Smuggler Archive
Thread: Rogue testing
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zazo
Mon May 02, 2005 7:50 am
#1
As a smuggler in the field i find it important to note a few things for my brothers here...some you may or may not already know
First the combat skill mods
It seems as though now even though prior to the CU smuggler had absolutly no combat mods I miss more now as a master smuggler master pistoleer with 4/0/4/0 commando than i did before as a triple master. (note I also have 4 FS ranged accuracy as well) and still miss more than I ever did.
Conclusion Combat skill mods either are not working or have been nerfed
Spice:
Muon and pixie seem much more benificial Muon giving a 20% increase to health and 20% to action and mind regain lasting for 15 mins with a 30 second downer
Pixie provides a much larger health gain with health regain, action regain 15 mins with 30 second downer
smugglers delight doesnt seem to change this downer /shrug
Foods:
as you may already know all foods have changed here are some that have changed drastically
brandy: now gives health boost and regain for about 9 mins same fill as before you can only take 1
Picata: actually the same as brandy but works better for longer ...go figure
vercupsi: relatively the same as before all things considared
eulander cloud: what ever that ranged defense drink gives +80 to ranged defense for same time as before but saw no real difference with it or without it.
steak: about the same as before but again didn't see much of a difference
blue milk: is now a boost to healing power
Healing:
I've been using stim b's without any medic seems to heal 188 dmg with a 60 second timer /shrug waste of time if im in combat but after it does help to heal me quicker for the next round
Groups:
you need em it is close to impossible to solo and now you get full xps and full credits while in a group so why solo when you can level faster in a group. In addition you need to killl mobs that are a higher level then you or you get 0 xps
thats just dumb imo /shrug
Pets:
Pets are back...combat droids and non CH pets can sometimes mean the difference between killing the agro, escape, or getting sent to the cloner
Buffs:
entertainer buffs give a 10% increase to xps and faction and take maybe a minute to get a 3 hour buff which is the cap
dox can buff 10% health and some action and mind regains which is nice
the best part about buffs is I can play without them really I don't have to spend 20 mins standing in line waiting to play a game I don't have a lot of time to play anyway.
Mob Attacks:
the agro will always seek out the highest damage dealer in the group good news for us ....bad news for riflemen. even though my modified dps was higher than my rifleman companion every time the agro went for him without fail...it seems to me that this makes the uber tank tkm that deals like nothing in dmg now will have quite a time tanking since the mob will seek out the highest damage dealer
Slicing:
is now the great equalizer...what? what do I mean? it seems that the quality of the weapon you buy now effects slicing inversly as in there seems to be a make believe cap on the DPS your weapon can do there for the lower quality weapon you get the greater effect a slice can have on it. I picked up some crap weapons and got some normal damage slices around 25% or so then picked up some uber krayt ones and got dmg slices of 3%
I did some figuring and it seems they all come out to relatively the same base DPS number thus whether you get a good damage or speed slice or a 0% slice it no longer matters since there seems to be a base DPS cap....why is this an equalizer well all weapons no matter what seems to go into them will have a top dps that it cant go over so buy crap weapons and hope for a good slice or buy good weapons and dont bother. armor same deal it seems encumb slice is obsolete as in my armor had no movement hinderence anyway yet at the same time I've sliced 10 full suites of armor with not one encumb slice lowest effect slice was 8% highest effect slice was 23%
armor: boots and gloves no longer have any protection or hinderence /shrug they still have condition for some reason though these would probably be good items to have AAs on and now you can wear reg boots and gloves for CAs /shrug the no one best armor statement seems silly since my tantel is leaps and bounds better than my ubese I have not tried marine armor nor have i purchased post CU crafted armor yet. Dont forget you are able to reconfigure your armor to a wearable type throught the radial menu now. You can only do it once so make sure you pick the right type. Also after being reconfigured you need to re slice it ....though that may not work properly ...see slicing 
Weapons:
well new deathhammer is not all that great renegade is very nice prolly the best pistol dps wise but also very costly action wise. DE-10 is a bit less on the damage and a bit less on the action cost as well. other pistols have considerbly lower base dps I'm using base dps as a comparison because all things considared this really seems like the only true comparisson. The sleeper weapon? fwg5
yep this baby is back with a vengance I've got some prepatch...eh now pre pre patch ones kicking around and that bad larry has less action cost of the renegade and DE-10 but just as much punch and here's the kicker it also had kinetic as its base dmg? /shrug will come in handy with those pvp guys that have mostly energy protection and shields as they only protect against energy 
big thing with pistols guys your ranged is 35 meters which means at 36 meters you are too far away and if your agro goes into a ditch you cannot see your target
this can be used to get away but is a bit of a problem if you are trying to root an agro for your group.
Shields:
/shrug dunno really they last a lot longer but don't always protect cool thing is visually you can see when a shot hits your shield I haven't tried to slice these yet I would recomend using one at all times though
Specials:
/sigh i dunno either the pistoleer and smuggler specials are broken or they are a big big disappointment. The only ones I've seen that are all that effective are stopping shot (pistoleer) roots the enemy in place for about 10 seconds, disarming shot (pistoleer) prevents an enemy from using its weapon for about 10 seconds. and improved body shot pretty accurate, relatively fast and hits hard. The other shots I see the state or mod stick on the enemy but they don't seem to do a whole lot in pve /shrug big wow for me was when you use a shot either to root snare or stick a state you do like 6 points of dmg so use them sparingly because if you burn out your action without draining their health you are toast
Feign Death:
works again infact works in pvp as well I'm told though i have not tested that. Feign death in pvp works almost instantly but also Fails quite a bit I haven't quite found the corolation yet but if your action and health are too low (an instance where you would need to feign) it wont work.
well thats what I have so far not all fancy but I don't have a lot of time these days. I'm sure some of this is repetative but maybe some stuff you didn't know. There are some things i like about this CU the manditory group being back is nice. For all those that were here since launch you'll see the foundness of this group bringing back memories as camps, pets and companions are now much needed for fighting
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