Commando Archive
Thread: Life as a Master Commando after 12/16 patch
I was finally able to log into Bloodfin this afternoon. While everyone was very excited about vehicles, I just wanted to see what had been done to my profession.
From Coronet, I took a Grand Wrix lair mission.
I went to call my Kaduu and I was told I wouldn't be able to control the thing. That made getting to the mission quite the hike. Also, I wouldn't be to call my cowardly gurreck when I got there to assist me.
From the rumors I had heard, the 2.5x melee modifier had been removed and we're supposed to be harder to hit with melee damage. Before this patch, I would have gotten to lair, flamed one wrix and been agro'd by all of them. Before I could flame any of the other wrix's I would have been incap'd.
Instead, I was able to kill all of the wrix's in the lair without even coming close to being incap'd. I looked at the combat chat and they were only hitting 1 out of 5 times for 104 points at the most. It was amazing. It was like I was a Master Commando or something.
So anyway, I have taken on various types of groups and have yet to be incap'd.
The changes are good. Very good. Instead of getting our asses kicked, we're kicking ass.
Yes it is pure bliss. I feel powerful again.![]()
On another note, I found that I can get from Coronet to Doaba Guerfel in less time on my swoop bike than the time it takes to wait for the dang shuttle and load times at 9 minutes. I made it in 7!![]()
Now if only I could point this thing at distant planets.
personally i was a bit dissapointed that we didnt get the melee mitigation, but im happy to hear that we still fare very well now against melee creatures ![]()
and man..Tka/Commando...they're going to be the ultimate tankers
and correct about TKM/commando master combo...i masterd both and i love it. excellent tank power (i suprised myself taking 6 mokk warriors), no pets required.
also u get dmg mitigation for range and melee (with appropriate weapon equipped).
not sure how effective in pvp this combo is because players can just kite you, use ranged KD etc. but i generally try to avoid it. i much prefer killing npc and creatures especially helping in a player group.
happy hunting 8)
What is REALLY amazing is that the +defense mods now truly have a visible impact.
This mitigation thing is nice when you get hit.. heck as master tka and master commando i get both at level 3.
Most fights and duels i had today were *very* different from the ones last week. My combat chat spammed 'you miss' and 'XX misses you' messages. +Defenses at work. I guess the change from the damage multiplier penalties to the 'you are easier to hit now instead' is working... for those with good defenses are now NOT easier to hit in comparison with those with low mods. An SG82 rifle duel, at ideal range, standing up, without moving with a novice commando+CH player turned out with him BARELY hitting me and me hitting him constantly. MTKA+MCOMMANDO ranged defense mods >>>>>>> novice commando's (master marksman really) + CH defense mods.
This is an awesome patch.
Never mind the 10,000 speeder bikes lying around.
*sniffle* WAHHHHH!!!!
You guys are KILLING me! Stupid first holocron told me to master musician. I had to drop my commando skills to master that. 2nd holocron said to master carbinier. Still working on that at this point in time. It's a tad slower now that I lost my higher pet-tank, but I'll get there.
I can't wait until I can open my FS slot and put my character back to the way I was working him. I'll be glad to join the ranks of my fellow commandos in the near future. ![]()