Post by eoro on Sept 15, 2006 10:01:48 GMT -5
This is on TC right now so don't hold them to it lol
soe.lithium.com/swg/board/message?board.id=ngesmuggler&message.id=33881
The Expertise System: Smuggler
The new expertise system might be difficult to swallow. This guide attempt to simplify the terms as much as I can. Hopefully it will be enough for you to get a hang of what the expertise system offers.
Please help me adjust this guide if I make mistakes.
Please do not start discussions in this thread.
Character Creators
Character Creatores serve as excellent tools to build different templates and weight them against eachother.
MajorXP's webbased calculator:
www.golegend.com/swg/expertise
The Basics
Throughout the levels a Smuggler will be rewarded Expertise Points. 5 points at level 10, then 1 point every 2 levels up to a total of 45 points.
There are 18 skillines to spend in. Each skilline consists of 1-5 boxes. Some boxes must be upgraded with up to 4 points to earn the next box in the same line.
If we are not satisfied about the skillines we have chosen, we can find ourselves a Profession Counsellar that can reset our expertise points and pick a new template.
I often use the Profession Counsellar right outside Mos Eisley Starport, to the left of the entrance, but there are one in most large cities near the Starport entrance.
There are many ways to build a smuggler. Perhaps we want a Pistoleer, or a Melee Specialist, or maybe just a smooth scoundrel with lots of contacts. It's up to you.
Our Free Skills
The following seems to be given to all Smugglers for free. Some of theese are reduced in power compared to what we used to have, but may be upgraded with expertise points.
Level 1: Fast Draw 1, Precision Strike 1, Find Illicit Goods, +25 Terrain Negotiation
Level 4: Concussion Shot 1, Dizzy 1
Level 7: Self Heal 1: Patch Up, Cover Fire 1, Pin Down 1
Level 10: Call a Favor 1: Smuggler, Issued Smuggler Backpack
Level 14: Fence Items, Stolen Cargo Manifest
Level 18: +25 Terrain Negotiation
Level 22: Armor Use, Rogue Chest Armor
Level 26: Dirty Trick 1, Stolen Receipts
Level 30: Scoundrel's Scout Blaster
Level 34: Self Heal 2: Self Preservation
Level 38: Dirty Trick 2, Issued Smuggler Ring
Level 42: Forged Documents
Level 46:
Level 50: Dirty Trick 3, Precise Striker Pistol
Level 54:
Level 58: Self Heal 3: Survival Instinct
Level 62:
Level 66: Dirty Trick 4, Issued Smuggler Pendant
Level 70: Bleed 2 (not actually granted)
Level 74:
Level 78: Dirty Trick 5, Plan Beta
Level 82: Self Heal 4: Vitality
Level 86:
Level 90: Dirty Trick 6, Camouflage Ally, Disarm Trap, Belt of the Smuggler
What we have at level 90
Call a Favor 1: Smuggler
Camouflage Ally
Concussion Shot 1
Cover Fire 1
Dirty Trick 6
Disarm Trap
Dizzy 1
Fast Draw 1
Find Illicit Goods
Pin Down 1
Precision Strike 1
Self Heal 4: Vitality
Our "Lost" skills
The following are removed from our free skills.
Bleed (Bleed, Artery Strike)
Coneshots (Combat Reflexes, Multi-Target Shot, Fan Shot)
The "Skillines"
The name of the skillines are not official. They are just there to give you a quick hint what the line is about.
An Underlined power means a new special is granted.
The Max Cost will tell you the max amount of points required to get the whole line.
Effect will give you a very short description what the line is about.
Quickchart
The 18 skillines in short, followed by the power that initiates the line and the points required to max out the whole line.
Scoundrel
Enhanced Precision 2pt
Enhanced Luck 2pt
Armor Bonuses (Hidden Padding) 6pt
Pistol Bonuses (Gun Oil) 14pt
Melee Bonuses (Elbow Grease) 14pt
Debuff Line (Spot a Sucker) 7pt
Buff Line (Off the Cuff) 4pt
Narrow Escape 1pt
Smuggler
Easier Smuggling (Sly Lie) 6pt
Fast Talk 1pt
Smugglers Luck (Easy Money) 14pt
Combat Bonuses (Ploy) 13pt
Healthy Profits 1pt
Fake ID 1pt
Underworld Boss 1pt
Business (Off the Books) 5pt
Long Odds 1pt
Quick Fix 4pt
Details about each skilline
The roman numbers equals the tier of the ability.
Tier I is free, you can buy it at any time.
Tier II requires 4 points spent in abilities from the same specialization (Scoundrel/Smuggler) and all earlier boxes from the same line.
Tier III requires 8 points spent in abilities from the same specialization (Scoundrel/Smuggler) and all earlier boxes from the same line.
Tier IV requires 12 points spent in abilities from the same specialization (Scoundrel/Smuggler) and all earlier boxes from the same line.
Tier V requires 16 points spent in abilities from the same specialization (Scoundrel/Smuggler) and all earlier boxes from the same line.
Scoundrel Specialization
Enhanced Precision
Max Cost: 2 Points
In a nutshell: +25 Precision per point spent
Enhanced Luck
Max Cost: 2 Points
In a nutshell: +25 Luck per point spent.
Armor Bonuses
Skilline: Hidden Padding, Lined Pockets, Idiot Proof Plan
Max Cost: 2+2+2 = 6 Points
In a Nutshell: Improved damage reduction, with and without armor.
I. (2/2) Hidden Padding: Increases resistances by 1000 per points spent, with diminishing returns if you wear armor.
III. (2/2) Lined Pockets: Increases resistances by 1000 per points spent, with diminishing returns if you wear armor.
V. (2/2) Idiot Proof Plan: All damage is reduced by 2% per point.
Pistol Bonuses
Skilline: Gun Oil, Hair Trigger, Precise Bead, Hammer Fanning, Break the Deal
Max Cost: 1+4+4+4+1 = 14 Points
In a Nutshell: Makes you better when you fight with pistols.
I. (1/1) Gun Oil: Fast Draw 2, A quick level 10 attack that causes bonus damage.
II. (4/4) Hair Trigger: Decreases Fast Draw line of attacks action cost 4% per point spent while using a pistol.
III. (4/4) Precise Bead: 2% per point spent to increase your critical chance rate with a pistol. Increases range with 2m per point.
IV. (4/4) Hammer Fanning: A passive chance of 3% per point spent to shoot twice as fast as usual with a pistol.
V. (1/1) Break the Deal: A debuff that lower an enemy's damage by 75% for 5 seconds.
Melee Bonuses
Skilline: Elbow grease, Switcheroo, Head Crack, One-Two Pummel, Bad Odds
Max Cost: 1+4+4+4+1 = 14 Points
In a Nuthshell: Makes you better when you fight with melee weapons.
I. (1/1) Elbow grease: Precision Strike 2, a precise level 10 strike that causes bonus damage.
II. (4/4) Switcheroo: Inreases the chance to be hit by a glancing blow by 2% per point spent while using a melee weapon.
III. (4/4) Head Crack: A passive chance of 3% per point spent to stun an opponent with a melee weapon.
IV. (4/4) One-Two Pummel: A passive chance of 4% per point spent to strike twice as fast as usual with a melee weapon.
V. (1/1) Bad Odds: A level 34 Posonous attack that causes your opponent to take damage over time.
Debuff line
Skilline: Spot a Sucker, Meager Fortune, Wretched Fate, Poor Prospect
Max Cost: 1+2+2+2 = 7 Points
In a nutshell: Debuffs a target, making them deal less damage.
Prerequisite: 4 points in scoundrel
II. (1/1) Spot a Sucker: Debuff target with a precision penalty.
III. (2/2) Meager Fortune: A decreased chance to critical hit of 10% per point spent with Spot a Sucker.
IV: (2/2) Wretched Fate: A passive chance of 10% per point spent your target only gets a glancing blow with Spot a Sucker.
V: (2/2) Poor Prospect: A passive chance of 10% per point spent to decrease an enemy's damage with Spot a Sucker.
Buff line
Skilline: Off the Cuff, Double Deal, End of the Line
Max Cost: 1+2+1 = 4 Points
In a nutshell: Ensures critical hits and boost the damage done with criticals.
Prerequisite: 4 points in scoundrel
II. (1/1) Off the Cuff: A buff that allows the next strike to do a critical hit.
III. (2/2) Double Deal: A passive chance of 25% per point spent to strike two enemies while using Off the Cuff.
IV. (1/1) End of the Line: Buffs you with the ability to deal double damage once, when you critical hit.
Narrow Escape
Max Cost: 1 Point
In a nutshell: Gives you a buff that can make you immune against snares snares
Prerequisite: 16 points in scoundrel
V. (1/1) Narrow Escape: A level 34 buff that cures you of snares and roots and makes you temporarily immune to being snared or rooted.
Smuggler Specialization
Easier Smuggling
Skilline: Sly Lie, Half Truth, Innocent Cargo, Inside Information
Max Cost: 1+2+2+1 = 6 Points
In a nutshell: Quick lies and good contacts make your smuggling easier.
I. (1/1) Sly Lie: Tell a lie to keep your illicit goods from being discovered while on a smuggling run.
II. (2/2) Half Truth: Increases Sly Lie and Fast Talk by 5% per point spent. Adds +25 Luck per point spent.
III. (2/2) Innocent Cargo: Increases Sly Lie and Fast Talk by 5% per point spent. Adds a +25 Precision buff per point spent to Sly Lie.
IV. (1/1) Inside Information: Communicates with a contact within Jabba's palace to get information on bounties.
Fast Talk
Max Cost: 1 Point
In a nutshell: An ability to talk your way out of combat with some of your attackers, when you are one a smuggling run.
Smugglers Luck
Skilline: Easy Money, Feeling Lucky, Lucky Break, Card up your Sleeve
Max Cost: 2+4+4+4 = 12 Points
In a nutshell: Luck bonuses and a temporary combat bonus after you looted a smuggler loot.
I. (2/2) Easy Money: +25 Luck per Point spent.
II. (4/4) Feeling Lucky: Chance to find smuggler loot increased 1% per point spent; Finding smuggler loot grants a +100 Luck Buff.
III. (4/4) Lucky Break: While Feeling Lucky, Lucky Break has a 1% chance per point to buff 100% critical hits for 10 seconds.
IV. (4/4) Card Up Your Sleeve: 10% Chance per point to buff the player with double firing for 5 seconds, while Feeling Lucky and Lucky Break.
Combat Bonuses
Skilline: Ploy, Scandal, Smooth Move, False Hope, Fake Goods
Max Cost: 2+4+4+1+2 = 13 Points
In a nutshell: Makes a Smuggler more effective in combat.
I. (2/2) Ploy: +25 Precision per point spent.
II. (4/4) Scandal: Increases area affect damage by 1% per point.
III. (4/4) Smooth Move: All damage is increased by 1%, while using a pistol or melee weapon.
IV. (1/1) False Hope: Grants the False Hope ability, which is a stun area effect attack.
V. (2/2) Fake Goods: Extends the duration of the stun from False Hope by one second per point.
Healthy Profits
Max Cost: 1 Point
In a nutshell: Call a Favor 2: Medic, calls a Medic to your side through a favor, instead of a Smuggler.
Fake ID
Max Cost: 1 Point
In a nutshell: Smuggling Rank bonus, +10% Fast Talk/Sly Lie per rank. +50 Agility from Fast Talk.
Prerequisite: 4 Points in Smuggler
Underworld Boss
Max Cost: 1 Point
In a nutshell: Smuggling Rank armor bonus, +200 points per rank.
Prerequisite: 8 Points in Smuggler
Business
Skilline: Off the Books, Under the Counter, Best Deal Ever
Max Cost: 1+2+2 = 5 Points
In a nutshell: Calls in a junk dealer. When the dealer leaves, the party gets a buff.
Prerequisite: 8 Points in Smuggler
III. (1/1) Off the Books: Communicates with a junk dealer to visit your location for party members to sell to, and give party members +50 luck when the dealer leaves.
IV. (2/2) Under the Counter: Adds +25 Precision or Luck per point spent to the Off the Books buff
V. (2/2) Best Deal Ever: Smuggler gets 5% of profits per points. Off the Books buff reduces damage by 3% per point spent.
Long Odds
Max Cost: 1 Point
In a nutshell: Smuggling Rank, combat bonus, +1m range and +1% damage per rank.
Prerequisite: 12 Points in Smuggler
Quick Fix
Max Cost: 4 Points
In a nutshell: +10% damage healed to your self heals per point spent.
Prerequisite: 16 Points in Smuggler
soe.lithium.com/swg/board/message?board.id=ngesmuggler&message.id=33881
The Expertise System: Smuggler
The new expertise system might be difficult to swallow. This guide attempt to simplify the terms as much as I can. Hopefully it will be enough for you to get a hang of what the expertise system offers.
Please help me adjust this guide if I make mistakes.
Please do not start discussions in this thread.
Character Creators
Character Creatores serve as excellent tools to build different templates and weight them against eachother.
MajorXP's webbased calculator:
www.golegend.com/swg/expertise
The Basics
Throughout the levels a Smuggler will be rewarded Expertise Points. 5 points at level 10, then 1 point every 2 levels up to a total of 45 points.
There are 18 skillines to spend in. Each skilline consists of 1-5 boxes. Some boxes must be upgraded with up to 4 points to earn the next box in the same line.
If we are not satisfied about the skillines we have chosen, we can find ourselves a Profession Counsellar that can reset our expertise points and pick a new template.
I often use the Profession Counsellar right outside Mos Eisley Starport, to the left of the entrance, but there are one in most large cities near the Starport entrance.
There are many ways to build a smuggler. Perhaps we want a Pistoleer, or a Melee Specialist, or maybe just a smooth scoundrel with lots of contacts. It's up to you.
Our Free Skills
The following seems to be given to all Smugglers for free. Some of theese are reduced in power compared to what we used to have, but may be upgraded with expertise points.
Level 1: Fast Draw 1, Precision Strike 1, Find Illicit Goods, +25 Terrain Negotiation
Level 4: Concussion Shot 1, Dizzy 1
Level 7: Self Heal 1: Patch Up, Cover Fire 1, Pin Down 1
Level 10: Call a Favor 1: Smuggler, Issued Smuggler Backpack
Level 14: Fence Items, Stolen Cargo Manifest
Level 18: +25 Terrain Negotiation
Level 22: Armor Use, Rogue Chest Armor
Level 26: Dirty Trick 1, Stolen Receipts
Level 30: Scoundrel's Scout Blaster
Level 34: Self Heal 2: Self Preservation
Level 38: Dirty Trick 2, Issued Smuggler Ring
Level 42: Forged Documents
Level 46:
Level 50: Dirty Trick 3, Precise Striker Pistol
Level 54:
Level 58: Self Heal 3: Survival Instinct
Level 62:
Level 66: Dirty Trick 4, Issued Smuggler Pendant
Level 70: Bleed 2 (not actually granted)
Level 74:
Level 78: Dirty Trick 5, Plan Beta
Level 82: Self Heal 4: Vitality
Level 86:
Level 90: Dirty Trick 6, Camouflage Ally, Disarm Trap, Belt of the Smuggler
What we have at level 90
Call a Favor 1: Smuggler
Camouflage Ally
Concussion Shot 1
Cover Fire 1
Dirty Trick 6
Disarm Trap
Dizzy 1
Fast Draw 1
Find Illicit Goods
Pin Down 1
Precision Strike 1
Self Heal 4: Vitality
Our "Lost" skills
The following are removed from our free skills.
Bleed (Bleed, Artery Strike)
Coneshots (Combat Reflexes, Multi-Target Shot, Fan Shot)
The "Skillines"
The name of the skillines are not official. They are just there to give you a quick hint what the line is about.
An Underlined power means a new special is granted.
The Max Cost will tell you the max amount of points required to get the whole line.
Effect will give you a very short description what the line is about.
Quickchart
The 18 skillines in short, followed by the power that initiates the line and the points required to max out the whole line.
Scoundrel
Enhanced Precision 2pt
Enhanced Luck 2pt
Armor Bonuses (Hidden Padding) 6pt
Pistol Bonuses (Gun Oil) 14pt
Melee Bonuses (Elbow Grease) 14pt
Debuff Line (Spot a Sucker) 7pt
Buff Line (Off the Cuff) 4pt
Narrow Escape 1pt
Smuggler
Easier Smuggling (Sly Lie) 6pt
Fast Talk 1pt
Smugglers Luck (Easy Money) 14pt
Combat Bonuses (Ploy) 13pt
Healthy Profits 1pt
Fake ID 1pt
Underworld Boss 1pt
Business (Off the Books) 5pt
Long Odds 1pt
Quick Fix 4pt
Details about each skilline
The roman numbers equals the tier of the ability.
Tier I is free, you can buy it at any time.
Tier II requires 4 points spent in abilities from the same specialization (Scoundrel/Smuggler) and all earlier boxes from the same line.
Tier III requires 8 points spent in abilities from the same specialization (Scoundrel/Smuggler) and all earlier boxes from the same line.
Tier IV requires 12 points spent in abilities from the same specialization (Scoundrel/Smuggler) and all earlier boxes from the same line.
Tier V requires 16 points spent in abilities from the same specialization (Scoundrel/Smuggler) and all earlier boxes from the same line.
Scoundrel Specialization
Enhanced Precision
Max Cost: 2 Points
In a nutshell: +25 Precision per point spent
Enhanced Luck
Max Cost: 2 Points
In a nutshell: +25 Luck per point spent.
Armor Bonuses
Skilline: Hidden Padding, Lined Pockets, Idiot Proof Plan
Max Cost: 2+2+2 = 6 Points
In a Nutshell: Improved damage reduction, with and without armor.
I. (2/2) Hidden Padding: Increases resistances by 1000 per points spent, with diminishing returns if you wear armor.
III. (2/2) Lined Pockets: Increases resistances by 1000 per points spent, with diminishing returns if you wear armor.
V. (2/2) Idiot Proof Plan: All damage is reduced by 2% per point.
Pistol Bonuses
Skilline: Gun Oil, Hair Trigger, Precise Bead, Hammer Fanning, Break the Deal
Max Cost: 1+4+4+4+1 = 14 Points
In a Nutshell: Makes you better when you fight with pistols.
I. (1/1) Gun Oil: Fast Draw 2, A quick level 10 attack that causes bonus damage.
II. (4/4) Hair Trigger: Decreases Fast Draw line of attacks action cost 4% per point spent while using a pistol.
III. (4/4) Precise Bead: 2% per point spent to increase your critical chance rate with a pistol. Increases range with 2m per point.
IV. (4/4) Hammer Fanning: A passive chance of 3% per point spent to shoot twice as fast as usual with a pistol.
V. (1/1) Break the Deal: A debuff that lower an enemy's damage by 75% for 5 seconds.
Melee Bonuses
Skilline: Elbow grease, Switcheroo, Head Crack, One-Two Pummel, Bad Odds
Max Cost: 1+4+4+4+1 = 14 Points
In a Nuthshell: Makes you better when you fight with melee weapons.
I. (1/1) Elbow grease: Precision Strike 2, a precise level 10 strike that causes bonus damage.
II. (4/4) Switcheroo: Inreases the chance to be hit by a glancing blow by 2% per point spent while using a melee weapon.
III. (4/4) Head Crack: A passive chance of 3% per point spent to stun an opponent with a melee weapon.
IV. (4/4) One-Two Pummel: A passive chance of 4% per point spent to strike twice as fast as usual with a melee weapon.
V. (1/1) Bad Odds: A level 34 Posonous attack that causes your opponent to take damage over time.
Debuff line
Skilline: Spot a Sucker, Meager Fortune, Wretched Fate, Poor Prospect
Max Cost: 1+2+2+2 = 7 Points
In a nutshell: Debuffs a target, making them deal less damage.
Prerequisite: 4 points in scoundrel
II. (1/1) Spot a Sucker: Debuff target with a precision penalty.
III. (2/2) Meager Fortune: A decreased chance to critical hit of 10% per point spent with Spot a Sucker.
IV: (2/2) Wretched Fate: A passive chance of 10% per point spent your target only gets a glancing blow with Spot a Sucker.
V: (2/2) Poor Prospect: A passive chance of 10% per point spent to decrease an enemy's damage with Spot a Sucker.
Buff line
Skilline: Off the Cuff, Double Deal, End of the Line
Max Cost: 1+2+1 = 4 Points
In a nutshell: Ensures critical hits and boost the damage done with criticals.
Prerequisite: 4 points in scoundrel
II. (1/1) Off the Cuff: A buff that allows the next strike to do a critical hit.
III. (2/2) Double Deal: A passive chance of 25% per point spent to strike two enemies while using Off the Cuff.
IV. (1/1) End of the Line: Buffs you with the ability to deal double damage once, when you critical hit.
Narrow Escape
Max Cost: 1 Point
In a nutshell: Gives you a buff that can make you immune against snares snares
Prerequisite: 16 points in scoundrel
V. (1/1) Narrow Escape: A level 34 buff that cures you of snares and roots and makes you temporarily immune to being snared or rooted.
Smuggler Specialization
Easier Smuggling
Skilline: Sly Lie, Half Truth, Innocent Cargo, Inside Information
Max Cost: 1+2+2+1 = 6 Points
In a nutshell: Quick lies and good contacts make your smuggling easier.
I. (1/1) Sly Lie: Tell a lie to keep your illicit goods from being discovered while on a smuggling run.
II. (2/2) Half Truth: Increases Sly Lie and Fast Talk by 5% per point spent. Adds +25 Luck per point spent.
III. (2/2) Innocent Cargo: Increases Sly Lie and Fast Talk by 5% per point spent. Adds a +25 Precision buff per point spent to Sly Lie.
IV. (1/1) Inside Information: Communicates with a contact within Jabba's palace to get information on bounties.
Fast Talk
Max Cost: 1 Point
In a nutshell: An ability to talk your way out of combat with some of your attackers, when you are one a smuggling run.
Smugglers Luck
Skilline: Easy Money, Feeling Lucky, Lucky Break, Card up your Sleeve
Max Cost: 2+4+4+4 = 12 Points
In a nutshell: Luck bonuses and a temporary combat bonus after you looted a smuggler loot.
I. (2/2) Easy Money: +25 Luck per Point spent.
II. (4/4) Feeling Lucky: Chance to find smuggler loot increased 1% per point spent; Finding smuggler loot grants a +100 Luck Buff.
III. (4/4) Lucky Break: While Feeling Lucky, Lucky Break has a 1% chance per point to buff 100% critical hits for 10 seconds.
IV. (4/4) Card Up Your Sleeve: 10% Chance per point to buff the player with double firing for 5 seconds, while Feeling Lucky and Lucky Break.
Combat Bonuses
Skilline: Ploy, Scandal, Smooth Move, False Hope, Fake Goods
Max Cost: 2+4+4+1+2 = 13 Points
In a nutshell: Makes a Smuggler more effective in combat.
I. (2/2) Ploy: +25 Precision per point spent.
II. (4/4) Scandal: Increases area affect damage by 1% per point.
III. (4/4) Smooth Move: All damage is increased by 1%, while using a pistol or melee weapon.
IV. (1/1) False Hope: Grants the False Hope ability, which is a stun area effect attack.
V. (2/2) Fake Goods: Extends the duration of the stun from False Hope by one second per point.
Healthy Profits
Max Cost: 1 Point
In a nutshell: Call a Favor 2: Medic, calls a Medic to your side through a favor, instead of a Smuggler.
Fake ID
Max Cost: 1 Point
In a nutshell: Smuggling Rank bonus, +10% Fast Talk/Sly Lie per rank. +50 Agility from Fast Talk.
Prerequisite: 4 Points in Smuggler
Underworld Boss
Max Cost: 1 Point
In a nutshell: Smuggling Rank armor bonus, +200 points per rank.
Prerequisite: 8 Points in Smuggler
Business
Skilline: Off the Books, Under the Counter, Best Deal Ever
Max Cost: 1+2+2 = 5 Points
In a nutshell: Calls in a junk dealer. When the dealer leaves, the party gets a buff.
Prerequisite: 8 Points in Smuggler
III. (1/1) Off the Books: Communicates with a junk dealer to visit your location for party members to sell to, and give party members +50 luck when the dealer leaves.
IV. (2/2) Under the Counter: Adds +25 Precision or Luck per point spent to the Off the Books buff
V. (2/2) Best Deal Ever: Smuggler gets 5% of profits per points. Off the Books buff reduces damage by 3% per point spent.
Long Odds
Max Cost: 1 Point
In a nutshell: Smuggling Rank, combat bonus, +1m range and +1% damage per rank.
Prerequisite: 12 Points in Smuggler
Quick Fix
Max Cost: 4 Points
In a nutshell: +10% damage healed to your self heals per point spent.
Prerequisite: 16 Points in Smuggler