Commando Archive
Thread: What do you stack with your commando?
Now I am almost done with my change to Master Bounty Hunter / Master Commando / Combat Prowess Master / 4400 Enhanced Reflexes. I will have 13 skill points after finishing Prowess up that could be used for other FS skills and 8 of them could give me novice healer for that heal between stims.
Regardless, my targets are still going to go KABLOOIE!!!
Then I realized that never was possible, even in the Pre-CU SWG!
I've had Master Commando / Master BH / Smuggler 4000 for the past couple of months, and found it to be pretty good in PvE. With the new BH NPC missions though, I wasn't doing well against the high level marks, so I changed last week to Master Commando / Master BH / Novice Combat Medic / Medic x41x.
I've been fairly happy with the template so far, (Iuse bio-clothes under/over my armour to increase the healing power)but today I was doing the Ryratt trails hunting quest. At one point, my friend got incapped when we were fighting CL80 Mynstingers. With the heals, duellest stance, ruby bliel and Stim D's I managed to hold off three of them until he recovered. I had killed one and put bleeds and flames on the other two with an LBC. For the first time since the CU I actually felt like a Commando - standing there dealing damage and shrugging off the attacks.
Oh, and now the grenades work again in a reasonable time they add a nice damage bonus.
Problem is, I miss not having the Mez's from smuggler ![]()
So now my thoughts are changing my template to:
Master Commando, Teras Kasi Master, Master Combat Prowess, 4400 Enhanced Reflexes.
This leaves me with 28 skill points left for some medic and more brawler to get armor break. I will only have the bare bones ranged attack along with the range support line specials for my Heavy Weapons and the melee skills from the brawler and TKM trees. But having the dual combat ability sounds fun, though I do know I am probably better off where I am now. I guess thats part of what makes this game so much fun, try a profession out and if you dont like it switch to another.
I was master commando/master smuggler/carbines- I had one hope, and that was last ditch would save me. It only worked half the time and I wouldnt recomend this template to anyone
I am now Master commando/master combat medic/rifles 4000 and I love it. I do huge damage, can heal myself and stay alive plus rez in groups, and im still a commando.
I went with Master Smugglar, Master Commado, 4404 Pistoleer
Not the best out there but I like it
Master Carbineer
0404 Pistoleer
FS Ranged Speed (full tree)
This is by far one of my favorite templates with commando because it really fits how our role was *ment* to be; flexible, proficient in damage, and fairly destructive in most forms of battle. My main attack special is Improved Legshot, which generally grants me the privilige of being the most hated person in my group, so I often am the crazy spearhead in my groups. I charge my enemies and take them head on!
But I don't charge blindly, thats where the position control of carbineer (charge shot) comes in handy, as well as my pistoleer specials (disarming shot, stopping shot, and burst shot to a small degree) so I can also effectively control my enemies so I won't die too quickly. Now, I use this on a large scale with my groups using mobility to a great extent. If we aggro quite a crowd of high level mobs, I manuver and try to grab the aggro and get them *all* in my AoE range and keep them down with KD's, disarming shots, or the good ol' root. Some folks think because of our AoE we'll get groups killed (and we do), but I've learned to manage that and use my template to such a point where I can save my group using my AoE.
Heh, if only our AoE was working...even 40% I would bring hell upon my enemies and really...really...be destructive. Mainly thats why I truly think we need a damage special like an improved legshot, and a few more advanced weapons (like an RL) and we'd actually have a bit of this template, within our own profession...and actually be a commando that can be flexible as well as destructive.
As far as template breakdowns go, from Carbineer I get full battle armour certification (very handy, as like the template I use its fairly versitile and balanced for numerous situations), my damage, and the position control as I mentioned before. From pistoleer, the main crowd control utility, some recon armour certification, but more importantly...quite a few defenses and ranged accuracy: +40 general ranged accuracy to be precise, which helps *big time*.
And the reason for that is, the higher the accuracy you have, the better the chance you'll hit for more damaging shots. If your accuracy is higher than your enemy's defenses, you'll hit more in your upper damage ranges, and vice versa.
Now to cut a fairly long post short, I supplement all of this with:
+25 HW Speed
+25 HW accuracy
+10 General Ranged Accuracy/Genera Melee Accuracy Imperial Prototype PSG
+5 Ranged Defense Aakuan Ring
+3 General Melee Defense/+3 General Ranged Defense lightweight military backpack
Which brings my total mods to...
+122 HW Speed
+315 HW accuracy
+243 Melee Defense
+218 Ranged Defense
With my proton rifle, I can get these to:
+132 HW Speed
+325 HW accuracy
+243 Melee Defense
+218 Ranged Defense
Definately, a force to be reckoned with
But if you strip away my supplements:
+97 HW Speed (+85 without the FS, but thats why I went FS ranged speed because this template lacked slightly in speed by a good 5-15 points)
+280 HW accuracy
+240 Melee Defense
+210 Ranged Defense
As for my weapons, aside from my Proton Rifle I use a Plasma Flamethrower that is 100 SAC, 1135 max damage (krayt enhanced, sliced) 2.72 spd (sliced). This monster can dish out shots up to 2300 in damage with improved legshot and is truly my powerhorse for the entire template. Not entirely needed, but its a great addition to kick your offensive power up a notch.
And lastly...since I have no healing capabilities and generally make my targets red hot with anger, I carry an ample supply of Stim-D's and Ruby Bliel (suppoused to cut the 60 second timers in half, but currently nulls the timer completely).
In conclusion: This is my vision of an ideal "commando"-esque template that builds and improves off of our role (and what we *should* be) in battlefield flexibility and destructiveness. A bit of outside supplement can tremendously boost the output of this template and make a true commando, out of a commando.
Pros:
*High Accuracy
*Good Defense
*Great Damage
*Extension of our Role
Cons:
*Lower speed than other templates
*No healing (And you will draw aggro with this template)
*No "special" unique abilities (ie cover, snipershot, concussion shot, last ditch, duelist stance)
Message Edited by StarNick on 08-17-2005 01:42 AM
Message Edited by StarNick on 08-17-2005 01:43 AM
Healing is for pansies! LOL!
My main's template is practically the same as StarNick's except I haven't tainted myself with the Force / Schwartz!
Message Edited by Warmaker01 on 08-17-2005 12:05 AM
My old template was a nice smooth 250/250, lots of defenses and good tanking abilities combined with the damage. But with how the current trend is (where we need ranged profs to survive), I had 4 extra skillpoints left over. Not enough to get more novice skills, nor enough to completely put away. If I was left with that 4 or 1 (however I would be able to use it), it would taunt me till I go mad...I like having every nook and cranny filled up
So I decided to put some of the FS xp I was saving up to some good use to improve my speed (only major weakness in the template). Ranged accuracy most likely would've helped too, but probably not as significantly.
Message Edited by StarNick on 08-17-2005 02:03 AM
Message Edited by TheCrowNZ on 08-18-2005 12:08 AM