Commando Archive
Thread: MC-TKM ranged/melee temp
Actually I don't know why I was thinking Smuggler - something I was reading on Last Ditch.
Probably BH 4400 would do better giving you Adv Duelist Stance which is stackable with Imp CoB and also gives you Imp Critical Shot for dmg plus some additional melee/ranged defense and ranged speed.
Message Edited by progman63 on 07-10-2005 03:07 AM
Here's what I've put together so far with the recint grind from newb to fully templated with my Vode Inya toon.
Originally I was going MC/TKM/4000CM. However, while this template is well rounded (good defense, decint healing, good damage output), the primary profession has to be TKM. If you play with MC as your primary proff, you'll be seriously underpowered as you won't hit fast enough or accurate (mostly accurate) enough to be good with your heavy weapons. With TKM as your primary proffession, there really isn't any reason to keep MC. The skill point cost doesn't justify the measly melee mods you get. The only real good having MC would do you is, if you get rooted, you can pull out a ranged weapon to defend yourself with.
Now, I'm a MC/MBH/4000TK. For a commando primarily playstyle, this template is hella good. While I won't be as good as say,a MBH/MCarbineer. It makes me damn good with my heavy weapons. Also, this gives me experience with trying to stack Duelist Stance and COB. My recommendation on that is, don't. While the defenses with improvedCOB andDS would be insane, DS requires a ranged weapon to apply and COB requires no weapon or a melee weapon to apply. What this translates to is about 10 seconds applying the buff you need to equip or unequip a weapon for. That would make it about 15 seconds to apply both buffs, 15 seconds where you're a sitting duck, can't attack and can't move.On top of that, either order you apply them in, you lose time off the first buff you apply which translates to alot more time over all spent applying those buffs.
If you notice the thread a posted below titled "Bahahaha so funny" a pvp battle can be as short as 37 seconds even when the opponents are on equal footing. 15 seconds is a very large portion of that. In pve, the only mobs you'ld need +750 to your defense is stuff like necrosis but even then, by the time you got the buffs applied, you'ld be dead so it negates the usefullness anyway. So don't bother trying to stack DS and COB. You screw yourself. That goes for combining melee and ranged proffs as well. Only reason I have 4000tk is because I had half the requirement for tk anyway.
Pick whether you want to be ranged or melee. Don't combine unless you want to die alot more then you'ld need to.
Raanan wrote:
Here's what I've put together so far with the recint grind from newb to fully templated with my Vode Inya toon.
Originally I was going MC/TKM/4000CM. However, while this template is well rounded (good defense, decint healing, good damage output), the primary profession has to be TKM. If you play with MC as your primary proff, you'll be seriously underpowered as you won't hit fast enough or accurate (mostly accurate) enough to be good with your heavy weapons. With TKM as your primary proffession, there really isn't any reason to keep MC. The skill point cost doesn't justify the measly melee mods you get. The only real good having MC would do you is, if you get rooted, you can pull out a ranged weapon to defend yourself with.
Now that was my thinking. If I need melee I have something with a little kick. But mainly innate armor.
MC gives meAoE added to the specials, and DoT if need be. But descriptions of ranged specials (well, ALL specials) only gives you a basic idea of their use.
Now, I'm a MC/MBH/4000TK. For a commando primarily playstyle, this template is hella good. While I won't be as good as say,a MBH/MCarbineer. It makes me damn good with my heavy weapons. Also, this gives me experience with trying to stack Duelist Stance and COB. My recommendation on that is, don't. While the defenses with improvedCOB andDS would be insane, DS requires a ranged weapon to apply and COB requires no weapon or a melee weapon to apply. What this translates to is about 10 seconds applying the buff you need to equip or unequip a weapon for. That would make it about 15 seconds to apply both buffs, 15 seconds where you're a sitting duck, can't attack and can't move.On top of that, either order you apply them in, you lose time off the first buff you apply which translates to alot more time over all spent applying those buffs.
OK, that's good to know. And another example of vague descriptions. Since most specials don't even matter what weapon you've equiped. Though ranged specials only work with ranged weapons, and melee with melee. But I had no idea that these defenses followed that rule.
If you notice the thread a posted below titled "Bahahaha so funny" a pvp battle can be as short as 37 seconds even when the opponents are on equal footing. 15 seconds is a very large portion of that. In pve, the only mobs you'ld need +750 to your defense is stuff like necrosis but even then, by the time you got the buffs applied, you'ld be dead so it negates the usefullness anyway. So don't bother trying to stack DS and COB. You screw yourself. That goes for combining melee and ranged proffs as well. Only reason I have 4000tk is because I had half the requirement for tk anyway.
Yes, I just read that post and couldn't stop chuckling. I know ranged/melee will not be as powerful as pure ranged or melee since SP are spread.
I was trying to figure which ranged specials would be best with the SP I had left - an Elite Novice and enough for 2 complete branches with 4 points left over.
I've been looking for a guide to ranged and melee post-CU specials with full explanations as far as their uses, advantages, and limitations but have not found anything yet.
I've picked up a lot of facts on specials, such as your CoB/DS comment, reading the forums. But no complete listing.
Message Edited by progman63 on 07-11-2005 01:54 AM
progman63 wrote:
Actually I don't know why I was thinking Smuggler - something I was reading on Last Ditch.
Probably BH 4400 would do better giving you Adv Duelist Stance which is stackable with Imp CoB and also gives you Imp Critical Shot for dmg plus some additional melee/ranged defense and ranged speed.
But Smuggler does have more dmg specials.....
Message Edited by progman63 on 07-10-2005 03:07 AM
yeh they can stack, but what a pain to keep them stacked, you would get one attack per round the rest of the time you would be applying COB DS or changing weapons so that you could use the defense mods