Smuggler Archive
Thread: HOTDOG looks at some Templates: BH/Comm/MCM/TKM/MP
Obed wrote:
InfluenzaSWTA wrote:
Obed wrote:Also, do we know if Pistol speed/acc/def from Pistoleer stacks with the same from smuggler? There's a big part of me that hopes it doesn't... but that's because I don't really want to keep master pistoleer post-CURB.
cpz wrote:Do we know for certain whether:
- Pistol Speed stacks to General Ranged Speed?
- Pistol Acc stacks to General Ranged Acc?
- Pistol Defence stacks to Melee and/or Ranged Defence (presumanly only kicks on with pistol equipped)?
And so on?
Yes, and yes. Weapon-specific mods add to your General Mods whenever you have that weapon type equipped. And yes, everything stacks like before.I've kind of got a problem with that on a philosophical level. Basically, that means that smugglers and pistoleers should always master each others' class in order to get the most out of their respective main class. So, either they've created a system where we're each HALF of a profession (which is definitely what it was before) or they've created a system where we're the soon-to-be-nerfed overpowered stackers. We're the only two professions that share weapon-specific mods between us. That can't be a good thing.
I dunno, maybe I'm paranoid and just want to leave pistoleer behind...
Don't worry Smugglers don't get Pistol Mod's they just get General Ranged mod's & 2 pistol certs.
--Seogae
Master Smuggler/Gunfighter + Teras Kasi 4040
Certifications
Blasterfist Certification
D18 Pistol Certification
Dagger Certification
Death-Hammer Pistol Certification
DH17 Pistol Certification
DL44 Pistol Certification
DX2 Pistol Certification
FWG5 Pistol Certification
Power5 Pistol Certification
Renegade Pistol Certification
Republic Blaster Certification
Scout Blaster Certification
SR Combat Pistol Certification
Striker Pistol Certification
Tangle Pistol Certification
Two-handed Axe Certification
Two-handed Cleaver Certification
Vibroknuckler certification
That's ignoring weapons that list thier certifications in thier descriptions, such as the DE-10 and the Geonosian Sonic Blaster.
Skill Mods
Feign Death +70
General Melee Accuracy +10
General Melee Speed +15
General Ranged Accuracy +150
General Ranged Speed +50
Language Comprehension +100
Meditate +75
Melee Defense +145
Pistol Accuracy +40
Pistol Defense +50
Pistol Speed +45
Ranged Defense +145
Spice Assembly +100
Spice Experimentation +100
Two-handed Melee Accuracy +65
Two-handed Melee Defense +40
Two-handed Melee Speed +30
Unarmed Accuracy +120
Unarmed Damage +190
Unarmed Defense +40
Unarmed Speed +90
Other notes
Recon Armor
Meditation makes solo possible
Smuggler makes Solo against Multiple NPCs potentially easier
Better defences than the average Smuggler, but lower than many potential stackers
This leaves four skill points unused, which could be place in a full line of a Force Sensitive profession to further enhance the template. The best choices to toughen up the Smuggler would be Ranged Defence, Melee Defence, or 2200 Enhanced Reflexes(half of both).
This template appears to be well balanced for both Ranged and Melee combat, however, it leans slightly towards the Melee side; however, being well balanced thusly means that while it does not fall short on many things, neither does it excell.
Just think for a moment, Low Blow and/or Last Ditch with a VibroKnuckler or BlasterFist... ouch.
WORD
EnderUK wrote:
You forgot to metion the main important attribute to any smuggler template.
PURE STYLE.
For me it has to be stylish to be in my template. That's why I'm going
Master Smuggler, Master Pisotleer, and 3 lines in commando probably the nade for one of themIt's all about Style
Nicolas_Frost wrote:
Just think for a moment, Low Blow and/or Last Ditch with a VibroKnuckler or BlasterFist... ouch.
If that's right, then a spanner has just appeared in the works.
So what do you have a meditate skill mod for at Novice then? Been so long since I levelled TK that I've forgotten it all..
Soooo, sign me up for the style boys. MS/MP and as much Commando as I can get
Kells wrote:
I know a couple things, I want Master Smuggler. Also, I'd love to access to those nades. However I'd love to be able to be competitive in a fight without armor(TK) for roleplaying reasons. Too many choices.I could always go for the ex-commando turned Smuggler. Oooo, how I love thermal detonators! Then again I wouldn't mind having access to the Intimidator Pistol, that thing is bad a$$. Too many choices!
Your talking about "The Beast" template my friend. MS/TKM/Commando4040
and Idunno if YOU noticed CPZ but your 'nade idea seems to have caught on.
HOTDOG wrote:
and Idunno if YOU noticed CPZ but your 'nade idea seems to have caught on.
Heh. Can I claim that from now on all Smugglersshowing an unhealthy desire forbadass grenades and Thermal Detonators are suffering from CPZ disorder?
I think I've now decided:
Master Smuggler
Commando 4 - - -
Pistoleer 4 - - 4
Squad Leader-4 1 -
FS Combat Prowess 4 - - -
Giving me:
- Gen Ranged Acc 122
- Gen Ranged Spd 50
- Ranged Def 190
- Melee Def 210
- Pistol Def 30
- Pistol Acc 40
- Pistol Spd 45
And3 skill points left overfor additional FS skills if required (ie if they bring slicing or smugglingin line with luck or persuasion).I'm going to name it The Orchestrator
The ZEN Blaster:
Master Smuggler/Master Commando/TK 4400
General Melee Accuracy+55
General Melee Speed+20
General Ranged Accuracy+140
General Ranged Speed+50
Heavy Weapon Accuracy+55
Heavy Weapon Defense+50
Heavy Weapon Speed+45
Meditate+75
Melee Defense+170
Pistol Accuracy+40
Pistol Defense+20
Pistol Speed+20
Ranged Defense+150
Thrown Weapon Accuracy+95
Thrown Weapon Speed+50
Two-handed Melee Accuracy+65
Two-handed Melee Defense+40
Two-handed Melee Speed+30
Unarmed Accuracy+120
Unarmed Damage+130
Unarmed Defense+60
Unarmed Speed+60
OooooooOOoooOooooOooo
I DO like this one.
It does NOT have the ranged bennies that come with MBH but it DOES pack a punch or two. Like that BIG AZZED Proton Grenade at master. That thing causes MAJOR damage. Not to mention Last Ditch with a Particle Beam or Flame Thrower most definitely isn't going to tickle. Especially after a droid bomb. :smileytounge:
Plus, personally- I get to keep some of my twohanded swords.
Again, adding to our unarmed abilities but with two lines of TKA.
Givin' you that Meditate ability so's you can lick your wounds without seeking out a doctor to get rid of that disease you caught on Endor.
You naughty devil.
But you say you yen for more Zen? I got you-
General Ranged Accuracy+140
Heavy Weapon Accuracy+55
Heavy Weapon Speed+45
Pistol Accuracy+40
Pistol Speed+20
Thrown Weapon Accuracy+95
Two-handed Melee Accuracy+65
Two-handed Melee Speed+30
Unarmed Damage+300
Unarmed Speed+95
Ishe wrote:
I think if you're going this one that it would be better to go Master Smuggler/Master Commando/TK 4040, since 0040 in Teras Kasi is where you get the unarmed weapon certs. However, I plan to go Master Smuggler/Master Commando/TK 0044, as I am not too concerned about the Meditation loss and 0044 will not only give me the weapon certs, but the unarmed damage, accuracy, and speedas well. With 0044, you get the same amount of natural armor as 4400 as well, but you don't get as much melee and ranged defence.