Commando Archive
Thread: New look at Commando + TKA (Melee Def) if we get what's in TC
After looking at what's on Test Center (which of course isn't guarenteed to transfer over) the Master Commando level would give us +25 Melee Defense, bringing the Commando total to +30.
Combine this with the +30 Melee Defense total for the TKA Master Precision Stricking tree (we've been told in previous posts the 2combine fine) then we'd be sitting at +60 Melee Defense.
It has been said it would take +50 Melee Defense to counter-act the 2.5x Melee issue...Just having Master Commando and the TKA tree I mentioned above would leave 46 skill points left. Sounds to me like you could then throwsome into Medic (for stims)...say Pharm III which would leave 22 skill points left (I love stim pack Cs)...Put enough into scouting for Exp III (so your not a complete sloth...at least until Mounts become available) and you still have 13 skill pts left....6 pts into Pistoleer Novice (for /healthshot2)...throw the final 7 where ever...
Or you could forget Pistoleer, go with Exp II, and you could then fill up the Dirty Fighting Tree of Smuggler (there is something to say about Feign Death & Last Ditch)...Or even combine some Pistoleer Novice with a bit of Smuggler.
Sounds like this might be a nice combination for a Master Commando without having to rely on a Creature Tank...I'd still like to see our specials work at double their current range, but I think this is the way I might go for a well rounded character...When mounts come out I'll take the Exp skill pts and put it into more pistoleer.
Any thoughts or Opinions? I'm probably just stating the obvious here, but it's nice to see it all typed out...
On the Test Center as well are alot of updates for all melee classes. The 4th TKA tree was modified as well. One of the new stats includes a skill that increases your chance to succesfully dodge, counterattack, etc. if you are hit. Keep in mind that Master Commando currently has +9 melee defense and +22 ranged defense (Commando and Marksman trees). I hastily did the math while logged on to the Test Center and I came up with over +90 in both melee and ranged defense if you have Both Master Commando and Master TKA.
With creature mounts on the horizon one could get away without having to spend points on Explore in order to travel more efficiently. If you take Master Commando and Master TKA as is currently on the Test Center you would have high damage output at close range, moderate damage and medium range (provided the +30 Flamethrower Accuracy works as it is supposed to) and most importantly if you get rushed you can switch to Vibroknucklers to avoid the 2.5x damage modifier. All this and still have 18 point remaining to spend on either Pistoleer, Smuggler, or in my case, Medic skills.
My template IF the current skill tree on the TC is brought to the regular servers:
Master Commando
Tera Kasi Master
Medic (1,0,0,0)
Using a Mountain Krevol for handling aggro, high end stim B's to keep me alive, and /meditate to reduce downtime.
All this goes out the window if the item decay goes in effect...but that is a different thread.
EyeOnYou wrote:
From what I understand once a weapon is equiped you no longer get unarmed melee defence bounes from tka line so you would only get + 30 from commando.
For the last time people, ALL mods carry from other classes unless otherwise stated. In this case you would simply not recieve unarmed toughness mods, standard ranged and melee defense are available to all classes.
Master Commando + TKA was my original plan as well...Then came the Melee 2.5x issue...someone has also misinformed my regarding TKA skills...so I put everything on hold and started getting CH xp while I wait for the big November patch...
I am looking foward to dropping all of my CH xp and finally hitting Master Commando...I can't wait to see what happens with the November patch (that's when things on the TC are suppose to go live on the rest of the servers)...
Currently I'm just banking all my xp waiting to see what happens...I've hit the max Heavy Weapons XP of 900K...I've got 140K in combat (and only field 4 left to go there)...I've also got 130K in Unarmed banked just aching to get my TKA Novice...
I'm not training any of these skills till I know the fix is in place...if I have to give them up (to compensate for penalties) , I lose all that xp...so banking is the best bet right now...