Commando Archive

Thread: Master Commando, or 0/0/4/0...any input?

Diana-Bol
Sat Jan 15, 2005 3:27 pm
#1

I am currently

Master Brawler

4/3/0/4 TK

0/0/4/0 Commando

and

0/0/4/0 Medic


I like this template for PvE (i dont pvp). But I find that all I do is use my flamer. I never use my vk's. So I am thinking of going Master Commando, but im just curious to see if you guys think its worth it. Im addicted to Intim 2 and dont wanna drop Master Brawler....but somthing will have to go


Any thoughts?
Warmaker01
Sat Jan 15, 2005 5:39 pm
#2

In the current state of Commando, Flame IV/ 0040 is all you need. You get Flamesingles 1/2 and Flamecone 1. That's all you need for the time being. Maybe after the Combat Rebalance you might consider Master Commando.

But if you still want to join the ranks of the damned (us Master Commandos), then by all means, join us! The crowd here is receptive to new Masters! The problem is that if you want Master Commando and Master Brawler still for Intimidate 2 and Warcry 2, you need to completely drop TK. Another possiblity if you're receptive to it is the ever popular Master Commando / Teras Kasi Master. I played at that template up until a couple months ago. The problem is that you'd have to drop Master Brawler (or something to get the required SPs).

For your Flamethrower information, we get at the Master Commando box an additional +30 Flamethrower Accuracy and Flamecone 2. Then there are of course the other bonuses...

BloodMonk
Sat Jan 15, 2005 6:54 pm
#3


you will kill mobs appr. 20-25% faster at master


Try M commando, TK 4310, pistoleer 0040medic 0030....very uber PVE template imo (and great in pvp too imo)


you can try different combo's for TK 4310 just seems best for pvp but 03x4 might be better for PVE (higher melee and ranged def)


Sly

Message Edited by BloodMonk on 01-15-2005 05:55 PM



Proud Member of -BLOOD-

I HATE GRINDING)

"Invader's blood marches through my veins like giant radioactive rubber pants! The pants command me! Do not ignore my veins!"

Managing the Bloodmonks Weapon Facility (aka Sly's Slavepit), Producer of fine specialty weapons.
Diana-Bol
Sat Jan 15, 2005 7:35 pm
#4

So you guys dont feel that intim 2 is that important? I pretty much just hunt dragons solo. And cant really imagine doing it w/o intim 2...


Do you think benefits of Master Commando are better than intim 2?
BloodMonk
Sat Jan 15, 2005 7:46 pm
#5

well...you can stack intimidates so imo it doesn't really matter....


Sly



Proud Member of -BLOOD-

I HATE GRINDING)

"Invader's blood marches through my veins like giant radioactive rubber pants! The pants command me! Do not ignore my veins!"

Managing the Bloodmonks Weapon Facility (aka Sly's Slavepit), Producer of fine specialty weapons.
Warmaker01
Sat Jan 15, 2005 9:34 pm
#6

I've never been Master Brawler, much less having Intimidate/Warcry 2 and all. But isn't it that the Lv.2 versions of these skills stick much more reliably and longer?

BloodMonk
Sat Jan 15, 2005 9:50 pm
#7

they just last longer...


you can stick em more easily because of the +20 warcry and +20intimidate you get at M brawler...But you can get BE clothing with up to +18 for those stats so that's not a real issue



Proud Member of -BLOOD-

I HATE GRINDING)

"Invader's blood marches through my veins like giant radioactive rubber pants! The pants command me! Do not ignore my veins!"

Managing the Bloodmonks Weapon Facility (aka Sly's Slavepit), Producer of fine specialty weapons.
Warmaker01
Sun Jan 16, 2005 4:21 am
#8

Aahh, ok. After almost a year of playing this game and I didn't even know that...

Cpl_Fisher
Sun Jan 16, 2005 9:22 pm
#9

If you PvP with the TK commando template, It helps against most people (not jedi) to apply states with bare knuckes, then KD them, and equip your flamethrower to stack you burns. MAster commando has an extra burn to stack, which is always nice.



Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
BloodMonk
Sun Jan 16, 2005 9:57 pm
#10

small tip when jedi are involved: go unarmed and don't get involved....once you see one of your sides tanks going at a jedi go to 48m from then and start spamming hpbc or rockets....


I still need to verify it, but I think if you're unarmed firing consumables your thoughness even stays


Another tip: if there are rifleman/cm or any other low defense builds on the other side and they get close to the other sides jedi fire rockets at em...rockets give splash damage, and splash damage can not be blocked (where rockets fired directly at the jedi can be blocked).



In group pvp patience is the best virtue for a heavy weapons specialist


Sly



Proud Member of -BLOOD-

I HATE GRINDING)

"Invader's blood marches through my veins like giant radioactive rubber pants! The pants command me! Do not ignore my veins!"

Managing the Bloodmonks Weapon Facility (aka Sly's Slavepit), Producer of fine specialty weapons.
Mirthain
Mon Jan 17, 2005 10:02 pm
#11

And I have found that our Heavies seem to work pretty well at the the recommended ranges. If you keep close to the range with the highest bonus, your hit ratio is quite good. I've been hitting about 80% of the shots I fire if not more.
Talen
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