Commando Archive
Thread: Commando Vs. Teras Kasi....Is there a way?
Kite and high kinetic resist armor. A 1.2 speed LP helps too, lag the crap outta them! You might want to stack up on the ranged profs that have high resist to KD, such as pistoleer
There is a very helpful, updated character-builder on bloodfin.org....Kodan's, I believe. If you get want to PvP, I really suggest you drop commando and build a combat-template char, as you can get +120 to Def Vs. KD, Def. vs. Dizzy +85 and Def. Vs Blind +90, Def Vs. Post Chng +100, +186 Melee resist and +121 Ranged Def. from Master pistoleer, master fencer and TKM 4-4-0-4, and you get BOTH Melee and Ranged Mit. 3. Dodge is +210, but I hear they are gonna nerf the Dodge stack mods soon.
Nyce Ta'Meetcha - Bela Imperial Division - FIREBASE GODZILLA, Tatooine
Master Smuggler/Master Commando
I'm in game right now... and let me tell you my armor stats...
Helmet = 64% Kinetic
Chest= 64% Kinetic
So how is it... someone who isnt even Master in TKA, can knock me down and incapp me within 4seconds? Knock-down & then they beat the hell outta me. You know, I almost got up once. Then I got knocked down again.
Heh... everyone is TKA now it seems. I wonder why...?
Ok heres my delima.I am tired of getting my A$$ kicked by TKA knocking medown, and not letting me get a hit in durring PvP. I am just curious of a tactic or way of getting around the knock down Teras Kasi has, or the crippling shots pistoleer/carbineer have. I mostly want to know about TK. Any suggestions about how to defend this and destroy these guys?
Thanks all.
I'm in game right now... and let me tell you my armor stats...
Helmet = 64% Kinetic
Chest= 64% Kinetic
So how is it... someone who isnt even Master in TKA, can knock me down and incapp me within 4seconds? Knock-down & then they beat the hell outta me. You know, I almost got up once. Then I got knocked down again.
Heh... everyone is TKA now it seems. I wonder why...?
This is exactly my point. Not that I am complaining that someone can beat a commando I am all for having a profession negate another, but really think about it. I got a Flame Thrower and you know Karate you really gonna try that buddy? I mean yeah it shouldn't be impossible, but it still shouldn't be probable. I just hate the fact that those guys can trip me like 20m out or whatever they can do, and then beat me to a bloody pulp. Just doesn't seem right. It would be different if it was a rifleman getting me with a head shot at 60m, or a pistoleer beating, but even that would be close. But it seems to mean that an unarmed profession shouldn't have crap on someone with a gun, especially at 20m when Im sending a flame up there rear, but wait I can't cause Im on my back watching them beat me to death. I think SOE should work on thinking in a tactical group sort of way. One profession can do something that another can't and against certian professions that profession doens't stand a chance, but in a group they are a very hard force to take on. Somethign like this, just doesn't seem like the balancing system they are going for isn't realistic or fair. Just my two credits though.
I duel Tk's in my guild all the time because they kick my ass too. I have a Macro that I use, Panic shot, Flamesingle, then burst run away until they incap, you have to mad kite a TK, if not your toast.
evelas not true a tk can reach 20m
with lung
so nop if you dont have any other skilld then commando you proply wont win in a one on one duel but if you pankc shot them you got 10secs to burn and run
I've played both master commando and master TKA characters. I'd say the best method would be to go up the pistoleer tree that has fan shot, and a hefty +50 vs knockdown. This will also give you the best pistoleer shots to use with the launcher pistol. Then I'd go up the skill tree under tera kasi that has KD, up to the second one which is KD plus dizzy. That same tree will also give you another +20 vs Knockdown. I believe the dizzy resists are in that column too, alnog with blind and other things like that. All good stuff in one column each of pistoleer and tka.
After this you'll have significantly more defenses vs knockdown than most any TKA player, or any other player for that matter, and trust me it works. WHen I had both of those skill mods I was only knocked down once, even nighsisters and other force sensitives were unable to use KD successfully.
Then you'll have a KD just like TKA's do for when you're in melee range, but a more succesfull one because of the stacked KD resists that the TKA probably will not have. They'll mostly have +20, you'll have 70.
Throw in novice medic and there are still 26 skill points remaining. If it were me I'd stack up the melee and ranged defensve mods under TKA, maybe throw in meditate too. Power boost is really nice to have. If you go all the way up the meditate line you can heal your own wounds fairly quickly too I might add.
This would be my tka killing machine character if I was going to build one. ![]()
Ever knocked something down and flamed it? Talk about massive damage.