On test I had to take novice pistoleer to get a decent pistol I could use to get my smuggler exp which you shouldnt be forced to do. Oh well am done.
Gundarkfarmer
Sun Apr 10, 2005 1:39 am
#51

I have no problem seeing that smuggler gets more combat related material in the oncoming CU. After all, HanSolowas an excellent marksman (just flip trough any old WEG supplement and checkout the die codefor blaster & dodge amongst other combat skills) but he still used his "charm" to get out/into trouble.


As they (you know who I meen) said,or promised from time to time, that the smuggler revamp will bring the non-combatside of smuggler up a notch. Like spice revamp, new slicing minigame, and hopefully the fact that we canbecome bounties in the same way as the... *sigh* jedis.


My only problem sofar is that smuggler STILL requiers brawler 4000... and yet we got only a minor speed (+25) and accuracy (+45) for unarmed combat (ie going TKA). The day has gone when we could be master tka/pistoleer/smuggler a pretty good combo, not uber for pvp I know, but in all, wecould set outto do alot of fun things with that template. As of now ifyour main choise is smuggler, then your 2nd should be pistoleer, they pretty much go hand in hand, BUT if we got rid of the brawler 4000prequierment (I wouldn't cry atleast) that wouldmeen that after pistoleerand smuggler we should have 81 SP left instead of 52. That is another ranged profession, and almost an full hybrid combat profession like squad leader, bh or commando.


I meen... melee fanatics can go tripple master in fencer/swordman/pikeman and have 4 points left for FSskills (although that is pure melee combat, many prefer getting some medic skills to be able to heal up, but not me baby! Kamakazie smuggler all the way). For me right now, mostly becuse I have twohouses full of ris parts, whichI really want to be able to use, I am dumping my 52 SP right down the carbineer profession. I want to be able to use the armor I spent so long collection partsto plus theadded suppression that will stack nicly with smuggler.


As long as the Smugglerrevamp and the much FABLED hutt casion makes it for the better, I am all in it to make smuggler a bit more aggressive combatwise thistime around. Before we had lastditch, low blow& panic shot, and those, at best, are just annoying to those we use them onin pvp. Altough this meens bye bye to the old "spam last ditch till you puke" is gone,I kind of like it.


(Then again I have been tka/pist/smuggler for over 1½ years now, so I am used to play the most overlooked professions in the game )



// Hawi Carrod - Master Smuggler - Dewback farmer, Northstar Alliance, Naboo.
// Master Smuggler/Master Pistoleer/0440 Carbineer, Master Privateer
//
// Remember all: IT'S A TRAP!!

Qojan
Sun Apr 10, 2005 7:12 am
#52

Nice work, THANKS Cal



Main Qojan-Master Carbiner, Master CH, Master Cynic, Explorer, Sabacc player, Glowing Fool and Reluctent Pilot, Retired Smuggler
"Hokey religions and ancient weapons are no match for a good blaster at your side."
Alt Bohica-Master Artisan/Master Talior Glowie Clothing and Spice vendor 759 -5519 just steps from the shuttleport in Athens Smuggler vendor in Woofie's Warez and Watering Hole Athens, Corellia. 661 -5246
We Want to SMUGGLE!!
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