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Smuggler Complimentary Professions Guide v1.1   [ Edited ]
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Tatanka
SWG Petty Officer
Posts: 115
Registered: 06-26-2003


Server: Starsider

14 ratings - 5.0 average


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. One of the best is the SWG :: Character Builder at http://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
- 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 combat profession. 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.
 
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.
 
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.
 
The Unarmed Combat Specialist
Master Smuggler
Master Brawler
Master TKA
18 floating skill points
Unarmed combat specialist.
 
The Shootist
Master Smuggler
Master Pistoleer
Master Marksman
18 floating skill points
Undisputed master of the pistol. The full range of dirty 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.
 
The Self Defender
Master Smuggler
Master Pistoleer or TKA
66 floating 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-II for 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...
 
The Chef
Master Smuggler
Master Chef
37 floating skill points
The master of consumable goods. Popular at 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.
 
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.
 
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.
 
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.
 
 

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
A master 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
A master of dance 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 secondary buffing abilities.
 
The Dancing 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, can use 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.

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-II for 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.
 
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.
 
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.
 
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.
 
The Creature Handler
Master Smuggler
Master Creature Handler
23 floating 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
Marksman
- Ranged Support I-IV
Weaponsmith
- Novice
Armorsmith
-Novice
Artisan
- Business I-III
2 floating skill points
Providing excellent 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
129 floating 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

_____________________________________________________________
Tyrsell Ratahl            ::            Smuggler            ::            Starsider
"Uh... Had a slight weapons malfunction...
        But, uh, everything's perfectly all right now. We're fine. We're all fine here... now... thank you...
                                                                                                                                                               How are you?"


Smuggler Complimentary Professions Guide v1.1
02-12-2004 01:47 AM   Report Abuse to a Moderator
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Smuggler_Caylin
Blue Glowie
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Registered: 07-11-2003


PA: Independent Operator.
Server: Bria


Very nicely done Tatanka. Great work

The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:
02-12-2004 02:26 AM   Report Abuse to a Moderator
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Nisse
Pilot
Posts: 518
Registered: 01-04-2004



Sticky!

This is my sig. Nice isn't it
Slaine Soulreaver, scruffy looking nerf herder and Master Armorsmith.
Soulreaver Armor at Guka Mega Mall (1570, -2800) Corellia

02-12-2004 03:26 AM   Report Abuse to a Moderator
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Daermoth
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Posts: 2193
Registered: 01-06-2004


PA: nWo
Server: Bloodfin


Most definitey sticky worthy.  That was a very comprehensive and wonderfully put together piece of work!

0000000000000000000.Colonel Daermoth Kaetan...0000000000000000000
0000000000000000000.......Bloodfinian, Tester......0000000000000000000

0000000000000000000.........Master Smuggler.......0000000000000000000
000000000000000000
0....Always Selling Faction.....0000000000000000000
000000000000000000
0.......................................0000000000000000000
0000000000000000000.Never tell me what to slice..0000000000000000000

0000000000000000000.the server gods watch, and.0000000000000000000
0000000000000000000..the server gods are mean.0000000000000000000

02-12-2004 04:02 AM   Report Abuse to a Moderator
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ElaraDrake
Advocate
Posts: 126
Registered: 12-19-2003


Server: Chimaera


you forgot one of my favs
master smuggler
master pistoleer
master rifleman
18 sp left (if i did my math right)

------------------------------------------------------------------------------
Server: Chimera - europe
Character: Elara Drake
Home: ???
Profession Master Smuggler (again)
Mastered Artisan, Mastered Merchant, Mastered Smuggler, Mastered Scout, Mastered Ranger, Mastered Musician, Mastered Marksman, Mastered Commando

02-12-2004 04:33 AM   Report Abuse to a Moderator
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Ragnaat
Squadron Leader
Posts: 2435
Registered: 11-01-2003



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.

:: Hogarth, Weehawk & Overt ::
:: They don't pay me enough for this ::

02-12-2004 05:32 AM   Report Abuse to a Moderator
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Kav
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Posts: 2885
Registered: 08-04-2003


Server: Bria

2 ratings - 3.0 average


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

 

 

 

Kav::Master Smuggler::Account Canceled::
Kav's Smuggler Vision 2.5
"Credibility is like virginity, you can only lose it once."
>Solo4114: Let me know when the Jedi are extinct again.

02-12-2004 05:59 AM   Report Abuse to a Moderator
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JediKozel
Squadron Leader
Posts: 878
Registered: 09-11-2003


PA: FoB (former SITH)
Server: Kauri


Great Job! This should be a sticky.

Doing the Politician one myself. Mayor by day, Smuggler by night

 

 

 

Mokael Openg
Mayor by Day, Fixer by Night, Gunfighter by Need
"Face it, if crime did not pay, there would be very few criminals."
Laughton Lewis Burdock
(from Shadows of The Empire by S. Perry)

02-12-2004 06:34 AM   Report Abuse to a Moderator
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dorsai78664
Wing Commander
Posts: 1803
Registered: 07-08-2003


PA: NHoC
Server: Corbantis

1 rating - 5.0 average


Good job.  It definitely shows how versatile this class can be.


COLONEL DRAEVYN TYR
Master Gunfighter : Master Smuggler : Teräs Käsi Master
The Spice Must Flow
Corbantis.Naboo.Theed.-5851.3187

02-12-2004 08:14 AM   Report Abuse to a Moderator
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Shrendyc
Squadron Leader
Posts: 1137
Registered: 10-24-2003


1 rating - 5.0 average


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."

smuggler in spirit

02-12-2004 09:27 AM   Report Abuse to a Moderator
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PloovoTwoForOne
Pilot
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1 rating - 5.0 average


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.

#######################################################
Tower of Power -- Vendor at 2532, 2947 out of Mos Entha -- Bloodfin
Ploovo Two-For-One -- Hack and Slash Fanatic -- Bloodfin
Hunted Wumpus -- HC's Dope Dealer -- Intrepid
Of all the things I've lost, I miss my mind the most.

02-12-2004 09:53 AM   Report Abuse to a Moderator
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Solo4114
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Posts: 1557
Registered: 07-23-2003


Server: Kettemoor


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.
02-12-2004 10:44 AM   Report Abuse to a Moderator
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Ragnaat
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Posts: 2435
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I'm kinda curious, Solo, as to why survey *4*? I've had it on my smuggler (just spices) and have it now on my alt (novice tailor/novice be) but I find that if I really need the skillpoints elsewhere I can get away with survey 2 or 3 and just spend a bit more time jumping on and off my speeder. Is there something special about survey 4 besides the increased range and the bump in what you hand sample (which I never do)?

:: Hogarth, Weehawk & Overt ::
:: They don't pay me enough for this ::

02-12-2004 11:04 AM   Report Abuse to a Moderator
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Kav
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Server: Bria


the range is a big diff between 3 and 4.  you can live with 3, but you can zip right past a small high concentrated outcropping too.  With the highly diverse amount of materials you must seek for weaponsmithing you cannot afford to miss a good spot, or a rare material.

You could live on 3, but it would be frank and beans compared to 4's steak. 

Kav::Master Smuggler::Account Canceled::
Kav's Smuggler Vision 2.5
"Credibility is like virginity, you can only lose it once."
>Solo4114: Let me know when the Jedi are extinct again.

02-12-2004 11:11 AM   Report Abuse to a Moderator
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dorsai78664
Wing Commander
Posts: 1803
Registered: 07-08-2003


PA: NHoC
Server: Corbantis


I have an alt that is a merchant/doc/artisan.  He has survey IV it has honestly made surveying a whole lot more productive.  Any lower than that, and it is almost not worth getting back on a bike to run to the wp.  With survey IV, the waypoints are spaced out enough that you will spend more time on than off the bike.  My smuggler has novice artisan and it is painful to survey with just that or survey 1.  I'm surrendering it as soon as I need that 15 points for my last tree of pistoleer and master.

On the speed question, I found the speed invaluable.  3-4 blocks of stances can take a good 2-3 seconds off the delay for Last Ditch (depending on the speed of your gun).  There are other shots with a greater DPS but the HAM cost is much higer.  For example, if your are not a master pistoleer, spamming bodyshot2 will give you more damage per second but it will eat up your HAM.  A little speed allows you to close the DPS gap between bodyshot2 and LDA.

If you are using your smuggler skills defensively and for support of the group, you can probably sacrifice a little speed.  If you like to use them aggressively, lack of speed can kill you in my opinion.


COLONEL DRAEVYN TYR
Master Gunfighter : Master Smuggler : Teräs Käsi Master
The Spice Must Flow
Corbantis.Naboo.Theed.-5851.3187

02-12-2004 12:41 PM   Report Abuse to a Moderator
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Tatanka
SWG Petty Officer
Posts: 115
Registered: 06-26-2003


Server: Starsider


Thanks for the compliments and excellent suggestions. I've added/updated the following things in my master document and will update the post when I can.

One note on the rifleman suggestion... Master/smuggler/pistoleer/rifleman puts you in the hole by -11 skill points. Master marksman was substitued instead.


The Rifleman
Master Smuggler
Master Marksman
Master Rifleman
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
66 floating 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.
 
The Creature Handler
Master Smuggler
Master Creature Handler
23 floating 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 Jack Of All Trades
Master Smuggler
129 floating 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.
 
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-III will give you the ability to place one vendor terminal.
- Novice Artisan + Business I-IV + Novice Merchant will give you the ability to place two humanoid 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.

_____________________________________________________________
Tyrsell Ratahl            ::            Smuggler            ::            Starsider
"Uh... Had a slight weapons malfunction...
        But, uh, everything's perfectly all right now. We're fine. We're all fine here... now... thank you...
                                                                                                                                                               How are you?"


Smuggler Complimentary Professions Guide v1.1
02-12-2004 12:48 PM   Report Abuse to a Moderator
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JTGAlpha
Wing Commander
Posts: 8813
Registered: 06-30-2003


PA: SCUM
Server: Intrepid


Personally I'm going for Master Smuggler/Merchant 4-4-4-0/Pistoleer 4-4-0-4 (or something like that)

Dayasi Vo'Boda CEO of SCUM PA.
Founders of Agrilatia in the Agrilat Swamps Of Corellia (Intrepid).
Taking Scum and Villainy to a new Level to Serve YOU. Remember: SCUM does it dirty
Another Horseman of the Smuggling Apocolypse
02-12-2004 12:52 PM   Report Abuse to a Moderator
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Re: Smuggler Complimentary Professions Guide   [ Edited ]
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Soyel
SWG Petty Officer
Posts: 386
Registered: 06-26-2003


Server: Valcyn


Great Post Tatanka!!

My smuggler on Ahazi is:

The Self Defender
Master Smuggler
Master Pistoleer or TKA  =TKA for me
66 floating skill points rest of the points in Medic and Pistoleer
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.
 
This combo is lot of fun, and isn't afraid of anything.
________________________________________________________________________________________
 
My Smuggler on Valycn is:
 
The Creature Handler
Master Smuggler almost at 3 3 1 4 now
Master Creature Handler almost am 2 2 1 1 now
23 floating skill points rest of points dabbled medic for now.
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.
 
This is one of my favorites cause I'm my own little group and I just love pet Gurrecks!
 
 
Thanks again for writing up this post

Message Edited by Soyel on 02-12-2004 01:35 PM

Account Cancelled Dam you SOE

There is no emotion, there is peace. There is no ignorance, there is knowledge. There is no passion, there is serenity. There is no death, there is The Force.---The Jedi Code
Where there is no emotion, there is indifferance and apathy. There is no ignorance, there are only idiots who don't know better. If there is no passion, there can be no strength and courage. There is The Force--- there is also Loyalty, Duty and Honor......and Friends.---The Jedi Code-- (as interpreted by Sergeant Rene Jones).

02-12-2004 01:35 PM   Report Abuse to a Moderator
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EvilNerf
Community Advocate
Posts: 365
Registered: 12-01-2003


Server: Ahazi


ugh, I probably have the worst combo possible.
 
Smuggler-0-0-4-0
Politician-1-2-3-3
Master CH
 
God, i would love to give up politician.  :smileysad:

Boban Knot: The Smelly Rodian.

02-12-2004 04:33 PM   Report Abuse to a Moderator
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kovusreturn
SWG Petty Officer
Posts: 115
Registered: 07-21-2003


Server: FarStar


"- Novice TKA for meditation to heal HAM faster during downtime and stop bleeds."

Won't work. Meditate never heals your HAM fast and bleed / disease / poison heal doesn't kick in before Meditation I.

Wound healing is available at IV.

Captain Kovu of Bothawui


Master Smuggler - Master Pistoleer - Master Privateer


History of the Smugglers

02-12-2004 06:01 PM   Report Abuse to a Moderator
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Tatanka
SWG Petty Officer
Posts: 115
Registered: 06-26-2003


Server: Starsider


Thanks, kovus. I was going on what is apparently an outdated TKA faq over on their profession board. Will change that in the next version of the guide.

_____________________________________________________________
Tyrsell Ratahl            ::            Smuggler            ::            Starsider
"Uh... Had a slight weapons malfunction...
        But, uh, everything's perfectly all right now. We're fine. We're all fine here... now... thank you...
                                                                                                                                                               How are you?"


Smuggler Complimentary Professions Guide v1.1
02-13-2004 02:20 AM   Report Abuse to a Moderator
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Ragnaat
Squadron Leader
Posts: 2435
Registered: 11-01-2003



must


/bump


(sticky?)

:: Hogarth, Weehawk & Overt ::
:: They don't pay me enough for this ::

02-15-2004 10:50 PM   Report Abuse to a Moderator
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Re: Smuggler Complimentary Professions Guide
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TurboSith
Squadron Leader
Posts: 7207
Registered: 08-04-2003


PA: aDv
Server: Gorath


the holo led me to DE... now im a Smuggler/De.... make spice.. make droids... hide spice... go sell.. woot woot

xxxxxxXxxxxxx
Squran s The Adversaries s Kantoe
s Smuggler
s Shipwright s
You don't know the power of the Milk shake



02-16-2004 02:20 AM   Report Abuse to a Moderator
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Re: Smuggler Complimentary Professions Guide
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Lamia_cat
Squadron Leader
Posts: 547
Registered: 08-06-2003


PA: www.left-4dead.com


Thank you!  I just Mastered Smuggler last week!  I was just starting to contemplate what I will/can do with my remaining skill points.  This guide came at just the right time.  Thank you very much.

 

Lamia

Master Smuggler

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Lamia
Retired
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02-16-2004 10:29 AM   Report Abuse to a Moderator
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Re: Smuggler Complimentary Professions Guide
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Burr
Wing Commander
Posts: 1575
Registered: 06-26-2003


Server: Ahazi


I started a thread about this earlier, but my new plan is.

Master Smuggler

Pistoleer 0-4-0-4

Commando 0-0-4-0

That leaves me 27 points that I can put into medic or more commando or pistoleer skills if I need. Really are a lot of options with smuggler.

----
Nothing personal..... it's just business...

02-16-2004 10:40 AM   Report Abuse to a Moderator
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