Commando Archive

Thread: Whatdid you use (or plan to use) your remaining 81 skill points on?

icote
Wed Sep 17, 2003 10:44 pm
#40

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


Fluffy_TiO
Wed Sep 17, 2003 11:05 pm
#41

first off let me explain my uber character design i have a +30 med use mod so that medic set up allows me to use stim d's! secondly i get all the ranged/melee defense mods from tka, a flame thrower, and the ability to use gurrecks and rancors as pets! yeah you can say it im uber


commando --4-
ch 4411
scout 4-4-
marksmen 4444-master
brawler 4---
tka ---4
medic --1-
koitsu
Thu Sep 18, 2003 5:30 am
#42

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.

Vralin
Thu Sep 18, 2003 6:41 am
#43

I'm tired of all these people that just go commando for the flamethrower. I went commando without even knowing what the hell the flamethrower really did. I went because I heard it was hard to master and that it was fun. People scream about us going to be nerfed, and as long as you people keep gaining commando just to go 0-0-4-0, the **edit** thing is going to get nerfed. If everyone went into the same class that had one strong tree and that's the only tree people gained they're definately going to notice it and nerf it (WHICH IS WHAT IS HAPPENING!!) In closing, don't ruin it for those of us that want to walk around with Master Commando in our titles. If you don't want to max commando, find something else to do. We want to keep our flamethrowers.
Skil
Thu Sep 18, 2003 6:49 am
#44

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.




NotZazo
tacwraith
Thu Sep 18, 2003 9:19 am
#45

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.





'Foolish boy. Don't you know anything about Fantasia? It's the world of human fantasy. Every part, every creature of it, is a piece of the dreams and hopes of mankind. Therefor, it has no boundaries.'
'But why is Fantasia dying then?'
'Because people have begun to loose their hopes and forget their dreams. So the nothing grows stronger. It's the emptiness that's left. It's like a despair, destroying this world. And I have been trying to help it.'
'But why?'
'Because people who have no hopes are easy to control. And whoever has control has the power'
RNA - Master Bio Engineer pet-maker of Flurry (email your order!)

Abazad
Thu Sep 18, 2003 10:54 am
#46

Master Commando


Rifleman 2.0.0.0


Swordsman 0.1.0.0


with Novice Medic, and Exploration 4 on the side




Snavek Abazad
PCgameGuru
Thu Sep 18, 2003 11:13 am
#47

The ultimate template of Death and Stealth: Master Smuggler, Master Commando, Novice Medic. Smuggler pistol specials with the launcher, Feign Death, Flamethrower, Grenades, Spice, Slice, and small heals with good stim B's. After I finish Mastering Commando I will be complete. :-)



__________________________________________________________
Colonel Dominix Deathblow
<RAID> Chief Operations Director
Teras Kasi Master | Master Rifleman | Smuggler | Medic
Master of 11...and keeper of a silent holocron...

___________________________________________________________
warlockiii
Thu Sep 18, 2003 1:18 pm
#48






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

Ydou
Thu Sep 18, 2003 2:20 pm
#49

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.

Hicinus
Thu Sep 18, 2003 9:17 pm
#50

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




__________________________

Knights of Valor
s Hircinus Regno s
Paladin of WoW
______________________

ExarDun
Fri Sep 19, 2003 1:54 am
#51

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




Sig line!!!__________________________________________________
"just another commando now.."
bAss_ackwards
Fri Sep 19, 2003 3:14 am
#52

Along with being able to get Master Commando, I have 0/0/4/3 skillsin the Pistoleer tree, 0/0/4/2 skillsin the Rifleman tree, and 0/0/2/0 skillsin the Carbineer tree. Very good defense modifiers... if they'd finally change the Flamethrower tobe aranged weapon instead of a melee. I will have 0/0/4/4 in Rifleman sooner or later though.



Constructive criticism at its worst!
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