Commando Archive
Thread: TKM + MCM + Commando ?
Page 1 of 1
ghrian_
Sat Jun 25, 2005 2:49 am
#1
Hello all,
I came back to SWG after the CU, so I have my respecs still available.
Pre CU, I was TKM an MCH, but after this I thought about trying somethin different now.
At the moment, my favorite template is: MTK + MCM.
I get DoTs, Debuffs, some kind of Crowd Control and the defense and "coolness" of the "i dont wear any armor" type of TK.
For groups, I get heals and a rez.
The damage output quite low though and the problem is, that I need Marksman for this (3 base professions).
In theory, Commando is ideal to complement this template, because i can get Commando 4/0/0/0, 0/4/0/0, ...
What are the different skill trees of Commando really doing ?
There are no specials, are there just the modifiers and some weapon certificate ?
How good are grenades (4/0/0/0) would get me quite a bit defense.
So, the question: what tree (I can only get one completly) of commando would be best, or none at all ?
regards
ghrian
P.S.: I dont look for the ueber template, therefore there would be others I think.
Raanan
Sat Jun 25, 2005 4:17 am
#2
Nades have really long recycle times so they aren't all that useful (though they do have some uses
). However, I believe you do get some defense mods in the nade tree. The defensemods are the only useful thing you can get from commando for the template you describe. For that, you'll want 4400 commando.
Me, on the toon I'm building for Vode Inya, I'm going MC/TKM/4000 CM so I'm pretty much going the opposite of you. I think it should work out well.
jmonty
Sat Jun 25, 2005 4:17 am
#3
i'm going to guess the grenade line, just because it is so cool to be 'holding a thermal detonator! eeee heeee heee'.
Page 1 of 1