Smuggler Archive
Thread: A quick glance at the smuggler tree's
Page 1 of 1
P__Day
Wed Aug 04, 2004 9:20 pm
#1
Im just going through here quickly to see what is wrong/not good about the smuggler tree's, and what can be done to quickly improve them.
Underworld :
Underworld 1 : +100 language comprehension : would be a nice skill if languages actually cost SP to learn or if each char could only learn 2 or 3 languages, as it stands everyone know's all the languages after about 15 minutes of play. This even more of a waste for a twi'lek as they already know lekku. It gives a smuggler access to the jawa dealers, but since they pay to low for items that sell for millions on the trade forums, no one ever uses it
10% off all faction perk's : Also nice, but it does not apply to rank, also you have to participate in the GCW to get any benefits
Underworld 2: -50% faction loss when killed in PvP also only worth 50% of the normal reward. A waste really, you have to be an active participant in PvP and in the GCW to gain any benefit
Underworld 3 : The ability to sell FP to the opposing recruiter could be a good skill if they paid what the FP was worth, or if you exchanged them to the other sides Fp, currently its a waste, as very few change factions often. Also requires you to be a Part of the GCW.
Underworld 4 : The ability to buy FP from the recruiter is a great skill except that the cap is way to low, the smuggler needs to get a partner to get the faction perk's, and its just a time sink. Moving the cap to 50% of the FP the person is able to hold, or just removing it all together would be great. This also require you to be apart of the GCW
Underworld SP value : 3/14. Most of the skills require you to be apart of the GCW, the +100 languages are a waste since everyone learns them almost instantly, the FP buy cap is way to low. and sell out dont pay close to what the FP is worth.
Inprovements :
-remove FP buy cap
- Make the jawa dealers a source of rare items
- Make it so sell out is really worth what the FP you losing is
Slicing :
Slicing 1 : Slicing terminals is a good skill, but it would be nice if the cap was eitehr removed at master (alowing you to slice it back 2 back) or the slice would stay on the terminal untill you close the interface.
Slicing 2 : Starting on weapons this is really an Ok skillbox,
Slicing 3 : Also an ok Skillbox
Slicing 4 : also ok
Slicing sp value : 8/14. SLicing is a nice skill, except a smuggler has to little control over what he's doing, either tool quality should count (clamps or knives or both not AUK's and WUK's) or there should be a way to influence the slice.
IMprovements
- Add certs for FAN's and clamps at slicing 2 and slicing 4 respecfully.
- Inplement a way to influence the slice.
Dirty fighting
Dirty fighting 1 : Feign Death used to be a nice skill, but now Mob's re aggro from way to long distances, and using it in PvP makes the smuggler a target for wound/BF/armor destruction griefing.
Dirty fighting 2 : Panic shot was also a good skill before it got nerfed along with warcry, a smuggler with any SP in pistoleer will fire a shot so fast after the panic shot lands that he will automatically break it.
Dirty Fighting 3 : Low blow, nice idea behind it, but a smuggler has to have alot of points in pistoleer to hit, and the KD tend not to stick.
Dirty Fighting 4 : Last Ditch this is a good special, except the delay for a smuggler with no pistoleer/bh is way to long, it also have a habit of missing alot in both PvE and PvP unless the smuggler is also a pistoleer.
Dirty Fighting SP value 4/14 2 of the specials (panic shot, Low blow) are a waste of time, since one is imidiatly broken, and the other one really hardly ever sticks. Last ditch is a waste of time as your DPS is alot higher with HS2(with m.pistoleer) or HS1 (non pistoleer) HS1 and 2 are also spec to health while last ditch is random ham, in a time where 90% armor and 2400+ buffs are standard, and most mobs have high energy resists and a lack of pistols with medium AP its more of a waste of ham, except for use against low end mobs that you can one shot kill. Feign Death is also a good skill, but the chance of mobs not re aggroing needs to incease with the FD skill mod, the chance of the smuggler appearing as a corpse or being otherwise unattackable also needs to be put in.
Inprovements :
- Reinstate Panic shot to the way it was 10 sec unbreakable delay or have it apply an intimidate or Dizzy state effect instead
- Feign Death make the smuggler appear as a corpse for higher level smugglers, increase the chance of mobs not reaggroing.
- Last Ditch fine as it is,maybe lower the dalay a little.
- Make the KD effect of low blow stick more often for non smuggler pistoleer's
- Add mods for pistoles in the DF tree similar to the BH pistols tree, as a smuggler need just as much pistols XP to get DF as a BH to get BH pistols 4
Spices
Not gonna break down this tree one by one box, as the tree has a value of about 1/14. the only spice used here is Muon Gold in emergensies, and sometimes Pixie for clone zerging. Maybe add the 2 spices that were in progress for out patch 9 revamp. Reduce the downer or remove it as doc foods have higher stat buffs than spices. Or triple the effect and lasting of all spices to 30 - 45 minuts with the same downer, that way it would be an
alternative to Chef foods.
Master smuggler : not a really good master box as a person with slicing 4 can get about as good slices as a master, the same bottom cap, a master can get 5% higher slices but not regularly enough to make it matter. Maybe add pick a slice as a master perk? or make the toold quality matter, and put hte last 30 experimentation in the master box. or just raise the min slice, a master getting a 11% slice is imbarasing
A few master spices would help, maybe Dead eye, Glitterstim and liik.
make the 25% faction discount stack with the 10% gained earlier for a 35% discount. Maybe remove the faction buying cap only at master.
Add pistol mods at master only? a cert for the repub and DX maybe.
Those are my ideas as you can see the smuggler prof is a waste of about 50 SP. As ive noticed most other profs with the exception of BE's(and they got a good revamp) and Architects and DE'shave gotten limit use schems from dungeons, WS in basically every dungeon, AS in the geo cave. + the 3 sets of wook armor. Chefs in the DW bunker (mando wine) Tailors in the form of diff backpacks, dancers leotard. Docs get the new poison curesand buffs somethign that was supposed to be a spice given to smugglers in patch 9.
When are smugglers gonna get something?
Ok thats pretty much it, as its 6 in the morning, but the changes outlined here should not take more than a day to put in, a few of them at least.
Page 1 of 1