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Box archive This article relates to an element of Star Wars Galaxies prior to the New Game Enhancements. It is no longer accurate and remains for historical purposes only.
Skill tree
Master Pistoleer
Pistol Grips IV Pistol Marksmanship IV Pistol Techniques IV Pistol Stances IV
Pistol Grips III Pistol Marksmanship III Pistol Techniques III Pistol Stances III
Pistol Grips II Pistol Marksmanship II Pistol Techniques II Pistol Stances II
Pistol Grips I Pistol Marksmanship I Pistol Techniques I Pistol Stances I
Novice Pistoleer

Profession Overview[]

Brief overview of profession, including its playstyle and strengths/weaknesses (combat professions).

This profession requires 136 skill points to master, 73 of which go towards prerequisites.

XP requirements to master, including prerequisites:

  • 3,675,000 Pistol XP (granted for using a pistol)
  • 415,000 Combat XP (received with any weapon experience)

Profession Role Summary[]

  • Primary Role: Close Range Crowd Control (Attacker Control)
  • Secondary Role: Opponent Damage Reduction (Attacker Mods)
  • Offense: Weak (2)
  • Defense: Moderate (3)
  • Crowd Control: Strong (4)

The Pistoleer is a lightweight combat specialist. They move quickly around the field of battle softening up targets and reducing their effectiveness. The damage output of the Pistoleer is fairly low but given time and careful tactical control they are still fully capable of taking out targets on their own. The Pistoleer's abilities truly shine though when combined with a well organized group.

Getting Started[]

Training Novice Pistoleer requires 125,000 Pistol Weapons XP and two branchs from Marksman

You can find a Pistoleer trainer in one of five locations:

Guides to the Pistoleer[]

Related Skill Mods[]

Abilities[]

Name Command SAC Dam. Mod. Description Granted At
Blind Recovery /blindrecovery 8/0* - Neutralizes the blinded state. Novice Pistoleer
Body Shot (Improved) /bodyshot 15/2 1.5 Causes a targeted hit to an opponent's torso and arms and has a slight accuracy penalty. Novice Pistoleer, Pistol Grips IV
Burst Shot (Improved) /burstshot 15/2 0.7 Can stun multiple opponents. Pistol Marksmanship I, III
Disarming Shot (Improved) /disarmingshot 16/2 0.6 Causes opponent to "fumble" with their weapon, preventing them from attacking. Pistol Marksmanship II, IV
Dizzy Recovery /dizzyrecovery 8/0* - Neutralizes the dizzy state. Pistol Techniques II
Fan Shot (Improved) /fanshot 18/4 1.4 Cone attack hitting multiple targets. Pistol Stances II, IV
Firearm Strike (Improved, Advanced) /firearmstrike 15/2 - Attempts to knock down an opponent. Enhanced version of the Marksman ability. Pistols I, Pistol Grips I, Pistol Grips III
Intimidate Shot /intimidateshot 8/0* - Reduces opponent's damage output by intimidating them. Pistol Techniques III
Quickdraw (Improved, Advanced) /quickdraw 16/2 1.2 Fast attack with short recycle time. Enhanced version of the Marksman ability. Pistols IV, Pistol Techniques I, Master
Stopping Shot (Improved, Advanced) /stoppingshot 18/4 0.4 Roots an opponent and does minor damage. Pistol Stances I, III, Master
Stun Recovery /stunrecovery 8/0* - Neutralizes the stunned state. Pistol Techniques IV
Warning Shot /warningshot 15/2 - Reduces an opponent's defense ability. Pistol Grips II

Note: SAC = special attack cost, listed as a percentage of Action/Mind (see Special Attack Costs for details); SAC fields marked with a * are independent of your weapon's SAC cost and will always cost the amount of Action/Mind listed. Dam. Mod. = damage modifier listed is relative to the damage done with the default Ranged Shot attack, and is only listed for the most advanced version of an ability.

Certifications[]

Community Information[]

Profession Name Correspondent: BadgerSmaker
Former Correspondents:

  • LordMaxx
  • RandonB

Pistoleer Forum: Official Pistoleer Forum

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