Commando Archive
Thread: Whatdid you use (or plan to use) your remaining 81 skill points on?
Master Commando
Master Smuggler
Master Marksman (Of course)
Novice Medic 1-0-0-0
Though I may drop Medic and pick up some Pistoleer, or Possibly Scout 1-0-0-0
commando --4-
ch 4411
scout 4-4-
marksmen 4444-master
brawler 4---
tka ---4
medic --1-
Master Commando
Medic (0,0,0,0)
Entertainer (0,0,4,4)
Dancer (1,0,3,0)
Currently I am
Commando (1,0,2,0)
Medic (2,0,0,2)
Scout (0,0,0,0)
Entertainer (0,0,4,4)
Dancer (4,0,4,0)
And I forget how many skill points I got free at the moment.
I Have scout for camps to make my Commando exp grinding easier since I'm a casual solo'er. (Hence me having not gone far in the commando trees, and I've been one pre-LP fix) I like dancing, and while I don't want to fully give it up. I will be surrending skills in it so I can master Commando.
Well I just reached Commando last night but here is my plan.
1. Master commando.
2. hold novice pistoleer for health shot 2 as long as i can. when i run out or points I'll dump it for another CH level.
3. get as close to master CH as possilble. I think I'll be short by like 3 points.
4. and retain my med skills enough to use stim b's.
I figure this give me the best weapons and some cool support creatures to help with keeping things back so my time between shots doesn't hurt me. And when the fight is done I can heal up and look for more action.
Im amazed I dont see Squad Leaders here!
Commando 0/4/0/4 (All heavy weapons, acid rifle)
Squad Leader 1/4/3/4 (+25 group terrain negotiation, Steady Aim (+10 to hit bonus active ability, lasts about 3 rounds of combat per player), Volley Fire (direct group's fire at 1 target), +25 group melee defense, +30 group ranged defense)
Tera Kasi 0/1/1/0: Combat Equilibrium+20 (resist posture change), Defense vs Blind+10, Defense vs Knockdown+10,big boosts to unarmed damage (like +50 unarmed damage), vibro knuckler certification, Knockdown and dizzy attacks.
Points left over: 0
This template lets the commando not only kick arse with its own weapons, but boost his own weapon ability and defenses via squad leader and to boot have the extra melee defenses and melee abilities and damage of a teras kasi.. you know, for when you gotta pack the gun and shove a fist down their throats. ![]()
Master Commando
Rifleman 2.0.0.0
Swordsman 0.1.0.0
with Novice Medic, and Exploration 4 on the side ![]()
Wroth_Scylla wrote:
Master Commando
Exploration 4
First aid 2
Org Chem 3
Pharm 1
Dirty Fighting to 4
Might mess around with the medic stuff but stim 3s are awsome to have
Hell you can get b's that heal for 350
My suggestion is to not take any org chemistry. Docs can make those great B's, and you can buy them. They'll be better than what you can make. And 350 is the minimum--they can heal up to 800ish. It's just random and I think partly based on your First Aid. Also, Pharm I doesn't get you anything, I thnk you have to get to III to use C's. A novice can use B's. Explore IV only improves burst run efficiency, so you might consider only taking it up to III.
I also did Smuggler Dirty Fighting IV. If you PVP, you might consider getting Underworld II. That also gives you 10% less cost on faction stuff, and it also reduces how much faction you lose when killed in PVP.
Arabell Esniek, Master Commando
I am no where near this result, however, I believe this is how I will end up!
Commando = 5 (4, 4, 4, 4)
Marksman = 5 (4, 4, 4, 4 of course)
Brawler = 4, 0, 0, 0
Medic = 0, 0, 0, 0
Scout = 4, 0 , 4, 0
Creature Handler = 1, 1, 0, 0
Anyone able to answer if TKA defense abilitys assist you when your holding a heavy weapon. If so, would that mean the Pistol skill defenses would apply when you are fighting hand to hand?
K, Commando Master is a must eventually of course. The medic skill is for the same reason everyone else uses it for. I solo alot and require medical assistance. Scout was needed for Creature handler. CH provides me with a tank thereby buying me time to use the flavor of weapon I choose atm.
I thought about going with Master TKA and droping Scout but Explorer is almost a necessary evil. I can not find SoW potions any where. ![]()
Till some of the smuggler issues are fixed I'm not going to master commando. Once those issues are resolved I'm mastering Comando and Smuggler with the last of my points into something else. Till then I'm doing the following.
Commando 0/0/4/1
Smuggler 0/4/4/0
CH 2/2/0/3 - so I can play with 2 cowerdly Gurrecks![]()
Novice Pistoleer
Zero points left
Like I said once some of the smuggler issues are better, I'll do this.
Master Commando
Master Smuggler
Pistoleer 0/0/0/3
Zero points left
this is going to take me a while(note my sig forwhat I am now)but im going to end up like this.
Commando: FlameThrower 4 and either Acid Rifle 4 or Field 4
Creature Handler: Taming/Training 4 so I can use a Toxic battlelord (10k ham, 340-380 2.0 ranged and posion)
Medic: First aid 3, Pharm 3