Commando Archive
Thread: Best commando combo classes
Jedi_Lord wrote:
Depends on how you define "best," I love commando/smuggler for the variety. Therefore, I think it's the best for an all-around character to keep you from getting bored.
Hrm, I had considered going up slicing. I figured that those ugly grenades with a speed or damage slice, and a speed or damage powerup, would be... um... ugly. And I figure I'll be carrying crates of grenades.. not singles.. so I'll need to slice them on my own when I'm in the field.
What have you taken in Smuggler?
Ok didn't do a lot of reading of this so may be a repeat, but here's my Commando-based build.
Commando 0-4-4-0 (Heavy and Flame, right now only things logical)
CreatureHandler 3-2-0-0 (Graul Mauler)
TKA 0-?-?-4 ( that 4 gives you nice ranged and melee defense.. better then pistoleer or field tactics..a lot better. Don't know what gives you dizzy defense, but you absolutely need dizzy defense!! remember dizzy defense!! hehe)
Novice Medic 2-2-2-0 (First Aid to stop bleeding,diagnostics for speed and pharmacology for Stim Bs)
Well that's what I'm doing..
Hi every1 after reading all of your posts i would like to share my Pvp tempplate. Being a former Bounty Hunter 2/0/4/0 and dropping it i did some research on what the best Temp for pvp is and i think i may have found it.....
1) Commando 0/0/4/0=Massive damage good close range...Other commando weps are broken.
2) Creature Handler 1/1/0/0= Enough to use a Greater Sludge Panther good tank 8k ham for when things get a little hairy. Not to mention the Exploration 4 requirement kicks @ss
3) Pistoler=0/0/0/1= speed and accuracy bonus rock with Commando's Launcher pistol and add to Smuggler skills.
4) Smuggler= 0/0/4/0= Smuggler abilites include Kd with lowblow and massive damage to random pool with Last ditch both work well with Launcher pistol.
5) Medic= 2/0/3/0= Being able to heal yourself in battle is a must for Pvp with this much skill Experimented stimm C's are usable.
As you can see this pvp template has pretty much every base coverd. Go in with a pistol....Low blow move in with flamethrower mop up.....Worse comes to worse send out the Gsp. Throw in some pistol accuracy and speed and you just made yourself a one man army. Please feel free to post on your comments and Yes there are enough skill points to use this Template.
Whapleto-Tempest
Founder and Member in good standing Fdb
In most of Arnolds war related movies (predator comes to mind)he started out with a Team...they all get killed....and hefinishs the battle himself...so techically Arnold uses pets...i'm not a CH, but considering it...mainly since I play mostly solo and could use back up from time to time (or just as a decoy...lol)....
Besides...saw a Bounty Hunter the other day running around with an ATsT....so it's not just Commando related...
First, lets assume you master commando. You now have 81 skillpoints left. Possible lines include:
Creature Handler: Two setups for this make sense.
1-1-0-0 (59 skillpoints required) - This will afford use of a GSP, allowing you as a commando to focus less on keeping yourself alive and more on doing damage and selecting tactically whether to use Flamer, HAR, Grenades, or Expendables - each have their use, but usually you're too pressed to pick the best one in combat due to being attacked.
3-2-0-0 (70 Skillpoints required) - Same as above, but now you can use a Graul Mauler. You'll find your GSP dies pretty quickly when it gets swarmed, especially if you're taking on heavier mobs on elite planets. The Mauler has about 1500 more HAM than the GSP, but it also has light armor and 75% kinetic resistance, affording it a MUCH longer lifespan. Couple this with some well-made PetStims, and you're good to go in almost any situation. This CH setup will also really reduce the need for Medic skills, since you should technically NEVER take damage.
Medic: Again, a couple ways to go...
Novice Medic Only (15 skillpoints required) - Not taking any medic skills past novice is a perfectly viable option. You'll be able to use Stimpack B's, which can have base heal effectivenesses in excess of 425. More than enough for healing yourself in almost all situations.
0-0-4-0 (29 skillpoints required) - Another viable option, taking Pharmacology to 4. This should enable you to use some really well-made Stimpack D's, which can have base heal effectivenesses in excess of 800 (!!). This will be WAY more than enough to heal you in any survivable situation, but at the same time sacks 14 skillpoints past novice you could put elsewhere.
Teras Kasi Artist: Two ways to go here that make sense...
4-0-0-0 (20 skillpoints required) - Taking the meditation tree is a great step toward true self-sufficiency. It'll allow you to heal off wounds/disease/poison/bleeds in the field without having a medic around, in addition to making encounters with some of the higher test creatures (ex. Mantigrues) much more survivable in the long run.
0-0-0-4 (20 skillpoints required) - Another excellent option for a Commando. Taking the Precision Striking line of TKA will net a total of +37 ranged and +37 Melee defense (I think it was 37... I know it's close to that) not counting the bonuses in Commando or Marksman. Since Commando defense is one of the worst areas of the class, taking the tree can potentially be pretty useful.
Smuggler: Each tree has its uses here. Slicing is, obviously, a great tree, though it is necessary to consider precisely how much use you'll really get out of it. Paying for slices isn't THAT expensive anyways... Underworld tree kinda stinks right now, but the 10% factional costs discount is huge if you're really into PvP. Spices tree also has obvious uses, but again, if you're not one to spice up before battle, there's no real reason to take this tree. Lastly, dirty fighting will net you some great specials for your launcher pistol without necessitating you spend a whole load of points on pistoleer, since these specials are concentrated into one line.
Other good Commando combinations that do not include mastery of commando:
Commando 0-4-4-0: Field TicTacs line is pretty useless, and the HAR is completely useless as of now. Heavy Support weapons are not only extremely cool, but are incredibly useful in mass PvP if you know how to use them. (We're down to 110 skillpoints left at this point).
Options from there include:
Bounty Hunter 0-0-0-4: The LLC is, in my opinion, a better weapon than the flamethrower is. It hits almost as hard initially, and fires specials off twice as fast. The addition of electric type damage and AP level 1 round off a great weapon tree. So far, we've used 237 skillpoints, however, leaving hardly anything leftover (we're down to 13 skillpoints, with nowhere obvious to put them).
Creature Handler: Same as above.
Master Medic: No real reason to do this, you're better off, IMO, either sticking to pharm 4 or novice medic and buying high-test D's or B's.
Master Weaponsmith: A GREAT option for a commando who's heavy on the expendables. Mastering any crafting profession will leave you with 18 skillpoints leftover (Meaning: Take master weaponsmith and go for Field TicTacs line as well - when grenades are fixed to not miss constantly, they'll be a wonderful alternative weapon, and making your own grenades will cut costs significantly). Plus, weaponsmithing is obviously a great way to make money on the side (Endor missions are and always will be faster - a skilled Commando should be able to pull 100k in 25 minutes alone. If you're having trouble alone, take along a CH with you to help tank and you'll still be pulling over 100k an hour).
I love how the server removes formatting from my posts... Blech- this should be easier to read.
There are a bunch of possible lines to take with Commando, each lends itself to a different style. First, lets assume you master commando. You now have 81 skillpoints left. Possible lines include:
Creature Handler: Two setups for this make sense.
1-1-0-0 (59 skillpoints required) - This will afford use of a GSP, allowing you as a commando to focus less on keeping yourself alive and more on doing damage and selecting tactically whether to use Flamer, HAR, Grenades, or Expendables - each have their use, but usually you're too pressed to pick the best one in combat due to being attacked.
3-2-0-0 (70 Skillpoints required) - Same as above, but now you can use a Graul Mauler. You'll find your GSP dies pretty quickly when it gets swarmed, especially if you're taking on heavier mobs on elite planets. The Mauler has about 1500 more HAM than the GSP, but it also has light armor and 75% kinetic resistance, affording it a MUCH longer lifespan. Couple this with some well-made PetStims, and you're good to go in almost any situation. This CH setup will also really reduce the need for Medic skills, since you should technically NEVER take damage.
Medic: Again, a couple ways to go...
Novice Medic Only (15 skillpoints required) - Not taking any medic skills past novice is a perfectly viable option. You'll be able to use Stimpack B's, which can have base heal effectivenesses in excess of 425. More than enough for healing yourself in almost all situations.
0-0-4-0 (29 skillpoints required) - Another viable option, taking Pharmacology to 4. This should enable you to use some really well-made Stimpack D's, which can have base heal effectivenesses in excess of 800 (!!). This will be WAY more than enough to heal you in any survivable situation, but at the same time sacks 14 skillpoints past novice you could put elsewhere.
Teras Kasi Artist: Two ways to go here that make sense...
4-0-0-0 (20 skillpoints required) - Taking the meditation tree is a great step toward true self-sufficiency. It'll allow you to heal off wounds/disease/poison/bleeds in the field without having a medic around, in addition to making encounters with some of the higher test creatures (ex. Mantigrues) much more survivable in the long run.
0-0-0-4 (20 skillpoints required) - Another excellent option for a Commando. Taking the Precision Striking line of TKA will net a total of +37 ranged and +37 Melee defense (I think it was 37... I know it's close to that) not counting the bonuses in Commando or Marksman. Since Commando defense is one of the worst areas of the class, taking the tree can potentially be pretty useful.
Smuggler: Each tree has its uses here. Slicing is, obviously, a great tree, though it is necessary to consider precisely how much use you'll really get out of it. Paying for slices isn't THAT expensive anyways... Underworld tree kinda stinks right now, but the 10% factional costs discount is huge if you're really into PvP. Spices tree also has obvious uses, but again, if you're not one to spice up before battle, there's no real reason to take this tree. Lastly, dirty fighting will net you some great specials for your launcher pistol without necessitating you spend a whole load of points on pistoleer, since these specials are concentrated into one line.
Other good Commando combinations that do not include mastery of commando:
Commando 0-4-4-0: Field TicTacs line is pretty useless, and the HAR is completely useless as of now. Heavy Support weapons are not only extremely cool, but are incredibly useful in mass PvP if you know how to use them. (We're down to 110 skillpoints left at this point). Options from there include:
Bounty Hunter 0-0-0-4: The LLC is, in my opinion, a better weapon than the flamethrower is. It hits almost as hard initially, and fires specials off twice as fast. The addition of electric type damage and AP level 1 round off a great weapon tree. So far, we've used 237 skillpoints, however, leaving hardly anything leftover (we're down to 13 skillpoints, with nowhere obvious to put them).
Creature Handler: Same as above.
Master Medic: No real reason to do this, you're better off, IMO, either sticking to pharm 4 or novice medic and buying high-test D's or B's.
Master Weaponsmith: A GREAT option for a commando who's heavy on the expendables. Mastering any crafting profession will leave you with 18 skillpoints leftover (Meaning: Take master weaponsmith and go for Field TicTacs line as well - when grenades are fixed to not miss constantly, they'll be a wonderful alternative weapon, and making your own grenades will cut costs significantly). Plus, weaponsmithing is obviously a great way to make money on the side (Endor missions are and always will be faster - a skilled Commando should be able to pull 100k in 25 minutes alone. If you're having trouble alone, take along a CH with you to help tank and you'll still be pulling over 100k an hour).
I'm not a commando but i've often thought of the following:
Commando master
TKA 4-0-0-0
CH 1-1-0-0
scout 4-0-4-1
anyone do this or what do you think of it?
My combo.
Master commando
Ch 1-1-0-0
Medic 1-0-2-0
0 points.
What is the point in getting Pharm 2? I didn't think you could experiment stim Cs down to the Pharm 2 level.
Also why get FirstAid 1? You dont even get the /firstAid skill at that level, sure it increases healing power, but it seems silly to take medic like this.
I would think you are better off spending a couple points on Survival1 in scout, and maybe all your points on first aid rather than Pharm. If you can't get Pharm III there is really no point in getting it at all.
Master Fencer (Blade Master)/Master Pistol Stances and Grips/Adv. Pistol Tactics/HAR Spec. 4/TK Expert Balancing
Not only do i get a Kick A** title (Blade Master) but i will be able to attack at all rangesvery powerfully
for point blank-well they dont call me Blade Master for nuthin'
for medium range i have the HAR (it's not all that great right now but i have faith that it will be fixed)
fo long range i have my LP and the really powerful pistol specials
i know the spec defenses arent workign as of yet but when they do i wil have:
+90 vs. knockdown (that with the timer and the one below means i will NEVER be knockdowned
+90 vs. posture change (down)
+55 vs. dizzy +45 vs. stun +45 vs. intimidate +50 vs. blind +35 Dodge
also i have +95 pistol accuracy (that includes general ranged aiming)
+110 one handed weapon accuracy i will never miss
Buwahahahaha!!
p.s. if you think the stun, dizzy intmidate dont add up correctly.......well im zabrak and i get +10 each of those
Nemuri
Imperial Commando/Medic
Dantooine
TKA meditation IV is a good choice.
TKA bonuses only are effective when you are not using a weapon (or VKs)
Once they fix the heavy weapons acting like a melee weapon TKA Defensive Bonuses will not stack into Commando