Smuggler Archive
Thread: How screwed am I now?
Well i have the same template right now.
Till now im very staisfied with it. I see my role very group oriented, mostly as Healer and, till now, stopper of add's.
I dosent use the CM dots that often. So i guess the changes to cocussion shot dosent hit me that hard.
Normally , as mentioned above, i deal with adds and keep them at bay while the rest of the group finish the main stuff. As ranged healer i cant complain eighter. I may heal less then the average Doc , but my ranged healing makes up for this.
So far, i feel very comfortable with this template.
Only time i miss some harder kicks is, when im solo in the field. Guess it will get worse for solo adventures when the concussion shot get fixed.
But overall
Very nice and handy.
Thats for PVE cause i dosent PvP at all.
Hey brudda....
Same temp. here. I also took novice pistoleer and the extra 0040 tree in novice medic for the increase in heals. With pub 19 our heals are gonna hit allot higher and our aggro is going down I anxiously await the release to see "how much more".
Basically you have two mez moves one 40 second in Smuggler ranged.....the other 10m paralize in CM. Good for crowd control.
I added the two ranged arms to allow me to hit further (15 M) and I layed out some serious cash for a Alliance disruptor that is sweet.
Solo you have a point with out a true root it will hurt but you could always take pistoleer 0103 for the stopping shot and the +10 gen ranged accuracy instead of the extra medic tree. I may do this myself depending on how much of a diff I see in my heals.
I just wish they had taken out brawler completely from our pre req cause really we have no real brawler abilities. I could use the extra skill points.
That's my template and I love it. I listed it as my plan before launch, it's what I have now, and what I will have forever on my main character.
Publish 19 will change a little, but not a lot. The DOT's worked well with the root and not so well with the mez, but mez fits the character better. You now have three Mez's (Concussion, Panic and Paralyze) and three heals, including a ranged and an area. Watch the area as it seriously draw's agro. But you can keep up a constant heal with no delay because they're on different timers.
I can't emphasize enough you are a support player. Without taking a weapon addition, you don't have a kill shot, you're roles are medic and crowd control and you should stay within those.
That said - I can solo a group of five Sith Outlaws and come away on top. /pshrug
JediArashi wrote:
I ran this template in CU-beta and respecced into it right on patch day. I enjoyed it immensely, but found it severely lacking in defenses. Due to the aggro evolution for healers, you will have many more mobs on you then normal. Even the best taunters have a hard time keeping them off of you if you need to do several heals in a fight. The timer on Taunt just isn't short enough to really accomplish this effectively. The good news is you can pull aggro off of others fairly quickly if you need to in a pinch.
Because of these reasons I moved out of MCM and just kept 4400 of CM and added 4400 of Commando to go along with the 0004 of Pistoleer I had. This brought my defenses up nearly 70 points for both melee and ranged, and it made a huge difference in my ability to stand my ground while the tansk pull aggro from me.
In most situations, having the low defenses didn't matter much, but once I started doing more of the high end content with guildies, I found myself on my back or hitting the FD too many times to actually be useful. It was also frustrating to not want t od oany heals because I knew if I did I would go down.
It's shameful that the tank with the rez arm ended up rezzing the rezzer more times then the rezzer rezzed anyone!
So, I think it is a great template, and I enjoyed it. However, for me, I found the lack of defenses frustrating in high end combat situations. I'm hoping that the Pub 19 changes will alleviate all that, and maybe i will return to the template afterwards.