Smuggler Archive
Thread: Smuggler Complimentary Professions Guide v1.1
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dorsai78664
Tue Jul 01, 2003 8:14 am
#1
Good job. It definitely shows how versatile this class can be.
Tatanka
Thu Feb 12, 2004 2:47 am
#2
I've noticed a bunch of "what should I master along with smuggler" posts the past few weeks, so thought I'd put together a list of the more common ones suggested along with the lesser suggested alternatives.
Everything here goes along with Master Smuggler. If you wish to create a combination that does not include Master Smuggler, then may I suggest a character building site. Oneof the bestis the SWG :: Character Builder athttp://swgcb.yogn.net/swg-cb.php
If you have any suggestions or additions you think should go along with these, post them below.
Professions you can not master along with Master Smuggler:
- Bounty Hunter
- Doctor
- Combat Medic
- Ranger
- Bounty Hunter
- Doctor
- Combat Medic
- Ranger
- Jedi (yes... I over-heard some one once say they wanted to make a jedi/smuggler)
Combat Smuggler
Smuggler is not a pure combat profession, but makes a very nice compliment to an elite combatprofession. The dirty fighting line is invaluable with its feign skill and provides some nice pistol specials to enhance the pistoleer lines. Using your own spices can help out in a pinch and you'll always be able to enhnace your own weapons and armor with slicing.
The Combat Smuggler
Master Smuggler
Master Pistoleer
Master TKA
3 floating skill points
The original and most popular combat smuggler combination.
Master Pistoleer
Master TKA
3 floating skill points
The original and most popular combat smuggler combination.
The Commando
Master Smuggler
Master Commando
18 floating skill points
Since the commando prerequisites include the smuggler prerequisites, many include them together. A popular combo for faction base smashers because of the ability to perform the shut down duties for both classes.
Master Commando
18 floating skill points
Since the commando prerequisites include the smuggler prerequisites, many include them together. A popular combo for faction base smashers because of the ability to perform the shut down duties for both classes.
The Launcher Pistol Specialist
Master Smuggler
Master Pistoleer
Commando
- Novice
12 floating skill points
Pistol user with access to the launcher pistol and additional pistol accuracy/speed bonuses from master marksman. Very specialized and uncommon combination.
Master Pistoleer
Commando
- Novice
12 floating skill points
Pistol user with access to the launcher pistol and additional pistol accuracy/speed bonuses from master marksman. Very specialized and uncommon combination.
The Unarmed Combat Specialist
Master Smuggler
Master Brawler
Master TKA
18 floating skill points
Unarmed combat specialist.
Master Brawler
Master TKA
18 floating skill points
Unarmed combat specialist.
The Shootist
Master Smuggler
Master Pistoleer
Master Pistoleer
Master Marksman
18 floating skill points
Undisputed master of the pistol.The full range ofdirty fighting and pistoleer moves are complimented by the increased accuracy/speed bonuses of the master marksman. The added bonus of a high ranged defense from the marksman tree proves useful in a firefight.
18 floating skill points
Undisputed master of the pistol.The full range ofdirty fighting and pistoleer moves are complimented by the increased accuracy/speed bonuses of the master marksman. The added bonus of a high ranged defense from the marksman tree proves useful in a firefight.
The Rifleman
Master Smuggler
Master Rifleman
Master Marksman
18 floating skill points
A pvp combination. While dirty fighting does not directly compliment rifle skills, this combo can work over the vulnerable mind HAM fairly easily. Master marksman helps round out pistol and rifle speed/accuracy bonuses.
Master Rifleman
Master Marksman
18 floating skill points
A pvp combination. While dirty fighting does not directly compliment rifle skills, this combo can work over the vulnerable mind HAM fairly easily. Master marksman helps round out pistol and rifle speed/accuracy bonuses.
The Self Defender
Master Smuggler
Master Pistoleer or TKA
66floating skill points
The obvious choice to enhance basic combat skills is to follow one of the smuggler pre-requisite lines. While this does not leave enough skill points to master a crafting or entertainer profession, the 66 remaining points can allow for a serious amount of skill dabbling in any field.
Master Pistoleer or TKA
66floating skill points
The obvious choice to enhance basic combat skills is to follow one of the smuggler pre-requisite lines. While this does not leave enough skill points to master a crafting or entertainer profession, the 66 remaining points can allow for a serious amount of skill dabbling in any field.
Floating skill point suggestions for combat smugglers:
- Novice Medic for basic healing.
- Novice Scout + Exploration I for faster hill movement.
- Novice Pistoleer for a boost to pistol accuracy and speed.
- Novice TKA + Meditative Techniques I-IIfor meditation to stop bleeds and cure disease/poison.
- Novice Entertainer for battle fatigue and mind wound healing.
- Novice Medic for basic healing.
- Novice Scout + Exploration I for faster hill movement.
- Novice Pistoleer for a boost to pistol accuracy and speed.
- Novice TKA + Meditative Techniques I-IIfor meditation to stop bleeds and cure disease/poison.
- Novice Entertainer for battle fatigue and mind wound healing.
Crafting Smuggler
Master smugglers are able to master any of the crafting professions. Weapon and armor crafting allows you to enhance your own products with slicing.
The Weapon/Armor Smith
Master Smuggler
Master Weaponsmith/Armorsmith
37 floating skill points
Create... slice... sell...
Master Weaponsmith/Armorsmith
37 floating skill points
Create... slice... sell...
The Chef
Master Smuggler
Master Chef
37 floating skill points
The master of consumable goods. Popularat weddings, parties, and brawls. Able to place cantinas in player cities.
Master Chef
37 floating skill points
The master of consumable goods. Popularat weddings, parties, and brawls. Able to place cantinas in player cities.
The Crafter
Master Smuggler
Master Droid Engineer/Architect/Tailor
37 floating skill points
The other crafting professions.
Master Droid Engineer/Architect/Tailor
37 floating skill points
The other crafting professions.
The Merchant
Master Smuggler
Master Merchant
37 floating skill points
A combo that can not only offer some of their own goods, but can enhance weapons and armor for resale.
Master Merchant
37 floating skill points
A combo that can not only offer some of their own goods, but can enhance weapons and armor for resale.
The Bio-engineer
Master Smuggler
Master Bio-engineer
8 floating skill points
A very rare combination. one master smuggler/bio-engineer I talked with said feign came in very handy when things go bad during a dna sampling session.
Master Bio-engineer
8 floating skill points
A very rare combination. one master smuggler/bio-engineer I talked with said feign came in very handy when things go bad during a dna sampling session.
Floating skill point suggestions for crafting smugglers:
- Novice Artisan + Survey I-IV for resource gathering. Highly recommended for the professional crafter!
- Novice Artisan + Business I-IV + Novice Merchant will give you the ability to place two vendors.
- Novice Scout + Exploration I for faster hill movement.
- Novice Pistoleer for a boost to pistol accuracy/speed just in case you feel a bit vulnerable as a crafter.
- Novice Artisan + Survey I-IV for resource gathering. Highly recommended for the professional crafter!
- Novice Artisan + Business I-IV + Novice Merchant will give you the ability to place two vendors.
- Novice Scout + Exploration I for faster hill movement.
- Novice Pistoleer for a boost to pistol accuracy/speed just in case you feel a bit vulnerable as a crafter.
Entertainer Smuggler
While not as common as combat and crafting smuggler combos, these entertainer choices are popular with those that enjoy hanging out in cantinas and creating music/dance routines.
The Professional Musician
Master Smuggler
Master Musician
23 floating skill points
Amaster of song instead of a generalist. This combo allows for the fun of playing instruments, secondary mind buffs (100%), battle fatigue and mind wound healing, as well as enough spare skill points to allow for self defense. Can place cantinas and theatres in player cities.
Master Musician
23 floating skill points
Amaster of song instead of a generalist. This combo allows for the fun of playing instruments, secondary mind buffs (100%), battle fatigue and mind wound healing, as well as enough spare skill points to allow for self defense. Can place cantinas and theatres in player cities.
The Professional Dancer
Master Smuggler
Master Dancer
23 floating skill points
Amaster ofdance instead of a generalist. This combo allows for the fun of many dances, mind buffs (100%), battle fatigue and mind wound healing, as well as enough spare skill points to allow for self defense. Can place cantinas and theatres in player cities.
Master Dancer
23 floating skill points
Amaster ofdance instead of a generalist. This combo allows for the fun of many dances, mind buffs (100%), battle fatigue and mind wound healing, as well as enough spare skill points to allow for self defense. Can place cantinas and theatres in player cities.
The Musical Entertainer
Master Smuggler
Master Entertainer
Musician
- Musical Knowledge I-IV
- Musical Techniques I-IV
18 floating skill points
While not as proficient at healing mind wounds and battle fatigue as a master musician, this combo has access to the mandivol, can play all but one song/instrument, and has very good (80%) mind secondarybuffing abilities.
Master Entertainer
Musician
- Musical Knowledge I-IV
- Musical Techniques I-IV
18 floating skill points
While not as proficient at healing mind wounds and battle fatigue as a master musician, this combo has access to the mandivol, can play all but one song/instrument, and has very good (80%) mind secondarybuffing abilities.
TheDancing Entertainer
Master Smuggler
Master Entertainer
Dancer
- Dancing Knowledge I-IV
- Dancing Techniques I-IV
18 floating skill points
While not as proficient at healing mind wounds and battle fatigue as a master dancer, this combo has access to the footloose2 and formal2 dances, canuse all but three dances, and has very good (80%) mind buffing abilities.
Master Entertainer
Dancer
- Dancing Knowledge I-IV
- Dancing Techniques I-IV
18 floating skill points
While not as proficient at healing mind wounds and battle fatigue as a master dancer, this combo has access to the footloose2 and formal2 dances, canuse all but three dances, and has very good (80%) mind buffing abilities.
The Image Designer
Master Smuggler
Master Image Designer
37 floating skill points
The rarest entertainer/smuggler combo. Leaves a fair number of skill points to play around with.
Master Image Designer
37 floating skill points
The rarest entertainer/smuggler combo. Leaves a fair number of skill points to play around with.
Floating skill point suggestions for entertainer smugglers:
- Novice Artisan + Survey I-IV for additional income via resource gathering.
- Novice Medic for basic healing.
- Novice Scout + Exploration I for faster hill movement.
- Novice Pistoleer for a boost to pistol accuracy/speed.
- Novice TKA + Meditative Techniques I-IIfor meditation to stop bleeds and cure disease/poison.
Other Smuggler Combos
These master smuggler combos are somewhat unusual, but demonstrate just how versatile the smuggler profession is.
The Politician
Master Smuggler
Master Politician
52 floating skill points
If you wish to run a city, then this is the way to go. Certainly not a bad combination. Leaves just enough skill points to complete three of the four pistol or TKA lines depending on your combat preferences.
Master Politician
52 floating skill points
If you wish to run a city, then this is the way to go. Certainly not a bad combination. Leaves just enough skill points to complete three of the four pistol or TKA lines depending on your combat preferences.
The Miner
Master Smuggler
Master Scout
Ranger
- Wayfairing I-IV
Artisan
- Survey I-IV
3 floating skill points
The smuggler/miner combo. Going all the way to Wayfairing IV allows you to camo yourself on every planet except Dathomir for easy surveying.
Master Scout
Ranger
- Wayfairing I-IV
Artisan
- Survey I-IV
3 floating skill points
The smuggler/miner combo. Going all the way to Wayfairing IV allows you to camo yourself on every planet except Dathomir for easy surveying.
The Squad Leader
Master Smuggler
Master Squad Leader
9 floating skill points
An unusual combination that doesn't leave a whole lot of room for combat improvement.
Master Squad Leader
9 floating skill points
An unusual combination that doesn't leave a whole lot of room for combat improvement.
The Part-time Doctor
Master Smuggler
Master Medic
Doctor
- Novice
46 floating skill points
The closest you'll get to a professional medical smuggler. The 46 floating skill points will allow you to complete three of the four doctor lines.
Master Medic
Doctor
- Novice
46 floating skill points
The closest you'll get to a professional medical smuggler. The 46 floating skill points will allow you to complete three of the four doctor lines.
The Creature Handler
Master Smuggler
Master Creature Handler
23floating skill points
An unconventional combo that excells at pve combat. The smuggler runs support for the pet using knockdowns and feign to manage aggro. Novice medic and/or pistoleer skills are suggestions for rounding out this combo.
Master Creature Handler
23floating skill points
An unconventional combo that excells at pve combat. The smuggler runs support for the pet using knockdowns and feign to manage aggro. Novice medic and/or pistoleer skills are suggestions for rounding out this combo.
The Self Sufficient
Master Smuggler
Master Pistoleer
Master Pistoleer
Marksman
- Ranged Support I-IV
Weaponsmith
- Novice
Armorsmith
-Novice
Artisan
- Business I-III
2floating skill points
Providingexcellent personal defence, WUKs and AUKs for slicing, and a vendor terminal to sell goods, this combo is very self sufficient. A popular variation of this combo drops the marksman ranged support skills in favor of novice medic for basic healing.
Providingexcellent personal defence, WUKs and AUKs for slicing, and a vendor terminal to sell goods, this combo is very self sufficient. A popular variation of this combo drops the marksman ranged support skills in favor of novice medic for basic healing.
The Jack Of All Trades
Master Smuggler
129floating skill points
While this may seem obvious to many, the smuggler profession leaves a lot of extra skill points for professional dabblers. Popular dabbler combos include basic pistoleer, medic, scout, artisan, and entertainer skills. Going novice in the mentioned skills leaves 61 skill points to flesh them out in any way you please. While not as powerful as some multi-master combos, the jack of all trades smuggler can be extremely self-sufficient and demonstrates the extreme versatility of the smuggler profession.
129floating skill points
While this may seem obvious to many, the smuggler profession leaves a lot of extra skill points for professional dabblers. Popular dabbler combos include basic pistoleer, medic, scout, artisan, and entertainer skills. Going novice in the mentioned skills leaves 61 skill points to flesh them out in any way you please. While not as powerful as some multi-master combos, the jack of all trades smuggler can be extremely self-sufficient and demonstrates the extreme versatility of the smuggler profession.
Message Edited by Tatanka on 02-23-2004 09:20 PM
Daermoth
Thu Feb 12, 2004 5:02 am
#5
Most definitey sticky worthy. That was a very comprehensive and wonderfully put together piece of work!
ElaraDrake
Thu Feb 12, 2004 5:33 am
#6
you forgot one of my favs
master smuggler
master pistoleer
master rifleman
18 sp left (if i did my math right)
master smuggler
master pistoleer
master rifleman
18 sp left (if i did my math right)
Ragnaat
Thu Feb 12, 2004 6:32 am
#7
Nice guide but I think you should probably include a few more double masters then you are. For example, you missed my template which I discussed in the thread a day or two ago:
Master Smuggler/Master TK (No other Brawler)
Rest of points split between: medic (healing), artisan (business3+survey2/3) & novice pistoleer (which I'm probably gonna just drop with this bleed nerf)
Which allows me to be a strong fighter but still be a fairly strong resource gatherer/crafter. And I know there are many others who have gont Master Smuggler/Master Pistoleer without mastering anything else.
Maybe just a note in the beginning of the combat section that Smuggler/TK and Smuggler/Pistoleer are "obvious" combinations or something and then adding the artisan skills into the extra skillpoints area with a comment about using them to make money on spices and tools on the side.
Master Smuggler/Master TK (No other Brawler)
Rest of points split between: medic (healing), artisan (business3+survey2/3) & novice pistoleer (which I'm probably gonna just drop with this bleed nerf)
Which allows me to be a strong fighter but still be a fairly strong resource gatherer/crafter. And I know there are many others who have gont Master Smuggler/Master Pistoleer without mastering anything else.
Maybe just a note in the beginning of the combat section that Smuggler/TK and Smuggler/Pistoleer are "obvious" combinations or something and then adding the artisan skills into the extra skillpoints area with a comment about using them to make money on spices and tools on the side.
Kav
Thu Feb 12, 2004 6:59 am
#8
neat thread, i have always thought a Doc/Smuggler would be an awsome support toon.
Bad fight? /fd, wait till it's over, /stand, /revive, /heal, /buff. The ultimate group picker-uper
heh
JediKozel
Thu Feb 12, 2004 7:34 am
#9
Great Job! This should be a sticky.
Doing the Politician one myself. Mayor by day, Smuggler by night ![]()
dorsai78664
Thu Feb 12, 2004 9:14 am
#10
Good job. It definitely shows how versatile this class can be.
Shrendyc
Thu Feb 12, 2004 10:27 am
#11
Kav wrote "neat thread, i have always thought a Doc/Smuggler would be an awsome support toon."
Kav, this template is almost exactly what I have...I mastered medic and mastered smuggler, and I had all these points left over and wondered what to do with them. I bought into Pistoleer for the speed line, and then bought into Doctor for the med experimentation points.
Now, I find myself at a crossroads - I can buff, and higher in the med line make some really awesome meds. But unless I drop the speed line in pistoleer, I won't be able to use the stuff since I have a 55 medicine use and the higher level meds have a 58 or higher use number attached.
So I guess my question to those smugglers in the know - how important is that speed line, really? How much of an advantage will that give over a smuggler that doesn't have it?
My thinking is to drop the pistoleer stuff and use as much as I can in Doctor, so I can make the better buffs, raise the dead, cure poison and disease...But if it makes that big of a difference for combat, then I would rather fight well.
Any data to help me out with the decision would be appreciated.
"BONES! Get over here, this man is injured!"
"Dammit Jim, I'm a doctor, not a....I'll get right on it."
PloovoTwoForOne
Thu Feb 12, 2004 10:53 am
#12
Also,
Master Smuggler
Master Creature Handler
23 floating points (I would suggest Medic 2/1/0/0 -- 1 SP left and decent healing ability).
Essentially you run support for your creatures... and if you draw agro instead of your pets just /feign . Delaying the opponents so your creatures get more hits as well as knockdown, plus last ditch's damage -- All a very good combo.
Master Smuggler
Master Creature Handler
23 floating points (I would suggest Medic 2/1/0/0 -- 1 SP left and decent healing ability).
Essentially you run support for your creatures... and if you draw agro instead of your pets just /feign . Delaying the opponents so your creatures get more hits as well as knockdown, plus last ditch's damage -- All a very good combo.
Solo4114
Thu Feb 12, 2004 11:44 am
#13
For the record, practically speaking, you really do HAVE to get Survey IV to be a Weaponsmith and you really OUGHT to get the third box in the Artisan merchant tree to have a vendor. That eats up a lot of your skill points and may require you to drop other combat abilities like low level marksman abilities and the combat techniques tree from marksman.
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