Smuggler Archive

Thread: Pistoleer vs. Carbineer

Tarak-Cala
Wed May 25, 2005 5:57 pm
#1

Here is my story, was Master pistoleer , feign death line, pistols BH line pre-CU. Tried out BH , and I have no love for it post-CU like I thought I would.


Carbines is the only profession I seem to like besides smuggler, but whats up with pistols now? What is the smugglers choice weapon?

I know carbineer-smuggler is a little unordinary , but I seem to like that much more than BH.......





Colonel Tarak Zola
Master Doctor
Storm Squadron Pilot
DigiDante
Wed May 25, 2005 6:04 pm
#2

I love carbines but they, like alot of combat profs, are redundant. I find that the ranged KD, a snare, and legshot are good combos. But adding in a root is a great compliment for carb. KD em from 50m then room em n have then never get near you.



Selusa Secundus - Elder Smuggler - September 2003.
Sheeana Secundus - Respec Jedi - Elder Carbineer @ heart.
Raylonis Del'Rathin - Elder Chef, Dancer - Retired / Canceled July 2005.
Leader of the fallen Guild, Veil of Silence.

Without the past, the future would never happen.
Believes in a better future for SWG.
Everytime a Rollback or Additional server thread is spawned SOE murders a kitten. Please... think of the kittens and stop this erradication.
Tarak-Cala
Wed May 25, 2005 6:13 pm
#3






DigiDante wrote:
I love carbines but they, like alot of combat profs, are redundant. I find that the ranged KD, a snare, and legshot are good combos. But adding in a root is a great compliment for carb. KD em from 50m then room em n have then never get near you.




muwhahah like the way ya think. The distance is definitly a biiig plus now post-CU, but what pistols are you guys using ??



Colonel Tarak Zola
Master Doctor
Storm Squadron Pilot
Indy106
Wed May 25, 2005 6:25 pm
#4

Im M Smuggler M Carbines...I really like the combo, but I dont PVP very often. I like that Carbines adds another type of armor for my toon. Instead of overdoing the recon armor I also get battle. Just a thought!


Axe-Do Gibet
Master Smuggler
CoreTech
Tarak-Cala
Wed May 25, 2005 6:34 pm
#5

Recon is my favorite armor, the stormy recon is just bad-arse........



Colonel Tarak Zola
Master Doctor
Storm Squadron Pilot
Xoreshear
Wed May 25, 2005 9:18 pm
#6




Carb x41x will give you plus 50 general ranged accuracy,improved leg shot, improved crippling shot and charge shot(KD). Charge shot will land more and hit harder with the added accuracy. You end up with a total plus 65 carb accuracy from doing this which is all you need.


I did this with my alt, then picked up Smuggler to use the KD, snare and hard hitting leg shot with my pistol to level Smuggler. Not to mention you get concussion shot, and if it gets "fixed" you won't be left out in the cold with the improved crippling shot to use. You get crippling shot as early as the first box in the second line. The fourth box with improved is nice though because it has the creature at a near crawl.


The line that gives you fan shot and stopping shot in pistoleer gives no accuracy. You have to get that from the second line which would give burst shot and disarming shot. Personally I like carbs better for the reasons I have out lined. Smuggler has low blow, and panic shot to slow attacks. That's only five boxes for a special that hits harder than head shot, cycles well, a KD, a first class snare, and 50 to general accuracy.


If you are into group PvP though, fan shot definitely has its place.


EDIT:

Thought I'd add this for reference. My CL 27 alt has the carb skills I outlined and just novice smuggler. She hits for 612 vs an even con mob using an unsliced DH 17 pistol.(They are CL 22)The KD with the pistol does around 451. Her leg shot hits for 734 after a KD. Usually I improved leg shot, charge shot, improved leg shot, improved crippling shot then kite. Or I can just Concussion shot and grind them down out of range if they are straight melee mobs. Her damage will jump when I can use a CL 30 weapon, which isn't that long.

Naturally the EE3 carb would hit harder and give no pistol xp which I need for Smuggler.


Message Edited by Xoreshear on 05-26-2005 02:09 AM



Zashar Shasp
Naval Pilot of the Imperial Inquisition
"Eradicating blind romantics stewed in tripe anywhere they are found."
Xoreshear
Thu May 26, 2005 1:31 am
#7

Keep a rifle on you that doesn't require a cert too. It will shock some folks when they are sure they have you OOR and you equip that rifle and start popping off leg shots, or whatever happens to be your best special.



Zashar Shasp
Naval Pilot of the Imperial Inquisition
"Eradicating blind romantics stewed in tripe anywhere they are found."
EnderUK
Thu May 26, 2005 3:08 am
#8


Master Smuggler (crowd control), Master Rifles(damage), Pistols 0004 and Commando 3000 (range defence and some nades when they fix the timer) With this template and the 2 ranged arms I can kite all day and against most ranged proffession stand 80m away usualy stops them firing backat you If I get rooted close in I just fiegn till the root wears off, hay I'm a smuggler not meant to play fair. I love this template, the it's biased to ranged defence hittign around 375 with all my gear and food but melee hardly ever gets close enough to do enough damage that a stim won't heal or a fiegn. That goes against Jedi as well. The only probablem with this template is when numbers in battle stack up, you can only control maybe one or two targets at a time and your have limited kentic damage. Oh and at 76m+ you can pick off turrets without fear, that's why I'm rifleman.


For all out crowd control I'd go Master Smuggler, Master Commando, Pistols 4404. The defence and damageisn't as great but the area attack with commando weapons you can control a few people. At 50-64m range use the rocket luncher with either concussion shot on a single target or fan shot on multiple targets and watch them fall down. The acid stream luncher is good for 65m roots on multiple targets within a 10m radius of the attacked target. Can stop a charge before it begins. The flame throw along with concussion shot can stop a whole melee charge in it's tracks. The only draw back with this template, or so I find, is that you have to get into pistol range to cause damage and usualy at that range proffessions will be able to hit harder than you becasue they have harder hitting specials, weaponary or both It's a crowd control template not a damage one so bring friends. I'd probably of stuck to this template if they had fixed the damage onAoE or showed an incline to do so, or if there was a 65m weapon that did damage.



I too use to have a fancy sig, then it got pwned - Kenney Ender
guessit
Thu May 26, 2005 5:38 am
#9



Im going to be an opinionated ass here, but thats just me;


I dont consider any templatevalid unless it has CM4000 or at least some kinda healing added in. This was learned at the pain of being grouped with everyone else trying to find the "perfect cokwaver" template (i do more dmg thanjoo!)and one doc in the group... who was off fondeling himself somewhere away from the group.


No matter how kewl our dmg was, one fact was clear; we were dying because everyone wanted dmg and no one wanted to do support.


If you want to combat in pve or pvp, you need to have enough medical background to hold your own. I have doubts about anyone claiming to have some uber luck with X template.... when they have no medical skill to cover their ass; a quick walk through some CL60's will have the individual with shoddy med skills laying on their back, especially in caves.


If they are that gimped for pve, then i predict their success in pvp will only be dependant on a couple "ifs"; if they are way outside anyone elses range, and if their enemy is not clever enough to break LOS (easiest thing to do is break LOS at65+m)Considering thatBH/RM is about the only complete non-broken template out there, I wouldnt get too comfortable with the notion that you can remain out of their range.


Eventually, every non-jediswinging schlong in the universe will be running around with two +10 range cyber arms. So even though today you might have 55 range on that pistol, tomorrow that wont matter.


Anyhow, back to the notion of carbineer/smuggler... because of the necessity of medical skills, you have to do a dabbler temp of either carb or smug. In either case, yourcombined general and carbine speed is 60 or lower. If the dmg is 600 something, well, you're hurting bigtime.


Im sure there is no shortage of old blood BH/pistoleers that can top out 1300+ dmg with their pistols... so... hehe obviously I dont want to be any slower.


Maybe its just me being skeptical and depending on numbers too much; if you can get it to work for you, I am really happy for you. To date, I havent gotten any smuggler template that I would be proud to call mine own since half the specials are broke, and the other half well... dont have any "money shots." (anytime high dmg specials)


My point possibly would be this; once you take the route of being a smuggler, dont expect to be uber dmg mr king of solo pvp. Carb/Smug/CM would be a simply awesome... "stay at mid range, chuck heals, roots, and kd." support class... and considering that isone thingthat is most rare (good support templates), you would probably be pretty welcome... just dont be expecting to get big dmg in.
















Message Edited by guessit on 05-26-2005 05:41 AM



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Nicolas_Frost
Thu May 26, 2005 12:35 pm
#10

My template is Master Smuggler/Pistoleer plus 4040 Carbineer. GIves me good attacks, all but Rate of Fire mitigation for Battle armor, and the General Ranged mods in Smuggler makes you decent with your Carbines at that level.



Jaecob Maragi
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CapnKate
Thu May 26, 2005 12:56 pm
#11

Just pick a gun you like and use it, simple as that.

we're a pistol/unarmed prof by re-req and skill-based certs, but the profession is set up to compliment pretty much any ranged weapon you want to pick up. The skillmods are pretty much General Ranged mods, so you'll get something out of smuggler for basically any gun you care to pick up, and still manage to be pretty decent with a pistol. I'm MSmuggler/MCM/0040Commando, and it works real nice(AOE from the flamer for added CC ability when needed, and the rooting is great for getting poisons applied safely while solo). I can shoot my pistol(with a mod DPS of something like 450-ish on my 300-ish pistols, i think), and stacked with the commando mods, i can sling my flamer pretty fast(almost faster than a pistol, in fact-- though it's not a Plasma, so my damage is better on the Master-level pistols). I've also tried Pistoleer and Carbineer on TC back during CU testing, and they were both very viable. Though i found I wasn't getting much out of Master Pistoleer that I wasn't getting out of 4 in the speed and 4 in the accuracy lines, and better def and armor with TKM. If you're going pistol, as a result, i highly recommend Smuggler/TKM/Speed and Acc Pistol lines. I can't speak for carbs on that score-- but I know Smuggler works equally well with carbs as it does pistols.



------------------

Smuggler: We Diggs the Tiggs


Kaytlin Mainwaring, Starsider - Smuggler/CM/Commando/Rebel Pilot
Kaitlin Mainwaring, Kettemoor - Master Smuggler/Master Shipwright/Rebel Ace
--Former SpaceBeta1 Master Tester
DigiDante
Thu May 26, 2005 2:52 pm
#12



guessit wrote:
Im going to be an opinionated ass here, but thats just me;
I dont consider any templatevalid unless it has CM4000 or at least some kinda healing added in.




I agree. Sheeana has 4000 CM and Selusa is a Master CM



Selusa Secundus - Elder Smuggler - September 2003.
Sheeana Secundus - Respec Jedi - Elder Carbineer @ heart.
Raylonis Del'Rathin - Elder Chef, Dancer - Retired / Canceled July 2005.
Leader of the fallen Guild, Veil of Silence.

Without the past, the future would never happen.
Believes in a better future for SWG.
Everytime a Rollback or Additional server thread is spawned SOE murders a kitten. Please... think of the kittens and stop this erradication.
Tarak-Cala
Thu May 26, 2005 4:23 pm
#13








My point possibly would be this; once you take the route of being a smuggler, dont expect to be uber dmg mr king of solo pvp. Carb/Smug/CM would be a simply awesome... "stay at mid range, chuck heals, roots, and kd." support class... and considering that isone thingthat is most rare (good support templates), you would probably be pretty welcome... just dont be expecting to get big dmg in.






My friend you have me confused withthe "I win button crowd" hehe. The reason I like smuggler so much , is the content it can add . Plus its the ONLY prof in game allowing players to craft/combat without a massive skill point dump. Smuggler has some sweet actions , and carbineer is a nice dmg dealer with improved leg shot.


For the people who are convinced that theonly way to go is some kind of CM or DOC temp, dont lay your money on that yet. Nerf coming soon, and the fact you will give up any dmg dealing and have a CL 65-72 will suck more than you know. You will take a tremendous hit on the accuracy and defense mods that will just make you have to heal yourself more and shoot less cause your unable to dmg any high level mobs.


Brings me to my next point. Spices and faction points are great money makers. I happen to have a second account that will be a master carbineer, master artisan , and master merchant. My main toon is for fun only , and PvP "en mass". Dueling as a smuggler is quite fun , and the e11 mark 2 is a dandy Little trouble maker. Fact is , I just have fun with carbs and smuggler, and I just have to learn how to fight with that temp.


I will miss the pre-CU dabbler template, with smuggler , BH and master pistoleer. God those days were fun when I was a decent pvp template and a base/turret nightmare. The base raids are always fun , and smugglers can still have an impact there as well.


Just my thoughts . BTW , my original question is WHAT PISTOLS ARE YOU USING NOW AAARRRGGGG??????????????????????????????????????????????????? lol




















Colonel Tarak Zola
Master Doctor
Storm Squadron Pilot
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