Commando Archive
Thread: Commando Templates?
- 0-4-0-0 Commando for a variety of AP weapons and LP Cert
- 3-0-4-4 Pistoleer for defenses and LP speed
- Master Rifleman for ranged defenses and general ranged effectiveness
- Novice Medic for Stim B's
Thoughts anyone?
I'd try to preserve more of Commando, but I just can't seem to justify it in terms of effectiveness. I figure that I won't miss Field Tactics or the HAR at all, and with a few buffs I can keep the powerful cone effect of the FT, except extended out by 64m with pistoleer and fanshot. It seems like this template would also offer a good mix of offensive and defensive bonuses for both ranged and melee.
using the pistoleer and/or smuggler trees in combo with a launcher pistol can have a very serious effect on your opponent.
one: they can't see
two: there are now lots of explosions which will likely result in confusion and disorentation
three: turrets and night sisters go bye bye faster
If your looking for good defenses look in fencer, but its cheaper to go into TKA (and also get Force of Will while you are at it)
Rifleman is a good class to have, but it is also completely nonrelated to your profession (nothing that you can use with commando per say)
last ditch is a very powerful attack that you might want to look into, people don't normally think of commandos as hitting targets for large amounts of damage at a good range, and it can seriously stun them to see the explosion and sudden mass amount of white on their HAM bars.
Master Brawler
Master Marksman
0 0 4 0 Commando
2 4 4 4 TKA
0 0 3 0
or
Master Brawler
Master Marksman
0 0 4 0 Commando
3 4 4 3 Swordsman
0 0 1 0 Pistoleer
If I went for the 2 4 4 4 TKA I could get 0 0 3 0 Pistoleer and with the 3 4 4 3 Swordsman I could only get the 0 0 1 0 Pistoleer which is sorta worthless. I can't decide!
Big-Z
Master Wookiee
"WE GOT A PEPPER BAR!"