swglogo
EverQuest Camelot FFXI WoW EQ2 Planetside Lineage II EQOA
Subscribe...
Home...
News...
News Archives...
Store...
FAQ...
Links...
Submit Information...
Login/User...
User Accounts...
Your Characters...
New Commments...
Journals...
Forums...
Main SWG Forum...
How to Become a Jedi...
Out of Topic Forum...
The Asylum...
Allakhazam IRC Chat...
Game Guides...
Combat...
Crafting...
General...
Location...
Macros...
Profession...
PvP...
Starting...
Discussion...
Servers...
Professions...
Races...
Characters...
Full List...
Races...
Professions...
Skills...
Skill Modifiers...
Abilities...
Certifications...
Schematics...
Items...
Badges...
Character Builder...
Geography...
Planets...
Cities...
Places of Interest...
Resources...
Spaceport Routes...
Dynamic Maps...
Search Locations...
Add Locations...
Location Help...
Commands...
Quests...
List...
By Planet...
By Area...
Missions...
Bestiary...
Search...
Trainers...
Facilities...
Stats:
  • Quests: 487
  • NPCs: 3,696
  • Skills: 927
  • Abilities: 3,360
  • Schematics: 1,455
  • Locations: 2,659
  • Users: 557,553
  • Comments: 3,569,673

  • Smuggler -- Guide to the Profession
    By: Wraith Alcon, Posted at: Wed, Oct 22nd 7:30 PM 2003
    Rated 5.00 by 7 people

    �Pssst�.You over there! Yeah you, come over here�I word is you have been
    asking a lot of questions and nosing around about certain items banned by
    the Empire. Am I right? Heh, okay here is the deal�go to the back of the
    Cantina and tell that ugly Rodian good ol� Devrik sent you. He will get you
    what you need�if you have the credits!�

    So you are interested in the dangerous profession of the Smuggler eh? Well I
    think I can provide a few pointers!

    The Smuggler profession is currently a Hybrid class with some Combat, some
    Crafting, and some unique skills not found in any other profession in the
    game. If you are looking for a good support class to another Combat class,
    Smuggler is a good choice. However, a Smuggler can not be an effective
    combat machine on his own.

    As a Smuggler you will find an array of Spices to buff attributes, the
    ability to Slice (upgrade) weapons and armor, reductions for perks/penalties
    in the GCW (Galactic Civil War), and some of the best Pistol skills.

    Starting Off:
    Tip#1-Credits are your friend
    You will need the Brawler�s Unarmed IV, as well as the Marksman�s Pistol IV
    in order to qualify for Novice Smuggler. Pick a Brawler/Marksman class and
    get to work fighting those little creatures outside of the city. Run
    missions as much as you can to build up enough credits to train SCOUT and
    MEDIC.

    Scout will let you harvest organics from the creatures you will be fighting
    and gain Terrain Navigation to help you move through the wilderness. The
    reason you will want those Organics is primarily to trade or sell on the
    Bazaar because you will not be getting many credits from running your
    missions. Scouting Experience is the most passive experience out there, and
    lets you make use of all of your opponent�s body.

    Medic will provide with the indispensable ability to heal yourself in
    combat, something that can save your life whether at the beginning or end of
    your career. All you need is organics (alternate reason for Scout) and then
    non-organics like petrochem and water (which you will have to trade for or
    purchase). This will also be useful when in groups and in the Medical Center
    so you can heal your own wounds and not wait for others (However you do NOT
    get experience for healing yourself, only others).

    Check the Bazaar for Pistols as you need them. Currently the best pistol I
    have seen is the DH17 PISTOL. However, not many Weaponsmith�s make them, so
    you might have to ask around a bit (do a search for Weaponsmith).

    When gaining Unarmed Experience make sure you are not tempted to use a
    weapon!!! You want Unarmed Experience, and even if you use a few shots you
    are taking away from possible Unarmed Experience. This will be the tougher
    of the two to acquire.

    So Now You Have Some Credits�WHAT TO BUY???:
    Tip#2-Armor is your friend
    What you will be spending money early on is Armor. DO NOT BUY BONE!!! Its
    defense vs. Kinetic nil. You want a GOOD suit of Mabari Armorweave from a
    GOOD Armorsmith. It should cost you anywhere from 5-8K in Credits. But it is
    well worth it. It will cut damage taken in melee by over 50%.

    If you don�t know a good Armorsmith (I.E. haven�t seen one around town) go
    to the Bazaar and look for Mabari there in your area. Then send a mail to
    the creator and see what is the best that they can make and what they will
    charge for a full suit.

    Be prepared to go through a suit of Mabari almost 1/week in the early
    stages. So keep the Credits saved, you will need them later.

    After you have some more you will want to upgrade the armor to Chitin which
    has even better Kinetic defense. However a suit costs around 20K in credits.

    You may be asking yourself, �Why is Kinetic so important?� Well the answer
    is simple. All of those pretty creatures we are fighting are melee
    creatures. You won�t be getting in blaster fights until you go to fight
    Factional NPC�s, or maybe also some Gang members.

    Phew�Master Pistol and Master Unarmed. *Sigh* I Still Have a Long Way to Go�
    Tip#3-Anything that is worth doing is not easy.
    That�s right, after cranking out ALL that pistol and unarmed experience, you
    are ready to start working on Novice Smuggler. But lets step back first�

    By now you should probably have a decent amount of credits sitting in the
    bank, some decent armor, and if you are fortunate possibly a house.
    Congratulations! But there is still a lot of work to do!

    The only advise here is to stay on task and keep trucking along. You will
    probably see other people doing a LOT more damage than you. Do not be
    discouraged. With a good DH17 you can whip out a decent amount of damage,
    but nothing as spectacular as a Commando or Teras Kasi.

    To help finish off the Pistol/Unarmed experience you can try to find some
    friends. If you have some tougher friends see about taking off-planet trips
    to Dantooine to fight Huurtons. You can pull off a lot of quick experience
    (and some nice Hides) in a short amount of time. And if you have really nice
    and patient friends, they might even let you destroy the lair to get all the
    experience from that!

    Remember, its only 50,000 Pistol Experience until Novice Smuggler. That is
    not too bad.

    Special Moves:
    Tip#4-Special Moves are your friend!
    By now you should have some fun little shots that damage the Health bar, as
    well as a fun little Bleed attack. Try to fire that off early in the fight
    and let the bleed be a good DOT (Damage Over Time). Unarmed wise you will
    also have some good moves for when things get a little too close for
    comfort. Nothing is more fun that using a few Spin Attacks to take out 3+
    enemies.

    But make sure to keep an eye on your HAM bars. These specials moves do cost
    in the end.

    Novice Smuggler, AKA Now Where Do I Begin???:
    Tip#5-Friends are your�uhhh, well�friends.
    Before we go any further we should take another step back and look at what
    lies ahead of us. We will need 3 different types of experience to advance
    all the lines of Smuggler: Pistol, Spice Crafting, and Slicing. So lets look
    and see what we need�

    Pistol Experience=Killing stuff with a pistol. No Problem.
    Spice Crafting=Crafting some Spice using various types of specific Organics
    and Inorganics. Hmmm�time to throw down some harvesters (more on this
    later).
    Slicing=Playing the Smuggler mini-guessing game (more on this later).

    For your own benefit in the near future now would be a good time to find
    several types of people: a Weaponsmith, an Armorsmith, a Master Smuggler (or
    Slicer would work), someone who knows good spots for resources (AKA: A
    Surveyor), and a host of people you can go hunting tough enemies with.

    You may be asking yourself, �Self, why do I need to know all these people?�.
    We will get that right now!

    Advancing Smuggler (Spices):
    Tip#6-Spice is nice.
    Good news! This is the quickest and easiest line to advance. Ask any crafter
    and they will tell you grinding is a pain, but try and not to tease them
    because you can go from the bottom tier to the top in only a few hours if
    you have all the resources.

    First thing is first. You need to lay down a Flora Farm or two (purchased
    from an Artisan/Architect) along with a Wind Generator. The latter will
    provide power for the former. Now would be the time to employ the Surveyor
    friend to find you a good spot. ANY organic will do and quality will not
    matter since Spices can not be experimented or enhanced at all. We need
    quantity, not quality.

    Next get your self 2-4 crafting stations (Generic or Food and Chemical). I
    used 3. You will also need some metal, any will do, and you can just get
    that from the Bazaar. Then wait for the Flora Farm to rack up some Organics.

    Now sit back and start crafting�SHADOWPAW. This spice gives the BEST
    experience for the least amount of resources (30 total). You will receive
    about 120 experience when you set the station to practice.

    Before you know it you will be a Fence! Then you will be able to craft any
    Spice there is! Congratulations!

    Grey Gabak- (15 Vegetables/5Organic) Focus +500, 500s

    Scramjet- (10 Meat/10 Reactive Gas) Strength +300, 700s

    Shadowpaw- (25 Organic/5 Metal) Action/Quickness +250, Strength �100, 600s

    Yarrock- (10 Wood/5 Cereal/5 Chemical) Mind +200, Focus/Willpower +100, 600s

    Giggledust- (10 Organic/5 Bone/5 Flower) Action/Quickness +300, Focus �100,
    600s

    Sweetblossom- (10 Flower/5Water/5 Metal) Health +100, Constitution +600,
    Action/Quickness �100, Focus �200, 600s

    Zypolene Droid Lubricant- (10 Chemical/10Gas/5 Metal)
    Health/Strength/Constitution +250, 600s

    Pyrepenol- (10 Water/5Chemical/10 Metal) Strength +300, Quickness �100,
    Focus �50, 600s

    Sedative H4b- (10 Organic/10 Meat/5 Metal) Health +400, Constitution +300,
    Mind/Focus �100, 600s

    Crash �N Burn- (15 Fruit/15 Vegetables/5 Metal) Mind +400, Focus +200,
    Action/Constitution �200, 600s

    Gunjack- (15 Cereal/15 Meat/1 Carbosyrup) Strength +500, Quickness �200,
    Focus �100, 600s

    Thruster Head- (15 Chemical/5 Meat/15 Gas) Mind +600, Focus +200, 400s

    Booster Blue- (15 Copper/15 Chemical/15 Metal) Action/Quickness +400, 600s

    Muon Gold (AKA-Bounty Hunter�s Bane)- (15 Water/15 Radioactive/15 Metal)
    Mind/Focus/Will +500, 600s

    Neutron Pixie (AKA Commando Killer)- (15 Gemstone/15 Mineral/15 Fruit)
    Health +1000, Strength/Constitution +200, Action +500, Quickness/Stamina
    +50, 800s

    Advancing Smuggler (Slicing):
    Tip#7-Its good to know people in high places.
    Slicing is a pain in the butt early on, but if you know the right people it
    can be a little less of a pain. There are several tools you will need as
    well, the most important being a Laser Precision Knife. Don�t worry you can
    craft them with 10 uses at Novice for 14 Metal.

    The Slicing Mini-Game is this. When you begin to Slice you are given 2
    choices. Cut the Red or the Blue wire. Guess wrong and you will fail and the
    item will NEVER be able to be sliced again. Guess right and you then cut the
    other wire and you are home free. Smugglers get 2 items to help them guess
    though. The first is granted at Slicing II, and is a Flow Analyzer Node
    (FAN), and takes 20 Metal/20 Copper. The FAN will grant you a roughly 70%
    success rate which is helpful. At Slicing IV you will get the Molecular
    Clamp, 50 Metal/40 Non-Ferrous, and will grant 100% success rate.

    Remember that Master Smuggler/Slicer you befriended? Well now is the time to
    buy some crates of either of these off of him. They will make your work much
    easier.

    At Novice Smuggler you will have the ability to slice containers. If you are
    like me you probably thought that meant Backpacks and such�nope, it�s those
    randomly dropped Locked Containers. If you had some foresight you would have
    been collecting those things and telling your friends to save them for you
    until now. Containers will give you 250 experience/successful slice, so that
    means 20 slices for Slicing I, and 40 slices for Slicing II.

    To reach Slicing II your best bet is to load up on Knives and Clamps and
    head to a crowded place like the Coronet Starport. Sit down and shout out
    that you are Slicing Locked Containers for free (you might want to make a
    Macro). It will take awhile, but you only have to do it once.

    At Slicing I you gain the ability to Slice Terminals. I have not found this
    useful at all. Ideally you will receive more credits from the missions, but
    unfortunately if you like to refresh a lot to find the perfect
    direction/distance and enemies this will not be a big help. You can only
    slice a terminal once every two minutes, and a successful slice gives you
    100 experience. Slicing II is useful when sitting around slicing Containers
    in between clients. At the Coronet Starport you can slice some terminals
    while you wait for someone to bring you their Containers.

    At Slicing II you can say goodbye to the Container grind, and hello to a new
    grind. You will now be able to Slice Weapons, but now you also need a new
    item�a Weapon Upgrade Kit (WUK) along with all your old toys. Remember your
    Weaponsmith friend? Well now is the time to convince him to somehow pump out
    crates of WUK�s and Weapons for you to Slice. Each Weapon gives 250
    experience, just like Containers. This process will have to be repeated
    several times to reach Slicing III, but much quicker than standing around
    and shouting that you are Slicing Weapons. Also, now you will be able to
    make FAN�s on your own.

    At Slicing III you will be able to also Slice Armor. So now you find your
    Armorsmith friend and repeat the same process with the Weaponsmith, except
    now you get 100 Armor Upgrade Kits (AUK�s). Like Weapons, Armor gives 250
    experience per Slice. But since people can wear up to 9 pieces of Armor and
    generally only carry 1-2 weapons, you will probably get more business by the
    person. However, grinding wise, you could still just have that Weaponsmith
    pump out more low-end Weapons for you.

    Slicing IV�FINALLY! Congratulations, you are a Slicer! You can make
    Molecular Clamps on your own and can now get greater Slices on Weapons. The
    grind is over!

    A Slicer and a Spicer!
    Tip#8 Business is Business
    As a Slicer and a Fence you are now set up to make some real credits off of
    other players. Although not many will order Spice from you, everyone and
    their grandmother will want their Equipment Sliced.

    Now you may be asking yourself�what do I charge? Well that is up to you.
    Unfortunately there are no standards, only 2 general guidelines:
    1) Charge a Flat Rate: Generally 1-3K
    2) Charge by the % Increase: Generally 50-300 Credits/Percent Increase

    Some Slice for free, some charge WAY too much, some don�t charge for a bad
    Slice, some ask for more for a GREAT Slice, but it is all up to you. If you
    want to be a Business man then make the customer happy and he will ALWAYS
    seek you out first, and if anyone asks him if he knows a Slicer you will be
    the one mentioned. But if you don�t want to Slice anyone�s equipment except
    your friend�never put up the Slicer title on your character! You will get
    bombarded with Tells.

    Advancing Smuggler: Underworld�Its Not Just For Vampires or Werewolves
    Anymore! (That�s a Joke)
    Tip#9 It is good to practice PvP with your friends first before trying to
    take on that Bounty Hunter with the Krayt Pistol.
    Underworld is a unique line that gives some very interesting perks to the
    Smuggler. Many will say it is the most useless line, and unless you are big
    on the GCW (Galactic Civil War) it is. From reading the Official Forums,
    however, I have found that the Development team does wish to completely
    change this Line�but they are just not sure to what yet.

    All of Underworld is based off of Pistol Experience. So I hope you enjoy
    shooting and killing! The following is a breakdown of what you get at each
    Rank. They are all unique skills and it is up to you to determine how you
    can best use them:

    Underworld I: Know all spoken Languages. (most people already do, however,
    within their first few hours playing the game). Plus a 10% reduction in the
    cost of all Faction Perks (anything you can buy from a Recruiter).

    Underworld II: At this rank in PvP against other Overt Faction Members you
    are only worth � the Faction Points for a Death, and when you die you only
    lose � the Faction you would have.

    Underworld III: Sell Out!!! This is one of the more worthless ones in my
    opinion. With this you are able to visit the opposing Faction Recruiter and
    sell your Faction for credits (I.E. Rebels would visit the Imperial
    Recruiter and sell Rebel Faction). If you are like me you are scrambling to
    get as much Faction as possible, and selling it for a few measly credits is
    worthless. Currently the conversion is

    Underworld IV: Another worthless skill in my opinion�this one allows you to
    BUY Faction. Of course you can only buy up to 500, and the conversion is
    currently

    Advancing Smuggler: Dirty Fighting (AKA The Coolest Line in Smuggler)
    Tip#10 Don�t stand up while using Feign Death if you are at negative life.
    This line holds within it some of the best pistol moves in the game
    currently. The downside is that there is no increase in any pistol skills
    such as Accuracy or Speed. Once again this is an issue that the Developers
    are looking into. Ideally they would like to add some Unarmed abilities in
    here as well as adding some of the aforementioned Accuracy/Speed/ect.
    skills. Like Underworld, all of the Dirty Fighting line is based on Pistol
    Experience.

    Dirty Fighting I: Here you get a really neat ability called Feign Death.
    What this does is, on the next hit to you, you fall down and act to be
    unconscious until you decide to stand up. PvE this means most creatures will
    stop attacking you. PvP this means you CAN NOT BE DEATHBLOWED. Sounds good
    eh? Well there is one catch�you can still be attacked. That means someone
    can continuously deal you damage and wounds, only can not kill you. So
    essentially if you are patient enough you can wait out your attacker, get
    up, and heal up. PvP I don�t see much use for this except to piss the guy
    off so he can�t DB you.

    Dirty Fighting II: Panic Shot. Here we get a cone effect in which blasts are
    sprayed to everything within, ideally �stunning� them for a few seconds. The
    stun is actually a delay of 5-10 seconds. Just as the name implies this
    attack is intended to be used if you get jumped and need a few seconds to
    settle down and prepare yourself for combat�although chances are by that
    time the fight is half way over, but you never know!

    Dirty Fighting III: Now we are getting into the two best Smuggler combat
    abilities. The one at this level is Lowblow. This is the shot aimed at the
    kneecap, which consequently results in a knockdown. That�s right, the only
    pistol Knockdown there is! This is GREAT news for our Teras Kasi/Smugglers
    since it is a way to combat kiting. But it gets better�Unarmed Knockdown and
    Lowblow run on 2 separate timers! I will let your imagination run wild�

    Dirty Fighting IV: And here we are you Rogue! The cr�me de la cr�me: Last
    Ditch, arguably the greatest and most beneficial pistol skill in the game
    currently. With a decent pistol you can do over 4000 damage in one hit. And
    for our PvP enthusiasts that can translate to a potential 1-hit kill. If you
    are like me you are cleaning yourself up right now and maybe getting a new
    pair of shorts! :D But there is a downside�the delay for your next action is
    DRAMATICALLY increased. But it is a give and take, and worth the risk if in
    a scenario where this attack would be�well�your LAST DITCH effort!

    Master Smuggler!
    Tip#11 Be happy with what you have, because chances are the grass is not as
    green as it seems.
    Now that wasn�t such a hard grind now was it? A little combat, a little
    crafting�and look at you now! You�ve got combat skills, buffs, money making
    skills, and some decent GCW bonuses. Did I mention that at Master level your
    10% reduction of Faction Perks is upped to 25%? That�ll come in handy for
    buying that Armor, Pets, or Base you always dreamed of�

    Okay so Master Smuggler is not something EVERYONE will enjoy. And it is also
    one of the things looking to be revamped to included possibly some passive
    bonuses. But for now this is what we�ve got, and it is up to you to decide
    if it is something you can use, or if your skill points are better spent
    elsewhere.

    What Else?:
    Tip#12-Love what you do and do what you love!
    So you are a Master Smuggler right? That means you have 129 Skill points to
    play around with. What else do you want to be? You can be pretty much
    anything with that much to spare. Pick something that you will enjoy though.
    Nothing is worse than playing something you HATE. Although the three obvious
    paths are Pistoleer, Commando, and Teras Kasi.

    Personally I have tried as many professions as I can to see what I like.
    Doctor, Bio Engineer, Creature Handler, Weaponsmith, Architect, Teras
    Kasi�Currently I am enjoying the devious route of the Smuggler and the art
    of the Teras Kasi. Smuggler lets me help out my Guild, while at the same
    time being a solid hybrid class to balance with Teras Kasi.

    But the key is to find something you enjoy doing and then do it. If you end
    up not liking it (like I didn�t like Bio-Engineer) then quit out. Even if
    you pick up another class and like it better, don�t be afraid to quit out of
    Smuggler. Better you are happy than not.

    PvP:
    Tip#13-Strategy!
    Gain personal experience first by �playing� with friends of different
    professions. We have a class that contains some great skills, but no combat
    abilities. It is best to know what you are capable of before trying to take
    out that Overt guy hounding the Faction Terminals or Starport. Obviously
    your big ones will be Lowblow and Last Ditch, plus whatever other tricks you
    have up your sleeves. And by that I am most certainly referring to the
    crates of Spice you should be carrying around for those �emergency�
    situations!

    Tip#14-HAVE FUN!!!

    SWG: Profession: Smuggler -- Guide to the Profession, by Wraith Alcon
    [Post] Forum Preferences: Logged in as: Anonymous [Login]
    Save:
    12 threads, 1 page(s) long 
       smuggler faction Reply...
      Posted @ Thu, Nov 25th 2:47 PM 2004
      By: fourh
      Scholar
      76 posts
      Score: Decent [3.07]

      Who do you buy faction from?  Who are the NPCs? How much does it cost? What factions can you buy? The factions are certainly not just imperial and rebel?

      Please help. I cannot believe that the master smugglers out there do not know this.

      Edited, Thu Nov 25 20:43:41 2004                         

       
      ----------------------------
      Fourh
      0 Replies
       just my thoughts Reply...
      Posted @ Thu, Oct 21st 5:06 PM 2004
      By: KrillBloodfin
      1 posts
      Score: Decent [3.00]

      this is definately a good guide. I have found that u can "experiment" with spices however. U need a food crafting tool and resources... no need for high quality.... and u craft with "practice" key instead of actually making the spice. I used two tools because the average craft time is 19 seconds, which allows you to run both and 1 finishes full practice as the other starts... saving some time. I have heard macros work but never had the time to experiment and type all that crap. it is fairly long grind but hopefully worth it.

      Krill Bloodfin
      TKA 1-2-4-2
      Smuggler 1-0-4-3 working on master for both :)
      Scout 4-4-4-4 but dropping alot :)
      Pistoleer 1-1-4-2

       
      0 Replies
       Spice grinding Reply...
      Posted @ Wed, Sep 1st 9:24 AM 2004
      By: Hilfy
      9 posts
      Score: Decent [3.00]

      Just to be sure I understand, you're saying when grinding spice, keep to Shadowpaw the entire way?

                                                                      

       
      ----------------------------
      Hilfy Wolfsister
      53rd Season Druid
      Stormhammer
      0 Replies
       GREAT GUIDE! Reply...
      Posted @ Thu, Jun 17th 11:37 AM 2004
      By: Tomshirk
      181 posts
      Score: Decent [2.62]

      It gave me an idea, in fact:
      Master whatever professions you want and then RETIRE from ALL of them!  that's right... truly retire!
      Then invent a new class: Drunk old curmudgeon! Sit around at the cantina drinking booze and heckling the dancers/musicians. Point out the fruitless stupidity of everyone else's actions. Love life and hate everyone else's.
      Aint it grand?            

       
      ----------------------------
      Why do we fear death?
      It is the one common thread that binds all living things.
      We should emrace it with the love of life and desire for harmony.
      Or should we instead cling to life and diversity, at the cost of peace?
      0 Replies
       killing a friend Reply...
      Posted @ Wed, Jun 16th 3:29 PM 2004
      By: Balemarksman
      13 posts
      Score: Default [2.00]

      Can i master smuggler/master tka kill a novice bh/novice ch                                                                

       
      ----------------------------
      server interpid
      0 Replies
       Buying Weapons Reply...
      Posted @ Fri, May 28th 11:34 AM 2004
      By: Tomshirk
      181 posts
      Score: Decent [3.00]

      Search for VENDORS
      SWG should eliminate anything other than Vendors and direct trades for the economy.  No Bazarre, no junk dealers, and NEVER any NPC merchants.
      I visited a shop on Tatooine (on bloodfin)... the place was empty and forgotten. Nothing to sell... and likely no one to buy my upgraded CDEF rifles.
      They should eliminate either the bazarre, or vendors... they compete with eachother to much for it to be worthwhile to have both. But hey... if my CDEFs manage to sell regardless of the presence of a bazarre in Mos Eisly (nearest city) then I'll eat crow.
      Until then, bazarres compete to much with PC vendors because of the convenience.

       
      ----------------------------
      Why do we fear death?
      It is the one common thread that binds all living things.
      We should emrace it with the love of life and desire for harmony.
      Or should we instead cling to life and diversity, at the cost of peace?
      0 Replies
       SLICING QUICK Reply...
      Posted @ Fri, May 28th 6:38 AM 2004
      By: Randbo
      12 posts
      Score: Decent [3.00]

      ok here is the fastest and surest way to run up the slicing line.
      First: go buy 60 locked containers. shop coronet vendors and you WILL find them. one guy had 70 on his vendor at 7.5k per. WHO GIVES A RATS PATOOTIE ABOUT COST. (not me, anyways. i'd rather be a slicer making money than spamming starports for free training slices). also need 60 MOLECULAR CLAMPS, same vendors.
      then make, IN AN EQUIPMENT FACTORY, 100 laser knives, cheap metal, copper will do.
      each slice uses 2 charges on the laser knife. one thing, NEVER NEVER NEVER run around with a CRATE of laser knives. you will regret it. always take a bunch of knives and leave the crate in your house. reason is, if you run out of knives and you are slicing away, it will grab charges from the first one in the crate while still in the crate. then when that first crated knife wears out it will then take ONE FULL KNIFE for each slice until the crate is gone. thats 9 out of 10 uses LOST.
      molecular clamps and weapon upgrade kits can stay in the crate, they are pulled correctly as needed.

      anyways, those 60 containers take you to slicing 2.
      dont bother with terminals, DO THOSE FOR FUN.
      now, at slicing 2, you need the following to FINISH IT OFF:
      300 daggers crated made by an artisan, CHEAP METAL.
      300 weapon upgrade kits crated made by a weaponsmith, cheap metal again for training, copper.
      300 MOLECULAR CLAMPS bought at coronet vendors again, PAY ANY PRICE for them. typical price is like 5k for a crate of 25.
      guys, THATS IT. takes bout 90 minutes to grind 300 dagger slices with 100% success. (100 sliced, then train slicing 3, then 200 more)

      this is fast and sure and you will do this in like 2 hours total if you have all the stuff up front.

      ok when done, get alot of top conductivity copper and a top weapsdroidgencrafting tool to make your laser knives and your OWN molecular clamps.
      give some to your weaponsmith friend to make you weapon upgrade kits and some more to your armorsmith friend to make you armor upgrade kits.
      these are your STOCK IN TRADE. give them top metal and ask them to make you a SCHEMATIC for each.
      that sets you up with 1000 of each you can make in an equipment factory as needed. copper with top conductivity works best here.

       
      0 Replies
       We dont need no steenkin subject Reply...
      Posted @ Tue, Feb 17th 1:03 AM 2004
      By: Dsym
      Scholar
      42 posts
      Score: Decent [3.36]

      Great guide, thank you much.

      I was particularly interested to find out that Last Ditch only hits for ~4K. I had much higher hopes for that one as my Pistoleer/Smuggler/Fencer/TKA hybrid for a PvP build. Perhaps that's because my "main" (I hate that term) is a BH, switched from Commando.

      Does anyone know how the other weapon skills scale damage wise? Like the Pistoleer skills?

       
      ----------------------------
      Dsym
      Deceiver of Legends
      0 Replies
       gj Reply...
      Posted @ Tue, Nov 11th 8:38 AM 2003
      By: Anonymous
      Score: Decent [3.00]

      Sure guys pick him apart.

      A few things I've learned as a 4/4/3/1 Smuggler is as follows:

      Pistol and PvE&P
      Health Shot One and Two Stack, I like to fire off Shot2 because it does the most damage or the two but is also easier to realize it missed (as its your first shot)....repeat these as neccessary until you know you got em both on there...then low blow your target.  THey lay there and bleed. The second they hit the ground, panic shot your target. Here's where its tricky. If its a monster/creature, they ALWAYS lay there for 10 seconds.... if they are a player, the "get up" times are different, depending on modifiers they recieve for their own skills.

      Slicing
      Early on I forsaw a problem collecting enough weapons to slive...and slice and slice and slice....I made these easier on myself by aquiring materials and finding a friend with a factory. I trained up Novice artistan and produced many, many, MANY survival knives. Then I bought many, many, MANY molecular clamps.

      As you progress in Slicing, you do NOT have to change the items you slice as you gain them (i.e. armor).

      Not trying to take away from your work, I will definately be using the spices part as soon as servers are up.

      Good job and thank you.

      Sab
      Empires Elite
      Tarquinas

       
      0 Replies
       food station Reply...
      Posted @ Thu, Oct 23rd 1:46 PM 2003
      By: MeDiUu
      4 posts
      Score: Decent [3.00]

      well a smuggler at least need access to a food station if he plans on manufacturing any spice.                                                                

       
      1 Reply
         RE: food station Reply...
        Posted @ Wed, Oct 29th 4:22 PM 2003
        By: Anonymous
        Score: Default [2.00]

        Actually non of the Spices require you to be near a crafting station. Therefore you only need the tools, and can spicecraft whenever, wherever.

        Arashi                                                   

         
        0 Replies
       Crafting stations? Reply...
      Posted @ Thu, Oct 23rd 11:39 AM 2003
      By: katawhompus
      3 posts
      Score: Decent [3.00]

      Please correct me if I'm wrong....
      In the section under Tip#6 where you wrote

      Quote:
      Next get your self 2-4 crafting stations (Generic or Food and Chemical).

      Shouldn't that be crafting TOOLS... not stations?
      There is no need for a crafting station because
      Quote:
      ... Spices can not be experimented or enhanced at all


      Some spices may require you to stand in front of a generic or food/chem crafting station in order to make it, but multiple stations are not required as you can run multiple tools in front of one station.

      Just didn't want people new to the game to get confused.

      Edited, Thu Oct 23 11:37:17 2003

       
      1 Reply
         RE: Crafting stations? Reply...
        Posted @ Sat, Dec 27th 10:40 AM 2003
        By: patrias
        3 posts
        Score: Decent [3.00]

        Give this some thought. While we cannot experiment or wnhance  spices, there is a Need to have a Food and Chem Crafting station, AND a factory. We need a schematic for the factory, and we need a factory, if we Hope to REALLY make Money at spices.

        Until I Bought a Crafting station and factory, I made no Money, as all i could do was Make spices 1 at a time, takes forever, and the Profit / hour is negligable. Get a Crafting station, make a schematic for 1000. Buy CHEAP resources, yes travel to coronet or moenia Just to get 3k metal, at 5 to 6 cpu. If you keep costs below 6 cpu, A crate of 25 Muon will cost you 6750 to make, and On Tempest server at least you can turn around and sell that same crate for 15k. I make 3 to 5 crates a week, sell a couple at 15k, and split the rest Into 5 Unit crates that then sell On bazaar at 3k each.

        6735 profit - travel expenses. even at the Low level of 3 crates a week we are talking 20k a week, Not Much compared to doing Missions, But all this is basically gravy as it sells on bazaar without you having to look for customers, if you want to be More aggressive the Profits are endless. But fact is, None of thios is Possible without a crafting station and Factory.

        Some talk about the Money to be made slicing, Personally I gave Up slicing, when I Master smuggler, and Prepare to start using Holocrons, I will ONLY keep the spice and dirty fighting Line.

        So By all means get yourself a Crafting station, and factory, and say goodbye to Poverty :-)

         
        0 Replies
       5 stars Reply...
      Posted @ Thu, Oct 23rd 7:24 AM 2003
      By: Anonymous
      Score: Good [4.00]

      Great guide thanks                                                                             

       
      0 Replies
      0 Message(s) skipped by filter settings, 14 displayed
      Anonymous posting has been disabled on this forum.

      Forum system by Illia