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.
Character Creators Character Creatores serve as excellent tools to build different templates and weight them against eachother.
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.
The "Skill lines" 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: +1000 Override armor* per point spent. III. (2/2) Lined Pockets: +1000 Override armor* per point spent. V. (2/2) Idiot Proof Plan: All damage is reduced by 2% per point. * Override armor adds (Overridable Armor - (Armor / 2)) to armor as long as (Armor / 2) is not greater than your total Overridable Armor value.
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: +2m range and +2% per point chance to increase critical chance rate with pistol. 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: Debuff, -75% damage for 5 seconds, 40 sec cooldown, 25 sec immunity.
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: Increase chance to take glancing blow by 2% per point while using 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: 4% per point to strike twice as fast as usual with a melee weapon. V. (1/1) Bad Odds: Level 34 Poison attack, causing a dot.
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 -40 Precision for 8 seconds, 25 seconds cooldown. III. (2/2) Meager Fortune: With Spot the Sucker debuff, -10% per point for victim to deal critical hits. IV: (2/2) Wretched Fate: With Spot the Sucker debuff, 10% per point for victim to deal glancing blow. V: (2/2) Poor Prospect: With Spot the Sucker debuff, 10% per point for victim to deal less damage.
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 a next strike within 8 seconds to be critical. 2 minutes cooldown. 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: A buff that makes next critical within 8 seconds to deal double damage. 5 minutes cooldown.
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: Level 34 buff, cures snares/roots and make you immune for 10 sec, 25 sec cooldown.
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: Use this before NPC's found your illicit goods to make them not attack you. Can be used at any time to enable the bonus from Half Truth and Innocent Cargo. The buff lasts for 10 minutes. 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: When NPC's have found your cargo and initiated an attack on you, you can use Fast Talk to make them stop attack you. Sometimes they even attack eachother. You can use Fast Talk on any NPC to get the agility bonus from Fake ID, even if it would not have any effect. The buff lasts for 10 minutes.
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 "Feeling Lucky" Buff that lasts for 60 seconds but can then not be earned again for 4 minutes. 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. Cannot be used together with Call a Favor and the cooldown lasts as long (about 15 minutes).
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. The party get a +50 luck buff when the dealer leaves. IV. (2/2) Under the Counter: Adds +25 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
Hmm i respecced stark to smuggler last night, i think the scoundrel side of expertise look's fine, but some of the expertise in smuggler side seems bit odd to me like it's piontless having some of it espicially as some is only usefull in ur smuggling quest's, havnt tried a smuggler quest yet tho as server reset happenend as soon as i had specced!
Same as nix same as with energy or kinetic layer'd and 1st rank bonus plus all the innate I get 6100 kin 8200 energy 7100 all else and u swap the enrgy and kin values if waering a kinetic layered tho havn't tried one with base stat's all the same yet
well i should do more smugg missions.. i could use the extra armor boni.
btw: Yesterday i was a bit bored. So i got the last Imp Armor i didnt had. A Shock tropper one Primus Layerd.
Well the stats of my mixed armor ( still unlayerd ) are nearly the same as this one. I tryed a bit with mixing between my eng layerd battle ( imp ) armor and the shocktropper.
wooot got nice stats :) 7.5k Kin, 7.6kEng 6,9 Base. and btw it looks realy cool :) I think i found my pvp combi :)
and i have to correct me... the St Eng-layerd has 6k kin, 7,5k Eng 6k Base