Commando Archive
Thread: Commando Help...
I'm sure this has been asked before. But as I can't find anything about it anywhere I figured I'd ask those who know the boards better than I to point me in the right direction. I'm working on a commando and I want to do the full master commando tree. I also want to do everything in medic except organic chemistry. I have Teras Kasi, and I want to do these skills in that tree:
Intermediate Power Techniques - For theUnarmed Dizzy
Advanced Power Techniques - For the Unarmed Combo
Intermediate Balance Conditioning - For the Unarmed Knockdown
Basically my plan is to bea full blown Commando that can heal himself and kick some ass in unarmed. I just want to know. Has anyone tried this? Are these skills worth having? Is this a decent template? Is there some inherent flaw I dont see? Are there other skills I should have besides just these?
Any suggestions are more than welcome. Like I said before, I'm sure this kind of question is on the board somewhere, if so please point me in that direction as I haven't been able to find it yet. Also feel free to post replies here.
Thanks,
Dunedain
I went along this path as well... it's a good path to go for novice commandos. But as you climb up the tree you'll become deadlier and quicker. This makes having skill points on medical skills more a burden than a blessing. I would recommend you only keep First Aid II to heal bleed, but tha's about it.
Get some BioEngineered clothing to give you +12 - +14 on Injury/Wound treatment. If you find a good tailor who knows thier stuff you can end up with a duster, reinforced pants, and a muscle shirt giving you +38 - +42 (total) in injury/wound treatment. This is almost as good as a Field Stabilizer (First Aid IV)Whichwill allow you to use good Stim B's to almost heal completely in one use.
Honestly, ditch the rest of the skills. You can heal Injury damage quickly anyway. Wound Treatment isn't done in the field as much, but there are plenty of bleed attacks commandos suffer, so keep First Aid II. Use the rest of the points for TKA and you'll be a bad mutha... (shut yo mouth!) :-D
first off, unarmed combo sucks major ass, dont bother with it.
if you really want to harness the TKA get meditation 2 for powerboost (good for any class) and then move your way up the combat line for melee and ranged defense. i wouldn't bother with the power line (or dizzy) if you plan on doing most of your damage with commando skills. if you really wanted you could get balance 2 which gives you melee mitigation 2 (i think) and also unarmed toughness +15.
you just unequip your slow FT between shots, hehe.
melee mitigation is always on thought (passive skill)
Thanks a lot guys that's exactly the kind of input I was looking for.
Dunedain