Smuggler Archive
Thread: Old Smuggler seeking advice...
- Template questions: Pre-CU, I was really into a MSmugg/MPistols general setup. I liked it as it seemed to mesh quite well, both for concept and effectiveness. I was wondering, considering some of the new changes and such, is this still an effective build (not looking for some sort of ub3r 1337 build, just something that I can solo a cl80+ or two with)?
- Going along with the first question, what are some relatively effective builds that you would recommend?
- Spices: I remember pixie and muon being all the rage while I was playing back in the day, but I've heard that spices have totally been changed because of the CU and such. I was just wondering if these two were still particularly hot sellers? Also, have other spices been made more 'useful', per se (as I've said, muon and pixie were the big, and often only, sellers back when I played...just wondering if some of our other 'stock' has been given a boost in usefulness)?
- I know I'll probably kick myself for this, as it's probably been answered somewhere else already, but what are some of the new basic tools (IE equivalents to molec. clamps, etc.) and is there anything I should know about how the new slicing system works (aside from how new, loot-only components are required and how slices can be selectable)? Or could someone simply point me to a nifty new slicing guide?
That's all I can think of at the moment (although I'm sure more questions will arise once I'm actually down and start playing again). Thanks for any and all help; glad to be back amongst my smuggler brethren once again! ![]()
ok, without makeing this a long tirade I'll give a coupple off pointers:
-The template part: Wheather you combine Smuggler with pistoleer, carbines or rifles all comes down to your prefered combat style as pistols have only 35m range, carbines 50 and rifles 64m. Commando is good and some even goes BH along with Smuggler. Doing TKM no longer works that good as you can't do ranged specials with a melee weapon and vice versa...If you liked the pistols, stick to it! All I would actually recommend you is to pick up at least medic 0-0-2-0 as healing abilities is the one trick that will make you last against 2 cl 80.
The new spice favorite is Booster blue, pixies are not that much used anymore. Spices are also more used now as downer time is reduced and booster blue for one lasts for 15 min
Slice system is kinda intricate as you need 9 different tools and there are 7 different slices that have 3-4 steps each. On this subject I want to just point to one off the guides on top off the page. It is already explained there.
A tip for the future, if you are not master pilot, start working on it.....
AS far as templates go, I'm a Master Smuggler/Master Bounty Hunter and it works good for me so far. I can slice my own weapons and I always have BH missions to keep me busy.
Message Edited by funkdoc79 on 09-27-2005 10:11 AM
I've been eyeing a Mcarbs/ Msmuggler template myself if we ever do get smuggler missions and get hunted by BH's. Template I was thinking is Master Smuggler / Master Carbs / Pistols 0003 / medic 0200.
With that you would have all the smuggler stuff, two snares, two damage cone shots, good damage specials like Legshot for single targets, a root, and the ability to use the Nym's slugthrower to it's full potential. I've heard the slugthrower is just plain wicked in PvP with it's high elemental (which means high minimum damage, good against high defenses) and kinetic damage. You'd also get bacta toss so you could use bacta toss enhancers, and battle armor cert, which is far better to have on when that BH comes after you trying to decide which gun he wants to use.
Until then though, I'm sticking with my Msmuggler / MBH template since it's so easy to get slice comps and good loots from NPC missions.