Commando Archive

Thread: Your thoughts: MPistoleer/Commando

Xennys
Tue May 17, 2005 9:53 am
#1

Just like the above says, I'm wondering if any of you have experience with this template. I see a lot of dabblings into Pistoleer but no full masters to compliment it.

I was Commando many many moons ago but switched to chef . I've come back now (mostly because I got a free set of shock trooper armor and commando is one of the only professions that can wear it (besides BH which I alread have and SL?... meh))

So anyways, if you have any input that would be great. I didn't fully spec yet but I would like to see the defensive stats with this template. I guess I COOOULD just go onto TC but I really dont feel like downloaded the patch.

Thanks for your help.
ScruffyHerfNerder
Tue May 17, 2005 6:22 pm
#2

I kept a spec of MCom/MPistol/Smuggler 4/4/0/3 for about a week. The defenses were average.. The bonus showed up when in a full group. The amount of state effects that could be tossed out was nice: Stun, Root, Snare, Intimidate, plus maybe a few others. But like I said, it really only shined when in a group .. especially when with damage dealers. MPistol/MCom lacked a KD or Dizzy, but it kind of made up for it with recovery.


I'm still debating whether to keep MBH/MCom or go back to my previous template.
craftr
Wed May 18, 2005 8:35 am
#3

I tried out the Mpistols/Mcomando build too, also with some dabblings in smuggler, but the lack of good damaging specials in pistoler made me switch to carbines instead. Pistols is defenitly more of the crowd control playstyle, which can be very nice, but seeing as how most of us comandoes are more intrested in raining explosive fiery destructive death onto our enemies, we need a complimentary profesion that does a bit more damage then pistols.
Don_T_Shoot
Wed May 18, 2005 8:46 am
#4

Stopping Shot is great but it's too much SP to tie up just for that. For me it is still the Carbineer vs Bounty Hunter choice. I think I'm sticking with MCmdo/MBH to be the best Commando I can be. Though I can't help but wonder if a BH/Carbineer might be able to deliver even more damage, which would not make me happy. Will report back.








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ShufIrathe
Wed May 18, 2005 2:26 pm
#5

If you want state lovin as well as other stuff I'm finding that MCom/MCM/Novice smugis awesome when grouped. Not as good solo, but you do have a nice range of healing options. You can throw down most of the states out there as well as DOTs, the other nice thing is I'm finding that the MCM DOTS stack with commando DOTS. You have root with concussion shot and paralyze. And shock is very nice vs state resists.Since MCM xp is kinda borked right now you don't split your xp when you hit them with an MCM effect then open up with your flamer. The only down side is the amount of agro any healer gets now when you heal ppl in a group.
Don_T_Shoot
Thu May 19, 2005 10:24 am
#6

After more than a few configurations, mainly focusing on being a useful group member I've decided for me, Imp. Stopping Shot (or at least having a root attack) is in fact worth it. Being a ranged fighter is a bit tough to do if you can't keep your targets at range. I had to learn the hardway yesterday. MBH/Carbs 4440/Pistol 0004 is working well so far.








All 3 accounts cancelled
SWG RIP
Killed by NGE, any questions?


RagNoRock5x
Thu May 19, 2005 11:52 am
#7

/shifty


Master Commando / Master pistoleer / Carbine 0,4,4,0


/shifty


/whistle


The Leg shot does some nice damage btw



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PyscoJuggalo
Fri May 20, 2005 12:04 am
#8

Here is probably the Best Commando Template(As far as specials go, accuracy and def, and all that other crap go elsewhere):


Master Commando/Carbineer/ 4-0-4-0 Smuggler


Carbineer has some really nice specials:


1) Legshot, the best of Head, Body, and itself


2) Charge Shot, a KD that does decent Damage too, and also seems to KD often and well(Must be standing to use though, but who the hell goes prone?)


3) Cripple Shot, a decent snare


4) Battle Armor, unlike Recon and Assualt you get balanced protection VRS Kenetic & Energy.


Smuggler


1) Concussion shot, makes stopping Shot look like crap!


2) Panic Shot, a delay, but it's bugged currently(Well for me, other smugglers say they use it).


3)Low Blow, seems to actually slow down your enimies' fire rate.


4) Last Ditch, little over rated, but still neat


5) Fiegn Death, when all else fails, feign death.



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LecheHombre
Fri May 20, 2005 6:57 pm
#9

I've been messing with Master Pistoleer/Commando and CM 4000, or whichever line is ranged healing. I'm having a lot of fun with it. Right now, I can actually do higher damage over time with a FWG5 than my commando weapons, which is just plain sad.

If we get some dev attention there, especially if the "Option C" weapon diversity proposal for single target armor-piercing damage or multi-target reasonable area attack damage goes through, I think that it will be quite powerful as well as fun to play. It is also a very nice template to have in a group for high-end targets; with pistoleer crowd control, ranged healing, and state + hopefully damage in the future from the commando side.



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