Commando Archive
Thread: Commando Focus Thread #2 I love the smell Napalm: Template Testing
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StarNick
Sun Apr 17, 2005 7:26 pm
#14
Been fine tuning a template, and I think I got myself a winner for what I want to do on live:
Template: Master Carbineer/Master Commando/0-4-0-4 Pistoleer (246 SP build)
Range Defense (holding a Hvy weapon): 210
Melee Defense (holding a Hvy weapon): 240
Speed: 85
Accuracy: 280
Role of Template: High Damage Crowd Control Commando
Strengths of the template:
Powerful Attacks: Although less DPS than my previous build (PFT is about 12 DPS lower than my previous build) I have found that our best attack from carbineer is Improved Legshot which will do around 1750 damage with the PFT. Equally, all the powerful moves are still here. Aside from our HW, some of these specials also increase potential damage.
Good Crowd Control: Improved Stopping shot (to root firmly), Improved Cripple Shot (to slow down target), works AoE I might add.
Powerful State Effects: Improved Charge Shot to apply KD to all non-KD HW weapons, Improved Burst Shot that stuns, Improved Disarming Shot that delays a target from using a special for 4-5 seconds. Also, the DoTs, acid Blinds, RL KD's with our heavy weapons.
Compliments nicely with *some* Recon mitigation, full battle and assault mitigation as well as impressive damage and Crowd control for commando's Hvy damage.
Has all state recoveries which is a must, and can apply most states.
Weaknesses of the template:
Not as many defenses compared to TKA/BH templates
Took a hit in speed from my previous build, a MC-BH build is around 105 speed, so we won't be as fast - however, we're far more accurate in this build
Misses out on Warning Shot in pistoleer and Advanced Stopping shot in said profession - not as powerful mezzing abilities as said profession or smuggler
Leaves 4 SP left over, can't pick up supplementary skills (ie Hunting)
Opinions and misc:
Front-Line Soldier Template
Very Commando-y
Potential for an entire tree of FS mods to enhance speed
Template: Master Carbineer/Master Commando/0-4-0-4 Pistoleer (246 SP build)
Range Defense (holding a Hvy weapon): 210
Melee Defense (holding a Hvy weapon): 240
Speed: 85
Accuracy: 280
Role of Template: High Damage Crowd Control Commando
Strengths of the template:
Weaknesses of the template:
Opinions and misc:
Message Edited by StarNick on 04-17-2005 10:27 PM
StarNick
Tue Apr 19, 2005 10:37 am
#15
Hey folks...we still need template info 
Please include PvP/PvE feedback in this thread too with your template...
Please include PvP/PvE feedback in this thread too with your template...
DesolateFate
Tue Apr 19, 2005 7:08 pm
#16
Give your Template: MAster Brawler/Master (pikeman, swordsman,fencer, tkm)/Master Commando/marksman 1/1/4/4
Total Specials you have access to: varied depending on the mastered elite melee profession
Strengths of the template:
Good up close and personal, especially in tight areas
Weaknesses of the template:
ranged attacks had limited specials
Role of the Template in terms of Commando:
Base defense/takedowns. Good at clearing the interiors and holding them in the tight corridors, some ranged damage ability for turrents and other hardened targets
Various strategical techniques that can be performed/should be performed:
PvP Strategy:
in the open, run... in tight areas, use the flamer as your first attack to hit the dot. Then melee to hit harder. Defensive stance and center must be used for defense. Always include a lv3 shield generator. Use grenades to plant dots and states when possible.
PvE Strategy:
Use a single target ranged weapon to pull, unless you got pikeman for crowdcontrol and area attacks. Use the flamers to plant a burn when possible. Grenades tend to wind up getting you killed.
Experiences with how our weapons work within the template:
Don't get much use out of the ranged weapons, some vs kiteing foes and as first strikes. Grenades pull too much hate for non-crowd control templates.
Opinions and misc:
Commando/melee templates are going to be good in groups, but solo is death itself. If caught in the open, burst run to close and keep close to your foe. Knockdowns help a lot, as do any and all states you can apply to them.
Total Specials you have access to: varied depending on the mastered elite melee profession
Strengths of the template:
Good up close and personal, especially in tight areas
Weaknesses of the template:
ranged attacks had limited specials
Role of the Template in terms of Commando:
Base defense/takedowns. Good at clearing the interiors and holding them in the tight corridors, some ranged damage ability for turrents and other hardened targets
Various strategical techniques that can be performed/should be performed:
PvP Strategy:
in the open, run... in tight areas, use the flamer as your first attack to hit the dot. Then melee to hit harder. Defensive stance and center must be used for defense. Always include a lv3 shield generator. Use grenades to plant dots and states when possible.
PvE Strategy:
Use a single target ranged weapon to pull, unless you got pikeman for crowdcontrol and area attacks. Use the flamers to plant a burn when possible. Grenades tend to wind up getting you killed.
Experiences with how our weapons work within the template:
Don't get much use out of the ranged weapons, some vs kiteing foes and as first strikes. Grenades pull too much hate for non-crowd control templates.
Opinions and misc:
Commando/melee templates are going to be good in groups, but solo is death itself. If caught in the open, burst run to close and keep close to your foe. Knockdowns help a lot, as do any and all states you can apply to them.
tacwraith
Tue Apr 19, 2005 9:07 pm
#17
Template: Force Commando
Commando 4000
Jedi Lightsaber 0404
Jedi Defender 4004 -ranged
Jedi Healer 2000
Jedi Enchancer 0400
Mods:
Total General Ranged/Melee Defenses: (adding Jedi stuff to it)
melee defense 130
force melee defense 25
ranged defense 100
force ranged defense 115
General Melee acc 82
2H Saber melee acc 115
General Melee Speed 22
2H saber speed 75
Innate Jedi Armor:42
Force Armor: 45
Jedi State Defenses: 50
Saber Block: 20
Total Force: 3725
Thrown Accuracy (grenades): 40
Total Specials you have access to: 14
Non-Jedi: Recover from KD (priceless!)
Saber Default attack (200 damage no cost)
Saber Head Hit (2k damage)
Saber Power attack (2.4k damage)
Saber Armor Break (lowers armor defenses on target for a little while)
Saber Sweep (300 damage melee KD)
Saber Swipe (300 damage, dizzy)
Saber Throw (1.8k damage, ranged KD)
Improved Force Heal (Heals for 1000)
Force Infusion: Heal over Time for 250 a tick.
Force Absorb
Force Feedback
Forcec Armor 2 (absorbs about 60% damage received, lasts 30 minutes)
Force Valor (adds +25 to saber block. Tests show they make the enemy miss 4 out of 6 shots average)
Strengths of the template: While mainly a Jedi template, the Commando grenades allow the player to surprise the heck out of everyone by lobbing a 1.2k damage (or more, i was using crappy thermal grenades with no powerups) that DOES hit everything red and yellow within a 20m radius).
Weaknesses of the template: Strong vs ranged attackers, strong vs melee, competitive with other jedi. Biggest weakness is the limited force pool.
Role of the Template in terms of Commando: Excellent skirmisher solo, very good for being the vanguard of your group.
Various strategical techniques that can be performed/should be performed:
Throwing a grenade as you rush is an excellent tactic, the explosion confuses the heck out of people (who werent expecting it), damages 1/3rd of their life bar.. and your saber takes the other 2/rds in 1 or 2 hits.
PvP Strategy: Using force infusion DOT heal, ALLOW yourself to be KD'd at start of fight..do NOT KD first. Once you are KD'd the force infusion will keep you alive long enough to forcee heal and recover from KD..then you protected by KD timer and you can kill anyone within 30 seconds.
PvE Strategy: Jedi for PVE. Grenades for emergencies.
Experiences with how our weapons work within the template:
Grenades are very useful thanks to their status effects and damage and yes, the explosion effects which create a tremendous fog-of-war which combined with a jedi's damage and healing capability turns this template into one nasty opponent.
Opinions and misc: You can defeat full Knights if you play smart. Spamming high damage attacks no longer works. In TC Bria I took down several knights 1-1 and still had half my little force bar left..all because they didnt use their specials right (see the KD timer comment). On a few occassions i had the knight force run away and back a lot... too bad for him a saber throw KD followed by a thermal grenade=big OUCH and fire dot.
This commando grenade+jedi template can have many variations.. and all in all the grenades are a very usefull tool PLUS the template grants KD recovery which is a real boon for a jedi.
Commando 4000
Jedi Lightsaber 0404
Jedi Defender 4004 -ranged
Jedi Healer 2000
Jedi Enchancer 0400
Mods:
Total General Ranged/Melee Defenses: (adding Jedi stuff to it)
melee defense 130
force melee defense 25
ranged defense 100
force ranged defense 115
General Melee acc 82
2H Saber melee acc 115
General Melee Speed 22
2H saber speed 75
Innate Jedi Armor:42
Force Armor: 45
Jedi State Defenses: 50
Saber Block: 20
Total Force: 3725
Thrown Accuracy (grenades): 40
Total Specials you have access to: 14
Non-Jedi: Recover from KD (priceless!)
Saber Default attack (200 damage no cost)
Saber Head Hit (2k damage)
Saber Power attack (2.4k damage)
Saber Armor Break (lowers armor defenses on target for a little while)
Saber Sweep (300 damage melee KD)
Saber Swipe (300 damage, dizzy)
Saber Throw (1.8k damage, ranged KD)
Improved Force Heal (Heals for 1000)
Force Infusion: Heal over Time for 250 a tick.
Force Absorb
Force Feedback
Forcec Armor 2 (absorbs about 60% damage received, lasts 30 minutes)
Force Valor (adds +25 to saber block. Tests show they make the enemy miss 4 out of 6 shots average)
Strengths of the template: While mainly a Jedi template, the Commando grenades allow the player to surprise the heck out of everyone by lobbing a 1.2k damage (or more, i was using crappy thermal grenades with no powerups) that DOES hit everything red and yellow within a 20m radius).
Weaknesses of the template: Strong vs ranged attackers, strong vs melee, competitive with other jedi. Biggest weakness is the limited force pool.
Role of the Template in terms of Commando: Excellent skirmisher solo, very good for being the vanguard of your group.
Various strategical techniques that can be performed/should be performed:
Throwing a grenade as you rush is an excellent tactic, the explosion confuses the heck out of people (who werent expecting it), damages 1/3rd of their life bar.. and your saber takes the other 2/rds in 1 or 2 hits.
PvP Strategy: Using force infusion DOT heal, ALLOW yourself to be KD'd at start of fight..do NOT KD first. Once you are KD'd the force infusion will keep you alive long enough to forcee heal and recover from KD..then you protected by KD timer and you can kill anyone within 30 seconds.
PvE Strategy: Jedi for PVE. Grenades for emergencies.
Experiences with how our weapons work within the template:
Grenades are very useful thanks to their status effects and damage and yes, the explosion effects which create a tremendous fog-of-war which combined with a jedi's damage and healing capability turns this template into one nasty opponent.
Opinions and misc: You can defeat full Knights if you play smart. Spamming high damage attacks no longer works. In TC Bria I took down several knights 1-1 and still had half my little force bar left..all because they didnt use their specials right (see the KD timer comment). On a few occassions i had the knight force run away and back a lot... too bad for him a saber throw KD followed by a thermal grenade=big OUCH and fire dot.
This commando grenade+jedi template can have many variations.. and all in all the grenades are a very usefull tool PLUS the template grants KD recovery which is a real boon for a jedi.
Rathask
Tue Apr 19, 2005 10:53 pm
#19
It does. I wonder, however, about the damage. The most damage i was able to get out of thermal detonators was about 600 or so. Or whatever it states in my other post on AoE testing.
Ashoks
Sun Apr 24, 2005 12:23 pm
#20
On a side note, it seems the latest weapons from the frogs have their dps tuned down (both PFT and Proton Rifle have dps in the low 300s now as opposed to the 400s previously).
Template: Master Commando // Master Bounty Hunter //SL 0/4/0/0(247 SP build)
Range Defense (holding a Hvy weapon):270
Melee Defense (holding a Hvy weapon):285
Speed:110
Accuracy:215
Role of Template: Nuke Tank
Strengths of the template:
Range Defense (holding a Hvy weapon):270
Melee Defense (holding a Hvy weapon):285
Speed:110
Accuracy:215
Role of Template: Nuke Tank
Strengths of the template:
- Powerful attacks, best DPS weapon (Proton Rifle) clocked in at about308 DPS. Usually hit between 1.1k-1.4k damage on my damage-capable specials.
- Powerful damage & All state (KD, Blind, Dizzy and Stun) giving specials, and bleeding.
- Improved Duel Stance (Tank), Advance Critical shot (Damage), Improved Spray Shot (AoE), Improved Underhand Shot (KD), Improved Confusion Shot (Stun+Dizzy), Improved Eye Shot (Blind), Torso Shot (Bleed), allow for strategy using AoE
- High Defences/Accuracy/Speed
- Full Assualt Armour cert
- Great tank and excellent ranged 1 on 1 attack.
- Bounty Hunter skill cert weapons, Scatter Pistol, Czerka Dart Carbine, LLC.
Weaknesses of the template:
- Leaves 3 SP left over, can't pick up supplementary skills (ie Hunting)
- Lacks crowd control skills.
- No state recoveries other than KD recovery from marskman.
- No Battle or Recon Armor Certs.
- May be missing out on specialized skills
Opinions and misc:
- Merc, Front/Second row soldier, ranged backup.
- With Assualt armor layered for energy dmg, could work very well vsJedi
- Can use the 3 skill points on FS mods (can raise melee defense to 300 with fs mods).
- Almost a 1 man faction base wrecking crew (once the turrets and mobs are dead)
MadDog36
Tue Apr 26, 2005 6:30 am
#21
Any chance of getting these Templates up with some analysis? This sudden CU launch has gimped us all...
Rathask
Tue Apr 26, 2005 7:35 am
#22
Template: Master Commando / Master Bounty Hunter / Pistoleer 0/0/0/4 (1 skill point left unused)
Ranged Defense (holding a Hvy weapon):255
Melee Defense (holding a Hvy weapon):285
Speed:105
Accuracy:220
Role of Template: Nuke/Crowd Control
Strengths of the template:
- Strong offense and good accuracy will all Commando and BH weapons.
- High defensive stats.
- Knockdown Recovery and Blind Recovery.
- Improved Duelist Stance increases defense by 150 while active and also reflects a portion ofthe damage you takeback upon the attacker.
- All BH state attacks (including KD, Dizzy, Stun, and Bleed attacks) can be converted into area using the Plasma Flamethrower, the Heavy Lightning Cannon, or the Acid Beam Cannon. Great for PvP inside bases or on city streets.
- Root is available through the use of Advanced Stopping Shot.
- Snare is available using Cryoban Grenades.
- Two Words: Flame DoT (via the Plasma Flamethrower, Flamethrower, Heavy Lightning Cannon, Thermal Detonator, and Proton Grenade).
- Powerful single-target attacks via the Proton Rifle or High Capacity Scatter Pistol.
- Assault Armor.
Weaknesses of the template:
- Lack of Dizzy Recovery.
- Lack of Stun Recovery.
- No AoEweapons effective beyond40m.
- Damage doesn't quite live up to its "Very Strong (5)" rating.
- Rocket Launcher damage is too weak to bother using them. Improved Underhand Shot has the same effect (KD) and can be performed with just about any ranged weapon.
Opinions and misc:
- Excellent template for PvP. Probably the best crowd controller in the entire game due to the ability to apply state effectson multiple targets at once. I did some testing in a raid against Bestine on TC-Ep3, and, in the close confines of the alley we forted up in, the Imperials didn't stand a chance. Area knockdowns, roots, stuns, and blinds allowed us to control the flow of the battle and hold out against everything the Imperials could throw against us for wellover an hour (and believe me, they were throwing a LOT at us -three AT-STs opened up one particular assault, and the players followed them in).
- Strengths in PvP are also very useful in PvE, though a bit less effective due to most PvE opponents being melee-oriented.
Message Edited by Rathask on 04-26-2005 07:38 AM
Sobetan
Tue Apr 26, 2005 6:44 pm
#23
meh i wish i could build a full template
(i have like 20 SP invested in FS skils that i wont use anymore due to new impossible jedi grind)
Bael-Kahnn
Wed Apr 27, 2005 4:05 am
#24
So any recomendations for a good pve template? i got 4 sp in fs skills that im thinking of dropping if i need them.
watchfulone
Wed Apr 27, 2005 6:42 am
#25
Template: Master Smuggler/Master Commando/Carbineer 0/4/4/0
Range Defense (holding a Hvy weapon): 195
Melee Defense (holding a Hvy weapon): 215
Speed: 95
Accuracy: 245
Speed: 95
Accuracy: 245
Role of Template: High Damage Crowd Control Commando
Strengths of the template:
Strengths of the template:
Weaknesses of the template:
Opinions and misc:
beerbong
Thu Apr 28, 2005 12:31 am
#26
I was on tc-3 with MC/MBH/ pistols 0004 i loved it went with a freind with MSL/MC/and some bh i not sure what.
I did not think the cu was going to be much fun i had a blast both of us did. the template i picked worked great action cost is still to high. We wnet to endor cooked some ewoks and some caves never had a prob with tanking.
If this is the cu iam going to stay around. no foods no buffs and i did fine cant wait to see what food does for you if you have not got out to pve go for it nothing but fun.
I did not think the cu was going to be much fun i had a blast both of us did. the template i picked worked great action cost is still to high. We wnet to endor cooked some ewoks and some caves never had a prob with tanking.
If this is the cu iam going to stay around. no foods no buffs and i did fine cant wait to see what food does for you if you have not got out to pve go for it nothing but fun.
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