Commando Archive

Thread: Master Commando / TKM + what???

Arkon_Liie
Fri Dec 12, 2003 3:27 am
#1

Medic skills or smuggler?



-Ketaken Liie
Naidin
Fri Dec 12, 2003 5:11 am
#2

ok... i've done this


master commando


smuggler 0 0 3 0


pistoleer 0 0 4 4


medic 0 0 4 0


yes, ranged and melee defenses are important but if i can heal to full health with stim D mid battle i should be invincible........ however



with TKM you have uber defenses and you can buff yourself with meditation, so I suggest taking smuggler dirty fighting 3... ranged knockdowns and delay attacks are beautiful when using a flame special. Keep in mind that without pistoleer you will have terrible speed with your launcher pistol specials. Furthermore, why would you want to use a flamethower with its poor accuracy? When you're in range for flame specials you will be close to Teras Kasi range which provides unarmed toughness mods when unarmed.


It's a major toss-up.. if you want to risk it, go smuggler for the delay attacks at long range... but if you're relying on close range damage, take medic.


Ozzymydus
Fri Dec 12, 2003 7:29 am
#3

I have the same template, but with the last 18 skill points I went with scout and explore 1. It allows you to cover terrain at a decent rate, but with vehicles being available soon I may be inclined to drop scout and take up medic, the smuggler dirty fighting or pistoleer melee defense. I've also toyed with the ideaof novice entertainer so I can heal my BF to make myself almost completely self-reliant.



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DrummDude1
Fri Dec 12, 2003 7:38 am
#4

I like the idea of the Master Commando, Master TKA, and Smuggler 0/0/3/0



Vanrok A.K.A. Vanrok of -HK-
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garvin
Fri Dec 12, 2003 9:29 am
#5

I like the idea of the Master Commando, Master TKA, and Smuggler 0/0/3/0


This is the path that Tac and I have ended up going...You don't need scount with mounts and vehicles (on their way)...as for Medic, with TKM you can meditate all your wounds away outside battle (it's nice that you can heal yourself anywhere, not just in town or camp). I find I can win most average fights without needing a stim pack, and if I'm going to take on big game, getting a buff first is a must (plus as TKM you can power-up your stats...try getting a mind buff before you do this)...then no stim is needed at all...


With the Dirty Fighting Tree of of Smuggler you get LowBlow...a ranged knockdown that we lack and a way to catch up to your prey to apply a flame dot (not to mention the other nice specials). When comparing Pistoleer to Smuggler, it's the Ranged Knockdown that sold me...


A nice trick one you get the flame dot on them is to use the TKM knockdown over and over to keep them down while the flame dot does it's work (and stack a few more while their down for good measure)...you basically take little to no damage.




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

tacwraith
Fri Dec 12, 2003 9:33 am
#6

garvin, you cant do TKA KD over and over.


First, TKA KD as well as smuggler KD is on a timer. it will not KD a target again for 30 seconds.


Second, the KD is bugged. If you KD and then hit the KD'd target with another KD, it will make them get up instantly. Normally the target KD's for 3 or 4 seconds. If you KD and 1 second later KD again, the target will remain KD for just that 1 second.


Only carbineer chargeshot1 lets you kd over and over with no timer.





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'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?'
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garvin
Fri Dec 12, 2003 9:37 am
#7

Sorry...what I meant is, as soon as they get up kd them again...not spam them or try toa kd while they are still down...apprently I needed to elaborate


And it's worked great for me in various caves...the kd usually keeps them down for about 5 to 10 seconds while I hit them with other specials or dots (like dizzy, dots or unarmedhit3)....then when they get up I can usually get in another kd fairly quick...




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

garvin
Fri Dec 12, 2003 9:40 am
#8

Hey Tac....have you tried apply a dizzy before using a TKA KD? I know the TKA board says it's bugg'd, but just last night I used my macro with the 2 moves and the opponents stayed down for at least 15 seconds while I pounded on him...the KD2 is suppose to do both dizzy and kd, but I never seem to see dizzy applied, so I just apply it myself (via the macro) before going for the kd....



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

tacwraith
Fri Dec 12, 2003 9:59 am
#9

Sorry, but i think you're getting misled by game lag. Check your combat logs when you do that. Lag and FPS drop will make you see your tka apply the KD and target stay down in KD for like 10 seconds, but in your combat log the creature will start hitting you back 3 to 4 seconds after the KD. the game just 'forgets' to show you the animation of it standing up. The only way to make CREATURES stay down is by using warcry (though ive been told STUN keeps them down an extra 2 seconds if applied when they are KD'd). Humanoid npc's and players do stay down those 10 seconds by dizzy and kd. but not creatures.


KD+Dizzy, either applied separately or in the KD2 attack, will not KD something until a timer has gone by.


Dizzy does not affect creatures, only humanoid NPCs. I used to be heavy swordman and fencer just to be able to, what I thought would be possible, use area posture change (2H sword special) and Area Dizzy (Fencer special) with a neat macro and be able to aggro a whole nest on me and punch the macro and pick off the targets 1 by 1 as the dizzy would keep them KD'd for a while. This did not happen. It worked fine on wookie brawler camps, because all them aggroed me.. but for imperial and other npc camps they preffered to shoot me from a distance, not conveniently bunch together for me. So i dropped the whole idea.





'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!)

Gamble
Fri Dec 12, 2003 10:52 am
#10

KD and dizzy (or kd2) keep NPC's down longer than the 3 to 4 seconds GENERALLY. The deal w/ dizzy is it gives them a CHANCE of falling down again when they change posture. Sometimes they'll slip past teh dizzy and stand w/o falling down. Yes this does not have any effect on creatures (that's what warcry is for ). I myself am about to drop my novice medic to pickup that 0,0,3,0 line of smuggler. After hearing about this for the last couple weeks I think I've held out long enough.. plus I could use some more grinding =P



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DrummDude1
Fri Dec 12, 2003 8:03 pm
#11

dont forget about feign death, garvin. Thats always nice



Vanrok A.K.A. Vanrok of -HK-
Breaking Imperial hearts and faces on the daily. Bukuma's sharer if wife. Glow bat of non existence wielding forum posting hottie
(ggggggggggggggggggg][gccccccccg][ggggggggggggggggggg)


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