Smuggler Archive
Thread: Smuggler + Pistols + TKA.... viable? penalty of combining ranged and melee classes?
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Mac5000
Sat Jul 30, 2005 1:21 pm
#1
Smuggler is the only profession that gets both pistol and unarmed mods/exp. That bridges the link between the whole thing about the CU where melee and ranged prof mods do not stack. So here is my question, if you were to go Master Smuggler, Master TKA, and 2 lines of pistoleer... what would that do for your defense and accuracy mods? Would there still be a penalty for combining melee and ranged professions? Any input? Which branches of Pistoleer would be best to take? Thanks in advance!
JaekeW
Sat Jul 30, 2005 1:31 pm
#2
I've played around with this one. The defenses are good. But the ability to do actual damage is lacking. That and it's tough to get the best use of of TKM when you can't activate CoB while holding a pistol.
Mac5000
Sat Jul 30, 2005 1:33 pm
#3
What if you were to create a macro that unequips your pistol, re-activates CoB, and then re-equips your pistol....? Any other problems? How bad is the damage lacking?
Vrond
Sat Jul 30, 2005 1:59 pm
#5
I did TKM smuggler for awhile it worked ok you do need a good macro to switch out your pistol.
What you need to do is control the range of the combat like any other smuggler mix to win so your at your best range your lower damage out put wont matter as much if your not getting hit. ![]()
Wraith-X
Sun Jul 31, 2005 5:30 am
#6
Its pretty doable but you have to be more than competent to pull it off.
One on one in PVE you'll want to keep things at range as long as you can hold them off... however you do NOT have to worry too much about keeping your action up. Once your action goes down, drop that pistol and trigger that COB and swap your default attack to unarmed hit. Watch as your action fairly zooms back to full, hit the mez and move back to ranged kiting. This combo should allow soloing of various melee beasties up to level 84 once you get used to it.
If you have any lag of any kind, ever, don't make a macro that drops your pistol AND does COB. Put your pistol on your toolbar and have a seperate macro that does
/follow yourname
/center
/pause (whatever it is... 30 for improved?)
/set alarm.... (Don't remember the exact syntax but set an alarm to go off instantly.)
This way you can more easily swap your weapon out and KNOW that its not going to fail cause you'll be paying attention rather than hoping your macro doesn't bug up.
If the soft part of your template is pistols I'd go either 4004 or 0404 (Usually 0404 for the luscious mods and stopping shot)
If the soft part of your template is smuggler you can sort of take your pick of why you wanted smuggler in the first place. Personally if I was going to bother shooting myself in the leg... I'd just as soon go ahead and shoot myself in the face by going Master Smuggler. But thats me.
If the soft part of your template is TK, well you might as well go 4100 and grab Novice Commando. Yes, not wearing armor is super cool, but with 0440 (the most TK innate armor you can get without mastering) you don't get enough armor to justify the SP expense. Novice Commando is pretty darn good just from a stat boost point of view... but it also allows you to grab a Launcher Pistol and mez large groups who'd be within your normal shooting range anyway.
Anyway if you are a smart player this can be a very fun template to play (Particularly Master Smuggler/Master TK/Pistols 0404) as you look cool and can be shockingly effective in PVE either solo or in a group. These template have zero healing other than Ruby + Stims though so you won't likely be competetive in PVP, nor will you be able to solo the uber content as a Doc/TK/Sword dabbler would be able to.
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