Smuggler Archive
Thread: What Stacks well with Smuggler Post CU?
Don't listen to him. He's just peeved 'cuz he lost his Triple Threat. Which I miss, too, by the way ![]()
To answer your question, any ranged prof stacks good with Smuggler these days 'cuz Smuggler gives general ranged bonuses. Commando, BH, and Pistol are the most popular ones. Me? I'm a Smuggler/Carbineer. Here's why:
- I had been Smuggler/Pistoleer before the CU. Post-CU the battle roles seemed redundant to me. They were both crowd control professions (i.e. debuffing through states and stuff). I wanted to be more versatile. Plus, I was sick of only using pistols.
- I started the CU as Smuggler/BH. I couldn't use the armor I liked (ST & clone). None of the guns I owned were good with that template. I didn't enjoy hunting Jedi.
- Carbineer gave me Battle Armor certifications and E11 mark 2 certifications. I had plenty of E11's sitting around and I could still wear my ST gear. Plus, Carbineer gave me the option of either mastering marksman, adding some music skills (I find that fun and the guild needed someone to give inspirations buffs), or getting bare-minimum Jedi. I'm VERY valueable in a group due to the smuggler debuff specials (snare, root, etc) and the damage-dealing of Carbineer. The extra 20 meters carbines give was also VERY nice.
Since the prereqs for smuggler are pistol, Pistoleer lets you take advantage of that. But, like I said, any ranged profession works well with smuggler these days. The added bonuses from the pistol line of marksman aren't much, anyway.
Message Edited by ShrekECPI on 06-16-2005 12:09 AM
ShrekECPI wrote:
/pokesObed
MSmuggler/TKM +52 left over SPs
Self buff from TKM +800 Health
Heal your ownWounds
No need for Armor
Slice, Spice, and Play Dead (since you will get you @$$ handed to you most of the time if you pull more than one CL80 creature)
Root and Run
You canget decent defense mods by adding 4000 Commando and 0003 Pistoleer.
You can get 18K BH missions by adding novice BH. No need for droids.
You can get false hope by expecting either of these professions to get any help from the devs and their "hey instead of fixing the professions why don't we just make them do pretty combat moves and add extraseats to the vehicles so the Jedi have more exploits to exploit" updates.
Message Edited by ShrekECPI on 06-16-2005 12:09 AM
The only problem (as I see it) with coupling Smuggler and TKM are that you've wasted all of the ranged mods andbest (IMO) smuggler specials. Playing dead ain't what it used to be. I'm lucky to get it to work 50% of the time. Slicing's broken right now. Spice's breif resurgance of popularity died when spice stacking died. The best special (right now) for smugglers is the one that roots. And you can't use that with TKM. Sure, there's unarmed prereqs for smuggler, but they're pretty much a waste of space now that the Triple Threat is gone.
If you add a bit o' commando or BH (like you suggested) you're getting rid of some of that. But really, I don't see it to be very efficient to combine ranged and melee anymore. Except, of course when melee folks use laser rifles while rooted. I could be wrong, but I don't think you even need marksman to do that.
This is alljust my two creds, of course. I'll admit that I'm WAY biased towards ranged professions and always have been.