Smuggler Archive
Thread: Question for Triple Masters on FS Skilltree
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Eposh
Thu Jun 10, 2004 4:32 pm
#1
Assuming that this skill tree is accurate in any way: http://swgexplorer.dras.us/tc9/menu.htm
What FS skills would you pick up with those extra 3 skills points you have? Both Persuasion and Jedi's Luck from the Heightened Senses branch sound pretty fun and would seem to fit Smuggler from a RP aspect, but I have no idea what they do or would affect. Additional Ranged Defense from the Enhanced Reflexes would be handy for PvP.
KaiRan
Thu Jun 10, 2004 5:54 pm
#2
Depends... I am not sure, but recall reading that the FS skills were non-droppable, yes?
I'd want to know exactly what Luck is before I make any decision, but depending on luck's potency, and on how much time I spend in space after JtLS, Vehicle Control 3, Ranged Speed 3, and Luck 3 all hold my attention, not neccissarily in that order.
ForumBrdr091870
Thu Jun 10, 2004 6:27 pm
#3
i'll be going for those 3 points in ranged defense. got enough melee with TKM, but i get torn up at ranged. (not the 3 master now, but i was. working my way back to it
)
Iniaes
Fri Jun 11, 2004 4:52 am
#4
Reading some of the abilities granted, it makes me want to weep. There's more than a few that we suggested for ourselves as possible bonuses.
Persuasion 1 - Allows you to appear as the same faction as whoever you're talking to. So, this lets you trade with any faction? Or just NPCs? I think I'd pick this up just to do all the Imperial quests I've been missing out on.
Jedi Luck - No idea what this will do. How did we describe Smuggler's Luck? I'm sure it will work exactly the same. 
Vehicle Control - Another bonus we asked for. Not that I would take this one, but I've always been of the opinion that if they make it so we really are space-based, they need to give this kind of bonus to Smugglers who don't purchase JTL.
As for the rest, it depends on how the combat balance goes. If they actually make Pistoleer worthwhile again, I'd be happy to drop most of TK and get a bunch of the ranged speed / accuracy mods.
It's also possible one or more of the crafting tree mods will affect slicing (eventually).
Xarche
Fri Jun 11, 2004 6:16 am
#5
Keep in mind, once you get 24 skill boxes (6 complete 4 box trees) in FS, your character can move towards jedi. Since the FS boxes are not droppable, if you plan on making your toon the jedi, you might want to reconsider the choice of non-jedi FS boxes. For example, taking Ranged Accuracy is meaningless if your character is moving towards jedi.
CheeseWeasel
Fri Jun 11, 2004 7:51 am
#7
As soon as this game turns into an all-player FS orgy-fest, I'm quitting and becoming a trappist monk. Why do we ALL have to have FS powers, it's just pandering to the people who want to be the UBERest, and dumps on those of us who want to play the game as it is. (Well, OK, maybe FIXED, but as it is, kinda...)
DRWolfe
Fri Jun 11, 2004 9:08 am
#8
Personally, I do want a Jedi character. I had three old PnP characters I wanted to re-create in SWG. A Smuggler, a Bounty Hunter (which will end up not actually being a BH in SWG, but that's ok), and a Jedi.
I never wanted my smuggler to be Force Sensitive, but they are making the mains have to become the Jedi rather than the seconds. So, I will be making the Smuggler Force Sensitive, taking the FS skills most beneficial to him as a Smuggler, and doing the whole thing over again to make the second into the Jedi it's supposed to be.
It would have been nice if the quests to gain a Jedi character were investigation-type quests that led to the discovery of a hidden Jedi, which would then become your second, Jedi, character. This was a great suggestion back when the Devs asked, but alas, it's not to be.
EDIT: Unfortunately, in the process I will have to surrender some of my Triple Mastery skills, which is why I have not completed my Triple Mastery. The skills I have remaining in TK are slated for surrender (along with others in that skill set) should the system require it, as it seems it will.
I never wanted my smuggler to be Force Sensitive, but they are making the mains have to become the Jedi rather than the seconds. So, I will be making the Smuggler Force Sensitive, taking the FS skills most beneficial to him as a Smuggler, and doing the whole thing over again to make the second into the Jedi it's supposed to be.
It would have been nice if the quests to gain a Jedi character were investigation-type quests that led to the discovery of a hidden Jedi, which would then become your second, Jedi, character. This was a great suggestion back when the Devs asked, but alas, it's not to be.
EDIT: Unfortunately, in the process I will have to surrender some of my Triple Mastery skills, which is why I have not completed my Triple Mastery. The skills I have remaining in TK are slated for surrender (along with others in that skill set) should the system require it, as it seems it will.
Message Edited by DRWolfe on 06-11-2004 12:10 PM
00over0
Fri Jun 11, 2004 9:53 am
#9
I'd go for ranged defense.
As for whether I'd want a Jedi character or not, most definitely. But I'd only want one--I can create other non-Jedi characters on other servers, so I really don't see a problem with that.
KaiRan
Fri Jun 11, 2004 11:37 am
#10
I'm hoping the new system will get us closer to the RIS armor model- Jedi should be like RIS armor: Very few people have some,only a rare handful have the whole set. The quests should be tough and require amazingly rare feats and/or equally rare spawns/drops to complete.
Now, as to the poteneial prolification of FS characters:
I have always secretly held the idea that Han himself had some small connection to the Force. Perhaps I'm a "Star Wars Fundamentalist" on this subject, focusing my beliefs on a re-interpritation of a single line found in canon: "In my experience, there is no such thing as luck." I've often entertained the idea that this statement from a wizened old Jedi had more meaning than the surface "luck" vrs. fate (or "Will of the Force"). In my mind, perhaps Obi-Wan's comment can be attributed to an experiance ofa universe in which it was a connection to the Force, not chance or good luck,through which individuals guided themselves to "good fortune."
In the films, Anikin was not a "lucky" human pod-racer, he had a latient connection the the force that guided his hand, a guidingfeeling that was entirely subliminal, just below the level of normal human perception. Admitedly, he represents an extreme example, a being with the highest ever rated Force Potential in his time.Han's luck at gambling, be it at a Sabacc table with the papers to a YT-1300 in the potor pilotingthat YT-1300 through an impassable asteroid field, is no diferent to me than Anikin's luck in Pod Racing, or Ani's kuck in the destruction of the Droid Controll Ship (did that honestly look like skill to you?). Admitedly, any connection Han had to the Will of the Force that guided his gut to make the right moves, at the right times, would be infinitesimaly smaller than Anikin's ability to pilot a Podwith inhuman agility. Regardless, I simply entertain this thought that Han's amazing "luck" is simply a latent Force Sensitivity, operating at a far smaller scale, with a far smaller potential.
That all being said... I see this possibility ofwidespread FS charactersas little more thana way for some of us to catch a touchofHan's "Smuggler's Luck".
Iniaes
Fri Jun 11, 2004 2:08 pm
#11
Xarche wrote:
Since the FS boxes are not droppable
Can you point me to where the devs said this? Not that I don't believe you, but I'd like to see their reasoning behind such a stupid idea.
I'd always planned on unlocking char #2 then moving my main back to triple master. If that's not possible, I'm not sure I'll even bother with it.
Karamak
Fri Jun 11, 2004 3:30 pm
#12
"I'm quitting and becoming a trappist monk."
Doing it for the Ales?
Karamak
Akkori
Fri Jun 11, 2004 4:00 pm
#13
I'm waiting for the fabld combat balance to appear before I make any decisions about the FS skills. I think combat will be pretty different afterwards, an will probably require you to re-evaluate your decision.
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