Commando Archive
Thread: My Vision for an Improved Commando Skill Tree/Profession
Commando as a profession is considerably buggy and under-developed. Our correspondent has done a good job of outlining the issues facing our profession and has proposed several solutions to each of them. I would like to add my own vision for a more viable commando profession which is balanced, useful and most of all, enjoyable post-cu.
To start, I dont think it needs to be said AOE must be addressed. One option is 100% dmg at the core, then 10% less per foot or some variation of this formula.
Since the commando is a hybrid profession with melee, we should have some means/defences for toe to toe fighting like a duelist stance for defence (say 250.00) against melee attacks would be ideal. This wouldnt upset the balance and would make use of the unarmed combat colum.
This may be controversial, but I would recomend not adding specials (other then the melee def duelist stance or recoveries) to the commando skills tree, instead each weapon would have an innate special that applies itself in addition to the regular damage dealt. I will elaborate on this in the skill tree.
The four colums of the skill tree would be: 1) Beam 2) Fire 3) Explosives 4) Acid
Novice Box: Launcher Pistol with Single (less damage) or Cone Fire (more damage but AOE) to help in grinding
Colum 1 - Beam Weapon: (purpose: Non-AOE damage dealing colum)
Box 1: a recovery (ie Stun)
Box 2: Particle Beam Canon (no special with this gun, just does decent damage)
Box 3: Grenade (high damage)
Box 4: Heavy Beam Cannon (very high damage with high sac and slow rate of fire, no AOE)
Colum 2 - Explosives (AOE dmg, KD and movement delays)
Box 1: KD recovery
Box 2: Adv Launcher Pistol (Snare and AOE dmg per shot)
Box 3: Grenade with Snare effect
Box 4: Rocket Launcher (KD and more powerful AOE dmg)
Colum 3 - Fire (AOE Dmg DOT effects)
Box 1: a recovery
Box 2: Flame Thrower (AOE dmg and DOT)
Box 3: Thermal Detonator (decent damage and long fire DOT), Duelist stance type mod (150 def vs melee)
Box 4: Plasma Flame Thrower (High Dmg AOE and DOT)
Colum 4 - Acid (Armor Break and Blind effects)
Box 1: Blind recovery
Box 2: Acid Rifle (Basic Armor Break)
Box 3: Acid type Grenade (Blinds) (could also add an armor break defence move to reduce its duration here)
Box 4: Acid Stream Launcher (longer duration armor break)
Master Box: Proton Rifle (non AOE high damage), Adv Plasma Thrower (High SAC, Slow Rate of Fire, High DOT dmg, High DMG in the low 1200s, AOE only), Adv Duelist stance mod (250 melee def)
You'll note there is no armor mitigation, I would leave that the same. There are little details im not happy with like the box 1s are rather weak, and the placement of the Master Box plasma flame thrower is iffy (maybe a new weapon instead of the Adv Plasma Flame Thrower to keep Commando from being a tool box profession). I tried to keep Commando from being a toolbox by adding the adv melee def mod in the master box.
To keep things balanced, other specials from other professions may need to be toned down or barred from use with a commando weapon
Also i have removed combat xp (all colums are heavy weapons xp) as FS grinders are exploiting grenades by tossing one, then not doing anything while the group does all the work.
I hope to hear some feedback on this Commando Skill Tree, its by no means perfect, but it would be nice to see some of this implemented into a Commando revamp which we need.
MeilanEisley wrote:
Commando as a profession is considerably buggy and under-developed. Our correspondent has done a good job of outlining the issues facing our profession and has proposed several solutions to each of them. I would like to add my own vision for a more viable commando profession which is balanced, useful and most of all, enjoyable post-cu.
To start, I dont think it needs to be said AOE must be addressed. One option is 100% dmg at the core, then 10% less per foot or some variation of this formula.
Vague.
Since the commando is a hybrid profession with melee, we should have some means/defences for toe to toe fighting like a duelist stance for defence (say 250.00) against melee attacks would be ideal. This wouldnt upset the balance and would make use of the unarmed combat colum.
You get CoB, which is 250. (granted you have to unequip your weapon, but it works)
This may be controversial, but I would recomend not adding specials (other then the melee def duelist stance or recoveries) to the commando skills tree, instead each weapon would have an innate special that applies itself in addition to the regular damage dealt. I will elaborate on this in the skill tree.
This is what was already intended was it not? My acid rifle blinds the target...
The four colums of the skill tree would be: 1) Beam 2) Fire 3) Explosives 4) Acid
Novice Box: Launcher Pistol with Single (less damage) or Cone Fire (more damage but AOE) to help in grinding
Colum 1 - Beam Weapon: (purpose: Non-AOE damage dealing colum)
Box 1: a recovery (ie Stun)
Box 2: Particle Beam Canon (no special with this gun, just does decent damage)
Box 3: Grenade (high damage)
Box 4: Heavy Beam Cannon (very high damage with high sac and slow rate of fire, no AOE)
Colum 2 - Explosives (AOE dmg, KD and movement delays)
Box 1: KD recovery
Box 2: Adv Launcher Pistol (Snare and AOE dmg per shot)
Box 3: Grenade with Snare effect
Box 4: Rocket Launcher (KD and more powerful AOE dmg)
Colum 3 - Fire (AOE Dmg DOT effects)
Box 1: a recovery
Box 2: Flame Thrower (AOE dmg and DOT)
Box 3: Thermal Detonator (decent damage and long fire DOT), Duelist stance type mod (150 def vs melee)
Box 4: Plasma Flame Thrower (High Dmg AOE and DOT)
Colum 4 - Acid (Armor Break and Blind effects)
Box 1: Blind recovery
Box 2: Acid Rifle (Basic Armor Break)
Box 3: Acid type Grenade (Blinds) (could also add an armor break defence move to reduce its duration here)
Box 4: Acid Stream Launcher (longer duration armor break)
Master Box: Proton Rifle (non AOE high damage), Adv Plasma Thrower (High SAC, Slow Rate of Fire, High DOT dmg, High DMG in the low 1200s, AOE only), Adv Duelist stance mod (250 melee def)
You'll note there is no armor mitigation, I would leave that the same. There are little details im not happy with like the box 1s are rather weak, and the placement of the Master Box plasma flame thrower is iffy (maybe a new weapon instead of the Adv Plasma Flame Thrower to keep Commando from being a tool box profession). I tried to keep Commando from being a toolbox by adding the adv melee def mod in the master box.
To keep things balanced, other specials from other professions may need to be toned down or barred from use with a commando weapon
Also i have removed combat xp (all colums are heavy weapons xp) as FS grinders are exploiting grenades by tossing one, then not doing anything while the group does all the work.
I hope to hear some feedback on this Commando Skill Tree, its by no means perfect, but it would be nice to see some of this implemented into a Commando revamp which we need.
I'm not feeling this, I realyl don't see much benefit to any of those changes...
1) AOE Damage at present doesnt work. The splash damage does very little and just agros mobs. Using an AOE weapon could inflict 100% of the damage on the main target, and for the splash damage, would lose 10% of its punch for every foot away from the target hit until its splash damage range expires. Say you had a launcher pistol that did 100dmg to your target, there was one mob 1 foot from him that took 90 dmg, and another 4 feet from him that took 60dmg and so on. Im not sure if AOE is supposed to be like that in game, but its so broken i have no idea. Its not as powerful as 100% damage to everything in range but I could see that being unbalanced
2) Yes we do get CoB but its made for melee classes and unequiping your weapon every xx seconds gets old.
3) Yes I kept the basic acid rifle the same, but introduced a number of other weapons with different effects like an armor break, so i dont know why you zero'd in on that.