Smuggler Archive
Thread: is this a viable profession any longer?
Well, IF you think aSmuggler should actually SMUGGLE then it has NEVER been a "viable profesion"...and it isn't ever likely to be one if track-record is any indication.
So I guess it all comes down to what you think a Smuggler should actually DO for a profession, clearly we don't smuggle squat.
You get out of it what you put into it. Problem is, a lot of us have been putting so much into it that we'd like a little help from the Devs. After awhile, you just get so tired.
But, on the upside, will a lot of people getting discouraged with it, you can make a name for yourself in the underworld. Keep an eye out for Smugglers with Simple toolkits to sell or give away is my advice.
Define "Viable"
Personally, I still have fun playing -- which is why I'm not joining everyone on CoH. IMHO, Smuggler has some great combat specials now, a better (compared to what we had) slicing system, and 3.7 tons of unfulfilled promises. Not ideal, but better than swinging a glow-bat.
You'll still find me around for a while.
2) Have ammased a wealth of rare collectables and high-powered gear in that time, plus liquid assets in the tens of millions. All liquid assets are post-CU: I bought a bunch of stuff right before and after CU went live.
3) *ALL* assets were obtained either directly through this profession's mechanics (slicing/spicing/fp brokering) or indirectly as "payment" for RP smuggling. Some bought through monies made as a smuggler, some obtained through "bartering" for services.
4) Since the CU, my M Smuggler / M Pistoleer template has been very ussefull at gaining loot from lower-upper level MOBs (lvl 78-83), but I rarely hunt. Pre-CU I spent a mere quarter of my total time logged in actually fighting/looting.
5) All assets have been gained not bu "price gouging" or undercutting, but through careful, patient work. Reasonable prices and trustworthyness are the cornerstones to a long-term sucess in any business.
Does this match your definition of "viable"? Or are you more interested in the direct combat approach? If so, no, we do not excell as fighters, or at least, do not have the simple combos that result in sure-fire wins as other combat-specific professions might. That doesn't mean we arent effective, just require a greater attention to tactics and subelty, two elements I find to be quite "smugglery", IMO.
Smuggler Mastery is an uphill battle. It keeps our numbers realistic, and our members among the most dedicated and fun-loving bunch of scum and villans in the galaxy, to paraphrase Obi. In introspection, I suppose it is our very difficulties that keep the "FotM-ers" and "Respec-ers" from sticking around long enough to actually ruin us in the long term.
Sure we get our flood of quick-money 1337s when ever TC + blue frogs test a fix to our prof, but it always subsides. And the nerfs and broken promises are a plague-like affliction on this profession like few others have experienced, but lets not forget the comradery that surviving these trials has created! (pie, anyone?)
But then, boiled down, perhaps my original post is still the most efficent. Is this a viable profession any longer? Yes, it is.
Message Edited by KaiRan on 07-22-2005 01:54 PM
Smuggler is not for everyone everywhere. I honestly prefered the old system of slicing to the new one.
I have 2 or 3 other character I rotate between when I get bored or discouraged I try them. My advice is step away for a bit, don't drop smug quite yet (hang in there) and come back at a later time. You obviously put some time and work in so don't throw it away.
Uhura E.
Bloodfin
Master Smuggler original (non respec) since 4/04