Smuggler Archive
Thread: Need an opinion on a template
Master Smuggler
Pistoleer 0/1/4/4
Commando 0/0/4/0
Scout 2/0/1/0 (for harvesting Purposes)
I think w/ this I can do pretty good damage w/ all types of attacks except kinetic (ie...blast, heat, stun w/ the geo pistol) I had a TKM and would get my butt handed to me on most nightsisters and things like peko peko albatross (I know how embarassing beat up by a bird) anything really that had high kinetic resists. I just was thinking w/ this template it offers pretty good defense from the pistoleer line and w/ the Flamethrower and Launcher Pistol I get high damage flame and a good blast damage. Any better suggestions? I need at least 2/0/1/0 in scout though so I get something when I harvest hide and meat. Thanks for any suggestions you may have.
Master Smuggler
Pistoleer 0/3/4/4
commando 0/0/4/0
Novice Scout
Better?
That's why they make speederbikes and mounts silly bear!
Juzza - Flurry
If you've come across a Rancor that can outrun a speederbike, please tell me where so I can stay the hell away!
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Juzza - Flurry
I see and read about many smugglers with triple-masters (Smuggler, Pistoleer, TKA) and how they're really hot. My question is, how do you guys do without Novice Medic? Don't you ever miss grabbing a stimpack and healing?
I'm working on a new smuggler and really would like to come up with a good template. So any helpful advice would be welcome.
See the rancors dont exactly have to run far...one hit on your bike and you are walking...I don't have terrain negotiation, and I make up for it by hunting on Dant not Dath...Dath hills are painful without terrain negotiation.
Aladine wrote:Dath hills are painful without terrain negotiation
Thats what I'm saying is 2 boxes of pistol marksmanship gonna make THAT much difference or should I keep maskscent/terrain negotiaton?
As far as medic I had it when I mastered smuggler I was like 4/2/2/0. But I usually run 2 accounts and have my doctor near by since I use him to buff myself. I usually can run back to the outpost I'm hunting from and get a disease cured or poisonccured but as far as using stims if I need to heal up and am by myself its feign death hehe.
Before the doc, I wouldn't have considered dropping medic, but when I'm always buffed, I can afford to lose the stims. You heal fast, even if you forget to lose the armor. And, you don't kill yourself with specials so combat's a breeze.
I'm going TKM/Master Pistol/Master Smuggler... have all but the last and only need 1 box slice, 3 boxes spice to finish up. Might get that in the morning.
My only issue with the combination is that we don't have any effective tools for armored opponents. Our best pistol is AP1, our only hand-to-hand weapon is AP1. Decent monsters have (usually) serious kinetic resists, but I can usually find a pistol that at least gives me a fighting chance against the same monster.
Once I figure out how to effectively use some spices for a little pick-me-up, I'll try the high-end monsters again. Trying the Geonosian Cave solo was an exercise in futility.