Smuggler Archive

Thread: Second Profession to compliment Smuggler?

DarthKthuolhu
Thu Feb 03, 2005 2:04 pm
#1

I am wondering what some of you other Smugglers in here do in your off time; when you're not being a Smuggler?

In other words; what other Professions do you find that compliment your choice as a Smuggler the best; yet also make your Character more usful to others when you find that your smuggling skills are not needed? I have been considering trying to Master the Marksman on the side.. after all; a Smuggler has to know how to shoot back at those chasing him right? Then top that off with a little bit of Rifleman training, try out being a Sniper.

Some friends have told me that I should looking into filling the first Tier of Medic and Scout to go with Smuggler as well. What use would these be to a Smuggler though?

Keep in mind I am still fairly new to SWG here and am still trying to understand the uses of all the profesions and their skills... and that I come from a role-playing environment and like to tailor my characters skills based on the "Character" and who they are; but also keep them useful in most situations instead of someone who is going to be sitting out on the side lines waiting for the fight to end before they can be of any use.

I have learned so far; that as far as the Professions and their skills go, SWG's is somewhat complex with the choices it offers.
CorellianCowboy
Thu Feb 03, 2005 2:08 pm
#2

I'm a Master Smuggler, Master Pistoleer, and Teras Kasi Master.

Want to know how well these compliment Smuggler? I'm great in PvE, good in PvP, and have 14 million credits in the bank. 'Nuff said.



Col. Dusty Duneroller
Pilot and Gunrunner for the Alliance
Zandergeef
Thu Feb 03, 2005 2:10 pm
#3

Pistoleer is a popular choice. Some people do the triple master and get Master smuggler, master pistoleer, and master teri kasi.


You can do basically whatever you want though. Novice medic and stim b's are a huge help. Scouting can be nice to make extra cashby selling hide torich chefs and armorsmiths... if you are a pure fighter scout may not be for you unless you want to get some of the stuff for BH.


Try things out and then pick what you want. I know some people who do commando 0040 for the flame thrower to go along with some pistoleer and master smuggler. There are a lot of choices and no right answer.



Tieler Durden -- Elder Smuggler(retired)
Geef Durden -- Elder Weaponsmith(retired)
Vendor in Twilights End (-2982 5253 Naboo) or at least they used to be

davelope
Thu Feb 03, 2005 2:20 pm
#4

I think to trully complement master smuggler with another profession, u/we should make use of that greatDirty Fighting tree. so it's gotta use pistols.


and since there's not enough skill points to make master bounty hunter, it's either the triple master tka/pistoleer/smuggler or master commando/master smuggler with 0003 pistoleer.


I guess when I think of how to add to master smuggler, i don't like knowing I'm not usingall those marksman/pistol& brawler/unarmed points, so i dont' think about crafting/medic in the long term.


But you can always add either master armorsmith or weaponsmith to master smuggler(which im sure would be great making money), although you'll be left with a measly 37 points that'll be hard to spend in a meaningful manner...maybe on some merchant?





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*Officially hijacked Davelopes Account*

Shrendyc
Thu Feb 03, 2005 2:25 pm
#5

My build was unusual for a Master - I was a Master Smuggler, Master Medic, Doctor 0003, Pistoleer 0004. What was nice about this was being able to make my own (rather good, I must admit) stims and be able to sell them for decent money. And with the upcoming CURB, I see this as a viable thing to do again. (Currently the level of buffs have all but destroyed the need for stims except very rarely so they don't sell as well as they used to.


Since I dropped Master Smuggler and have taken myself down to 1140 in smuggler, I have mastered the Pistoleer profession which makes me much much much more effective in combat, and has given me 2 more points to eventually get to Doctor 0004 for even better med making.


But like was stated above, you need to find what interests you and go for it. Don't be afraid to experiment, you might find a combo that, although might be deemed eccentric, you really like.


Best of Luck!



"Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction. "
JorahBelwynn
Thu Feb 03, 2005 2:31 pm
#6

Psssst.......

Here is a post about professions that work well with Smugglers

http://forums.station.sony.com/swg/board/message?board.id=smuggler&message.id=58549

Please read the stickies. For every question that is asked in the stickies, a Chupa dies. Please think of the Chupas.



_________________________________________________
Jorah Belwynn wPurveyor of Illegal Goods and Servicesw Naritus
Iasmee Neri wHired Gunw Ahazi
"Ask me about the catcy motto for my sig contest."
Orew
Thu Feb 03, 2005 2:33 pm
#7

I would suggest master pistoleer. Probably the ranged speed boxes (force combat) and melee and rangeddefenses (reflexes).

Dabble as much and you can in TK for meditate and protections.

I also found useful a few scouting skills - for terrain negotiation and creature harvesting.




Mr. Smedley's immortal words:
There are long threads that I've started myself on our forums, but we have community representatives that are answering questions diligently on our forums already, and I'm very involved in what's being said.

Mr. Smedley's user statistics when the above statement was made:
Date Registered 05-03-2005 02:11 PM
Total Posts 1
Daturaze
Thu Feb 03, 2005 2:34 pm
#8






JorahBelwynn wrote:

Please read the stickies. For every question that is asked in the stickies, a Chupa dies. Please think of the Chupas.




ROTFL!


Let's see how long it takes before we have a thread dedicated to dead Chupas!





NickHeel
Thu Feb 03, 2005 2:38 pm
#9

I don't know why more people aren't doing Master Smuggler, Master Pistoleer, Fencer 4440, with 2 skill points left over that you can use with Ranged Support 1 in Marksman or 2 boxes of Ranged Defense in the FS Reflex tree.


With that above, I get better defenses than a TKM (except Def vs Stun and Melee Mitigation 3)...


and...not to mention the sweet "Swashbuckler" title




THE LEGENDARY CAPTAIN N'JOH SONIK OF ORD MANTELL
Independent Smuggler N Pilot of the Famous Sonik Rogue N Forever, The Most Legendary and Greatest Smuggler on Tarquinas
Thochkored
Thu Feb 03, 2005 2:46 pm
#10






NickHeel wrote:

I don't know why more people aren't doing Master Smuggler, Master Pistoleer, Fencer 4440, with 2 skill points left over that you can use with Ranged Support 1 in Marksman or 2 boxes of Ranged Defense in the FS Reflex tree.


With that above, I get better defenses than a TKM (except Def vs Stun and Melee Mitigation 3)...


and...not to mention the sweet "Swashbuckler" title






I have been tempted by that ever since we got the pirate logo. I'm Maste Smugg, Master Pistols and will soon be 3 trees of Flamethrower in Commando. I like it. Pistoleer seems natural. If you are thinking about going Riffles I wouldn't even bother Mastering Marksman and save your skill points to get more Riffleman boxes.




Ackaak Adack
Bloodfin
"Wars not make one great."

Davian Shaw
Bloodfin
"You came in that thing?"
DarthKthuolhu
Fri Feb 04, 2005 12:50 am
#11

Thanks guys; just as I thought... a lot to consider, heheh .. Pistoleer is oe of the other ones I had been considering and it seems a few of you liek that one. Thanks for all the info.
Asterz
Fri Feb 04, 2005 3:26 am
#12

Smuggler/Commando/Marksman and some FS Skills


Lets you take on most high end mobs (DOT's arent affected by resists so flame throwers are always a viable high dmg weapon) because you can feign death and flame death, still make money with Smuggler and have some points to spare on FS skills which are easilly grinded if you use 'nades.


As a M Smuggler/M Commando I can stoll through the vette missions on my loansome for example and loot what I like or the Geo Cave easy peasy. Whenever im in trouble drop the DOT's, feign death and wait out my HAM to regen.


The problems with the above template boils down to one important thing. You have sweet FA in the way of defences so clever playing, tapes and other tactics are essential.


Even a Rifleman cant out dmg a Commando that knows what they are doing although they wont get loot rights (DOT's dont add to loot rights) so its a very good suporting role forgroup/guild huntsand allright for soloing most stuff.


I have kept the above template for over 18 months and love it.


I suppose it might be good if you were in a PVP guild war and had back up too as you could do both parts of the base destruction bit but I have little experience of that so dont quote me on the last bit.




:: Rael-Na :: Chimaera ::
:: Haven Island ::
Master Smuggler / Master Commando
No_joy
Fri Feb 04, 2005 4:17 am
#13

Master Smuggler/Master Armorsmith-or- Master Weaponsmith.

You can get a nasty krayt dl-44 cheap or pre nerf / gorax FWG. Money will be no object anyway.

Its a build that forces use of the Smuggler moves for defense as intended.

For combat you would wanna be something else anyway since it has no mind moves and only one combat tree, albeit a fantastic one, its still a point sink for no reward if you master and wanna be a combatant.

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