Smuggler Archive

Thread: Smuggler Complimentary Professions Guide v1.1

Geevo
Wed Feb 18, 2004 3:21 pm
#40

I debated the Smuggler/Pistoleer/Marksman template but decided not to for two reasons ...


1) I wanted to meditate damage away (TKA)


2) I wanted to Master as much as I could .... and I liked the sound of 3 Elite Masters ...



... the Master Marksman does help with the pistol ... but I got my but kicked anytime a TKA came in close.





Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
Zhagadska
Wed Feb 18, 2004 4:20 pm
#41

very impressive, gives me a few new ideas for my character



InVictus Kell - Smuggler for Life
Started: Beta 2
Retired : 1-27-06

It's been fun...
Lady_Outlaw
Thu Feb 19, 2004 1:05 am
#42

I trying out the Rifleman/Smuggler now. Still have a long way to go for Master in Rifle, though.



I was the CH/Smuggler - there aren't too many things this combo can't solo in PVE if you spend the extra points on Pistoleer for the higher Bleed shot. But I want to try more PvP and this combo isn't that good for PvP unless you're very fast on the keys and have the good PvP pets. You have to get off a bleed shot, low blow, panic shot and have the pet attack - then hit FD if opponent turns on you - and they always do - almost. And this only works one vs. one, if there are more it only gets worse for you. Fought two guys once and had to burstrun out and leave the pet behind. Poor thing saved my life, but was really beat up when I was able to call him back. I really just got tired of the pet problems which are only getting worse. Now they run off from almost anything that hits them.



With the rifleman - your're still really good at PVE since you can be sneaky with conceal shot and and if you're detected get off mind bleeds then kite and if need be FD.



Just not sure after I give up my CH completely what to do with the extra points - I like the terrain navigation of the scout, but it seems pointless now with speeders and swoop bikes. I also haven't harvested anything for awhile so the whole scout thing is seeming to become obsolete for me. Many rifleman say that master marksman isn't really necessary since the Master Rifleman is just about as good as it gets and the few added bonuses isn't worth the skill points - so then what? Where do I spend those points? Medic? TKA - just because I like it or wait for some added profession? Or keep the scout hunter line since conning for resists has been really beneficial in equipping the right weapon? Having trouble with this.........will ponder for a few more weeks - that when I should hit Master Rifleman.





Mayet Edjo, "Truth is the protector"

"We are smuggling, you just can't see it - that's why they call it SMUGGLING!"

Ex Master CH, Master Smuggler/Riflewoman (nowhere close to master yet) - praying every night to the Zabrak gods that they fix my smuggler profession.
IAtlasI
Sat Feb 21, 2004 9:20 pm
#43

I'm going for a 'Smooth Talker' template


Master Smuggler

Master Entertainer

Pistoleer 0/4/0/3

Medic 2/0/0/0


so far-it's going very well




Diago Ainofi
Exile
Freelance Pilot | Teras Kasi Master | Artilleryman | Force Sensative
Roleplayer - Kettemoor
WillburWright
Sun Feb 22, 2004 4:18 pm
#44

Any comments on the template I plan to use?



Master Smuggler, Master Pistoleer, TKA Meditation Line, Novice Medic (and other assorted skills)



Dark_Paradox
Mon Feb 23, 2004 12:17 am
#45

My template is runnign soemthing like this:


Master Smuggler


Pistola 0/4/4/4


Marksman 0/4/4/4


Plus the Unaremd Requiste


Than dumping all my other skill points in Carbineer. Dont know if its going to work or nto but I guess we will see...
nitemare111
Mon Feb 23, 2004 1:06 am
#46

Personally, I'm working on Master Rifleman, Master Smuggler, Scout, and Medic. Still haven't decided what medic and scout skills to drop to finish Smuggler up.


I like the idea of shooting a target in the head repeatedly, then shooting it in the nuts when it gets closer. Scout for terrain negotiation, and Medic for healing.





Dovinda Nitemare (retired October 2004)
Master Rifleman
Master Smuggler
Medic/Scout/Shipwright
WTH happened to this game? Nice work, SOE.
Tatanka
Mon Feb 23, 2004 7:27 pm
#47



Updated (yay for veteran status) with lots of suggested combos...
- The Shootist
- The Rifleman
- The Self Defender
- The Creature Handler
- The Self Sufficient
- The Jack Of All Trades
- Added in the TKA meditation suggestions
- Added in the Survey I-IV suggestions


Thanks for the feedback and keep those combos coming.





_____________________________________________________________
Tyrsell Ratahl::Smuggler::Starsider
"Uh... Had a slight weapons malfunction...
But, uh, everything's perfectly all right now. We're fine. We're all fine here... now... thank you...
How are you?"


Smuggler Complimentary Professions Guide v1.1

IanEdgey
Mon Feb 23, 2004 7:28 pm
#48

Really Interesting stuff this topic... so I thought Id let you know about my template


The Hunter


Master Smuggler - Naturally. Nice being able to craft Muons for rifle when needed.


Master Rifleman - Needed to kill most creatures pretty easily, also lets you be fairly decent (hehe) at PVP. And its great for taking out Large Imp/Rebel bases with strafe2 AOE, which means I can get to high ranking quickly.


TKA 4/0/0/0- This heals all wounds. Awesome. Also allows me not to need medic when doc buffed



Now I have 32 skill points left which I keep changing round depending on the situation and if I am buffed or not.


Non buffed - Novice medic and Novice scout 0/0/1/0. This allows me to heal when needed and also to get as much harvests from the creatures. Normally I hunt gurrecks and screechers on Endor for Wooly hide, get 20 cpu for it, more on other servers...


If buffed - Drop medic and go scout 1/0/4/0. This allows for excellent harvests from creatures and gives you better terrain negotiation. Once Im buffed like this I hunt on endor for wooly hide, which goes for 20cpu on my server, alot more on others....



I enjoy playing this character it allows me to hunt well, interact socially with the smuggling side and craft out crates of Camps along with my other smuggler crates....


I miss out not being a Master Crafter, but do many smugglers take up a full crafting profession?



[Black] - Edgey
[Black Website] - http://mediahosting.co.uk/black
Article57
Tue Feb 24, 2004 1:11 am
#49

in my opinion Meditation 2 is the best use of skill points for just about any fighting profession. HAM buff and poison/disease cure . . . it's saved myaquatic butt so many times.






Jahaka Quom, Ahazi Mon Cal [Master Smuggler / Novice Gunfighter / Teras Kasi Novice]

Anora Borealis, Scylla Human [Novice Bounty Hunter / Novice Carbineer / Novice Ranger / Novice Sharpshooter / Novice Creature Handler]

May the Nerf be with you.
Halkion
Fri Mar 05, 2004 9:10 am
#50

Maybe not too efficient, but i am having a lot of fun with my


Antiquary


Master Smuggler - To get factional furniture

Master Architect - To craft the rest of furniture

Artisan 4004 / scout 0100- To get the resources to make stuff

Pistoleer 0000- Just the bleed and the DX2 pistol, for if/when i need to figth


secondary activities like spice dealer, rare resource dealer, faction points dealer, city buildings dealer, a bit of slice ..., just anything to keep the credits rolling and finance the Antiquity bussines.


Espen
Sun Mar 14, 2004 10:44 pm
#51

Nice post! Personally Im now a Master Smuggler and will complement it soon with master chef. Sure I cant kill anything but I can feed my enemies and friends with chow and spice. Brandy and pixie. mmm



Jack of All Trades: G'hal Darksun "I'm sneaky!"

Master Weaponsmith: Teews Egnever
Shops: Black Marshes, Rori -6425, 2907
and 850m SE of Theed -4451, 3419
- I support keeping & balancing the current combat system You can too
Turd_Ferguson523
Sun Apr 18, 2004 12:13 pm
#52

very nice post





Makiino
I've found no people for killing time, so I found time for killing people
[Combat Medic] - [Master Rifleman]
Melting Imperials, from the IMPside out

Page 4 of 6