Commando Archive

Thread: Max Weapon Damage

GrandPop
Fri Jul 29, 2005 6:35 am
#14

Well, correct me if I am wrong, But last night I spent 2 hours looking over all the different weapons listed on the bazzar. It appears that you can use anything you can get your hands on for grinding, and use it till it breaks. Then, when you get to master, Use the Plasma Flammer for the up close burns, and use the ProtonRifle for everyting else.


Use imperial gernades for the AOE knockdown, and mabey a proton or two for the damage and DOT.

Sound about right?



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RankorCity
Fri Jul 29, 2005 11:41 am
#15






GrandPop wrote:

Well, correct me if I am wrong, But last night I spent 2 hours looking over all the different weapons listed on the bazzar. It appears that you can use anything you can get your hands on for grinding, and use it till it breaks. Then, when you get to master, Use the Plasma Flammer for the up close burns, and use the ProtonRifle for everyting else.


Use imperial gernades for the AOE knockdown, and mabey a proton or two for the damage and DOT.

Sound about right?





Sadly, you are correct. The resource and time requirements that Weaponsmiths have with Commando weapons make them undesirable to produce. Also, as we are small in numbers, what the DO produce, generally doesnt sell well.


Grenades, also, are difficult to find. Due to their low damage, I would suggest buidling your template with other profession skills that give you the ability to do specific attacks such as KD (via Carbs or Smuggler). Unfortunately, its the only way to get REAL specials. Switching between a RL for the KD, or using Grenades which are a bit buggy right now, versus using a KD from Carbineer just isnt that feasible. It can be done, but its just not recommended.





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