Commando Archive
Thread: Some questions about skill choices.
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Valden
Fri Jun 18, 2004 10:59 am
#1
Hey there I am starting the path of commando and I am trying to decide what skills would be best overall. I am not a big pvp guru, but would like some extra punch if I need to. Currently I am a TKM and TKM will be in this build. Basically there arefour options that I am considering: Master Commando/TKM/Pistoleer 0030 (defences from the pistoleer power tree, but would I be too slow with the launcher pistol?), Master Commando/TKM/Pistoleer 0003 (more speed for the LP, but do you need it?), Master Commando/TKM/Smuggler 0030 (ranged knockdown and feign death could be helpful, but would I still be accurate enough?), and lastly, only get Commando 0040 and then get more pistol skills.
I am aware that pistols generally are not very good, I have mastered and dropped master pistoleer. Basically I wanna use the best abilities a commando has, and still be pretty proficient with the LP if I need to do blast damage. I also do not want to have real poor defence, but again im not a huge PvP buff.
Thanks for any tips or pointers 
RazerWolf
Fri Jun 18, 2004 5:36 pm
#3
Why only 0/0/3/0? What you gonna do with the spare skill points?
Valden
Fri Jun 18, 2004 9:08 pm
#6
anyone ? hehe im torn for what to do because I currently have 0044 pistoleer and DF 4 so ill need to drop stuff soon and wanna keep what I will have.
RazerWolf
Sat Jun 19, 2004 4:21 am
#7
Well, the 0/0/3/0 Pistoleer would give you Dizzy def, but you'll still get your ass KDed a lot. I personally took Novice Medic.
Ravenspite
Sat Jun 19, 2004 5:02 am
#8
Well any advice that I or anyone else gives you now is possibly subject to massive change when the Combat Balance pushes live, so please bear that in mind.
Anyone who's mastered commando will tell you two things
1) Out of all the commando skill trees, the only one you'll use with any regularity is the flamethrower tree
2) With that in mind, you'll see very little difference between a 0/0/4/0 commando and a master
Additionally commando's have no mods for their LP, so if you want to use it with even vague efficiency you'll have to pick up some pistoleer.
If I wasnt such a stubborn master commando who refuses to drop that status and in your situation, I'd probably say take commando 0/0/4/0, TKM, some pistoleer and some medic (this way, even though your defenses suck and you're gonna get pounded, you can at least heal yourself during the fight)
Just my personal opinion 
Druce Bayne
Valden
Sat Jun 19, 2004 11:55 am
#9
Do you think the state defences and pistol specials from 0030 would be better overall than the melee defense and pistol speed of 0003?
Ravenspite
Sun Jun 20, 2004 4:43 am
#10
I don't know enough about the pistoleer trees to answer that without logging into the game to check I'm afraid (which I can't do at the moment as the servers are down for daily reset), but I'll put it this way.
About 3 months ago I witnessed a fight in the Coronet starport between 4 Rebs and 1 Imp where the Imp ran circles around them due to his defenses, and it forced me to look at my template. I posted a few times on this forum asking for suggestions and advice and eventually decided I'd aim for the following template because it would max out my defenses and also provide me with some specials for my LP and some state defenses.
My in-progress template is : Master Commando; Treas Kasi 0/0/04; Fencer 1/4/0/0 and Pistoleer 0/0/4/0
Now, I personally chose the third pistoleer line because it provided some nice state defenses (because my choices of TK and fencer were making up my melee and ranged defenses).
If you're going for TKM then you'll also end up with some decent ranged / melee defense and may want to try and bolster your state defenses in the same manner I did.
I'm not saying "this is the way to go, do it my way", it's your $15 a month, play in whatever way suits you
all I'm saying is your defenses should be adequate with TKM and you should maybe consider some state defenses.
Druce Bayne
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