Smuggler Archive

Thread: Our New Triple?

DarthKthuolhu
Mon Mar 28, 2005 2:19 pm
#1


DRWolfe wrote:
I'd spend the SP elsewhere. If I'm going to use Pistols only, what good is Rifles 4 and Carbines 4 gonna do me? Unless there's something really useful in the Master Marksman Box...




About the only benefit in the Master Marksman box I have seen are some speed and accuracy bonuses for each weapon... I think like +10 or something like that. I'm not at a computer where I can see what it is exactly, might be +15... I could be wrong.

But I know what you mean; if there were some new, special weapons that came with the Master Marksman box then that would make it more interesting.

Message Edited by DarthKthuolhu on 03-28-2005 04:20 PM

DRWolfe
Mon Mar 28, 2005 2:23 pm
#2



DarthKthuolhu wrote:

DRWolfe wrote:
I'd spend the SP elsewhere. If I'm going to use Pistols only, what good is Rifles 4 and Carbines 4 gonna do me? Unless there's something really useful in the Master Marksman Box...




About the only benefit in the Master Marksman box I have seen are some speed and accuracy bonuses for each weapon... I think like +10 or something like that. I'm not at a computer where I can see what it is exactly, might be +15... I could be wrong.

But I know what you mean; if there were some new, special weapons that came with the Master Marksman box then that would make it more interesting.

Message Edited by DarthKthuolhu on 03-28-2005 04:20 PM



Currently it's +10 Accuracy and +5 Speed with each weapon and +5 Ranged Defense. Not enough to grind through Rifle 4 and Carbine 4, not to mention the use of SP that could be used for better skills. Of course, they could do something to make Master Marksman better, but it needs to be a LOT better to make up for those SP.



Renn JeretuJoraan Stormwing
Elder SmuggleruElder Jedi
Smugglers' AllianceuArkon's Havoc Squadron
Eclipse - Dark Lotus Ninja

SpinningCloud
Mon Mar 28, 2005 2:31 pm
#3

*agree with Wolf*


I doubt I'll take up rilfle and carbine for the little benefit there currently is for Master Marksman. Even if the master box is worth it I can't stand having skill boxes I don't use so having to have 8 rifle and carbine boxes along with the 4 unarmed boxes for smuggler is just a huge pain IMO.




Smuggler, Smuggler, Smuggler Pie, Two years of "Soon"(TM), a harsh bunch of lies.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie"

Smuggler, Smuggler, Smuggler Pie, Dancers can't smuggle and neither can I.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

Smuggler, Smuggler, Smuggler Pie, Why are there Jedi, I don't know why.
Ask me a riddle and I reply: "Smuggler, Smuggler, Smuggler Pie."

DRWolfe
Mon Mar 28, 2005 2:39 pm
#4



SpinningCloud wrote:
*agree with Wolf*



Arrr. Ye left off me "e". Arrr.

Post count +1



Renn JeretuJoraan Stormwing
Elder SmuggleruElder Jedi
Smugglers' AllianceuArkon's Havoc Squadron
Eclipse - Dark Lotus Ninja

KloudRunner
Mon Mar 28, 2005 2:45 pm
#5

After dropping TKA i'll probably take up some med skills so i can heal myself if i get into some bother, spend some sp's on pursuassion and luck FS skill trees and maybe work up some of the ranged skills. Anything i can do to make myself a better smuggler tho that'll be a tall order lol




Kloudrunner


Smuggler

Scoundral

Pirate


"The only rules that really matter are these: what a man can do and what a man can't do"
DarthKthuolhu
Mon Mar 28, 2005 3:03 pm
#6



SpinningCloud wrote:
*agree with Wolf*
I doubt I'll take up rilfle and carbine for the little benefit there currently is for Master Marksman. Even if the master box is worth it I can't stand having skill boxes I don't use so having to have 8 rifle and carbine boxes along with the 4 unarmed boxes for smuggler is just a huge pain IMO.





Hey for that matter.

We still have Unarmed IV as one of our Pre-Req's... and yes I know I have brought this one up before as a proposal of removing that as one of our Pre-Req's and is was shot down, and I backed off on it.

Ok so, without suggesting that it be removed from us...

What about keeping Master Smuggler / Master TK ...

Then what?

Ok so Spices will likely no longer be a crafted item for us after our own supposed revamp... so then there really would not be a point in investing SP's into Business to sell off our goods via a Merchant.

So I am getting the impression that SOE is trying to push us into more of a roll like the whole classic Han Solo Smuggler/Gunfighter type of roll.
DarkonSlayer
Mon Mar 28, 2005 3:06 pm
#7






DarthKthuolhu wrote:





SpinningCloud wrote:

*agree with Wolf*


I doubt I'll take up rilfle and carbine for the little benefit there currently is for Master Marksman. Even if the master box is worth it I can't stand having skill boxes I don't use so having to have 8 rifle and carbine boxes along with the 4 unarmed boxes for smuggler is just a huge pain IMO.







Hey for that matter.

We still have Unarmed IV as one of our Pre-Req's... and yes I know I have brought this one up before as a proposal of removing that as one of our Pre-Req's and is was shot down, and I backed off on it.

Ok so, without suggesting that it be removed from us...

What about keeping Master Smuggler / Master TK ...

Then what?

Ok so Spices will likely no longer be a crafted item for us after our own supposed revamp... so then there really would not be a point in investing SP's into Business to sell off our goods via a Merchant.

So I am getting the impression that SOE is trying to push us into more of a roll like the whole classic Han Solo Smuggler/Gunfighter type of roll.





that wouldn't be bad Idea if they actually gave us bonuses to hit with are weapon!



LINA INVERSE
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LINA' INVERSE
Commando/Pilot
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rixo1
Mon Mar 28, 2005 3:10 pm
#8

tkm will always be my main cause i like tanking smuggler i just an added bonus




Rixo
HOTDOG
Mon Mar 28, 2005 3:47 pm
#9







Hey for that matter.

We still have Unarmed IV as one of our Pre-Req's... and yes I know I have brought this one up before as a proposal of removing that as one of our Pre-Req's and is was shot down, and I backed off on it.

Ok so, without suggesting that it be removed from us...

What about keeping Master Smuggler / Master TK ...

Then what?





Don't forget that Master Fencer is the same # of SP as Master Teras Kasi for us so that is an option also.


I do LOVE doing melee as you really are breaking down your enemy with applying states really quickly- but If the CU:



  • Gives us some mods for pistols

  • Gives us some Unarmed abilities

  • Really brings ranged around to mean something

Then I might back out of melee and go BH in a big way- (like MS/MBH with Novice Commando)


If I realize I cannot give up melee then I will go:


Master Smuggler


Master TKM or Master Fencer


and two lines of Commando- (pro'lly 0440).



Everything REALLY depends on how the mods fall.


Mostly though, I will just be happy if I don't have to get buffed everytime I log on. Sometimes ALL of my game time is getting buffed and doing 1 set of missions.







TEVIN STARGUNNER | WASODO T'GADIE

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Master Smuggler | Master Bounty Hunter | Commando 0400 | Rebel Capt. Smuggler | Teras Kasi Artist | Unaffiliated
Shrap
Mon Mar 28, 2005 10:30 pm
#10


If the post-CU character builder is accurate, it will be possible to be Master Smuggler, Master Pistoleer, BH 0-0-4-0 and have 3 points left. This would give you access to all pistol abilities and nearly all types of pistols (only the launcher pistol is not certified) and almost all pistol skill mods (except from the +10 accuracy from Master BH). Hopefully this will be as good as it sounds. Please tell me if I have overlooked anything (which I'm sure I did).

Message Edited by Shrap on 03-28-2005 11:31 PM



Griffin Lightwing, Scylla

Those who live in glass houses should shower after dark.
-Don't know who said it, but I'm sure it wasn't Confucious

Personally, I love drop-outs. My sweat shop's full of 'em!
LTZweigg
Mon Mar 28, 2005 10:37 pm
#11

If the defensive mods remain like they are, I'll probably pick up some Fencer. That way I can play pirate as well as Smuggler.



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DarthKthuolhu
Tue Mar 29, 2005 1:46 am
#12

Since it seems that, most of us are Master Pistoleer to run along side Master Smuggler... And it seems that a lot are also Master TKA and are upset they may lose this... I got to wondering about the other options available to us.

Ok; so keeping the Pistoleer since we use Pistols already as Smugglers... in order to get to Pistoleer we will now (after the CU) be required to work up Marksman 0404.. Pistols and Ranged Support.

Ranged IV is going to be required to get to all three of thr Elite "Gun" Professions through Marksman.

So then, does it make sense to run up Master Marksman on the side since we'de already be halfway there? At least those of us who have gone, or are going the Master Pistoleer route.... we'll have to have Ranged IV in Marksman to keep or acquire Pistoleer... so why not just work up the rest of Marksman?

Is this a good compliment for Smuggler? Would some of you say that we are in a sense, Gunfighters on the side? ... or would those extra skill points be better spent somewhere else? I have read of some people expressing an interest in pursuing the Pistol line in Bounty Hunter, to compliment their existing Pistol skills from Marksman/Smuggler...

For that matter, is Pistoleer still a good compliment to run alongside Smuggler... or would pursuing Carbineer, or Rifleman be a better eh... side job... if some of us went Master Marksman / Master Smuggler...

Just asking for opinions really; but I know we don't really know yet exactly how most of the Professions and their skills will be effected by the CU... but based on what they have already revealed to us about the Pre-Req's to get to Rifleman/Pistoleer/Carbineer being changed to include Ranged IV .. it just seems to make sense that Marksman will likely end up as another one of our side professions now.

But as for the opinions; I'm just curious as to what others think would be viable options to sink those extra points into instead of finishing of Marksman... and whether or not any of the other elite "gun professions" branching off from Marksman would be useful to us since at the moment... Pistoleer by itself (without TKA) isn't all that great in PvP as I have seen many people here say. So assuming we don't know yet how Pistoleer will be affected PvP-wise from the CU... is Carbineer or Rifleman a better option in general? Considering we'll still have all our Pistol skills from Marksman and Smuggler to back up the side professions we chose.

Ideas, opinions?
DarkonSlayer
Tue Mar 29, 2005 1:56 am
#13

Don't know I been thinking since I have to lose one of my master professions to drop TKM and take up Commando specifically Flamethrower 4 since I was a master commando once before I know some of the benifits. just don't know what I'll do with the rest of my skills, maybe I'll grind on some FS xp and finish off some of those 1 point skills.



LINA INVERSE
Smuggler/Politician/Pilot
LINA' INVERSE
Commando/Pilot
FLURRY SERVER

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