Commando Archive

Thread: 10 Reason why Commando, BH is my next jedi-slayer

Kakeemono
Sun Oct 17, 2004 10:48 pm
#1

How does this template sound?


BH3000

Commando 0040

Pistoleer 0044

Medic4040


This is my newest prospective Jedi-hunting template. After going melee stacker, I settled that I like this template and here is why...


#1. 10000dmg in PvE with FS2 and the 75% pvp reduction still sets a 2500dmg attack on the unarmored jedis.

#2. Jedis cannot heal fire. FS2 burns them...

#3. If i get a lower dmg attack, It will most likely be made up for by my 57 power "Jihad" brand Det droids.

#4. Heavy Weapon Skill tapes are cheap-cheap-cheap

#5. Lots of dmg for only the skill points required by one line of a Profession

#6. Medic is always nice, expecially healing yourself for 1000dmg, like the jedis do.

#7. Pistoleer Mods. Enough said there.

#8. I can grind the Commando skills with a Launcher Pistol, as I have pistoleerfrom melee-stacker template.

#9. Pistoleers can hurt running jedi with thier Stopping Shot from Pistols

#10. depends on following questions.


Question:

#1. Can a Commando hita jedi? Appx % to hit a initiate/ padawan/ pre-knight/ knight

#2. How strong are the fire dots in PvP ? 100? 200? 500? 1000?

#3. From what I read, my issues will be accuracy and speed. Are there any other special considerations to tell to a WS?




Thwk + MSwordsmen / MRanger [] Bria
Julie- Anefi + MCarbineer / MCMedic / MMarksmen / Pistoleer xxx3 [] Bloodfin
fobik14
Sun Oct 17, 2004 11:41 pm
#2

looks alright, kinda spread around thin
BloodMonk
Mon Oct 18, 2004 4:08 am
#3


#1. 10000dmg in PvE with FS2 and the 75% pvp reduction still sets a 2500dmg attack on the unarmored jedis.


To hit 10K you need a really really uber flamer....dont' forget jedi defender skills and synthsteak. don't forget you miss a lightsaber master 9 times out of 10 (last I fought was actually 19 times out of 20), well....not miss they saberblock


#2. Jedis cannot heal fire. FS2 burns them...


Ths same jedi healed my flame dot after 5 seconds??? first time I saw anyone do it though


#3. If i get a lower dmg attack, It will most likely be made up for by my 57 power "Jihad" brand Det droids.


Droids are good...if they don't run away


#4. Heavy Weapon Skill tapes are cheap-cheap-cheap


They also don't work


#5. Lots of dmg for only the skill points required by one line of a Profession


But you'll almost never hit


#6. Medic is always nice, expecially healing yourself for 1000dmg, like the jedis do.


True, but a jedi with one-handed will kill your mind in no time


#7. Pistoleer Mods. Enough said there.


You still have pretty low defenses ( +40 and +50 I think on KD and lunge)


#8. I can grind the Commando skills with a Launcher Pistol, as I have pistoleerfrom melee-stacker template.


True goes really fast with some speedtapes and a good LP


#9. Pistoleers can hurt running jedi with thier Stopping Shot from Pistols


Nope, they have to hit em first....and at your speed you'll be lucky to hit em once every minute or so


#10. depends on following questions.


Question:

#1. Can a Commando hita jedi? Appx % to hit a initiate/ padawan/ pre-knight/ knight


I don't fight low level jedi, but as soon as they get some lightsbaer skills they block 60 to 95% of your attacks


#2. How strong are the fire dots in PvP ? 100? 200? 500? 1000?


A few hundred


#3. From what I read, my issues will be accuracy and speed. Are there any other special considerations to tell to a WS?


yes you need speed...accuracy however has NO influence what so ever on saberblock


To me this template seems more like an accident waiting to happen, sorry.


To fight jedi melee is THE ONLY way to go...commando can be good as backup...but more for throwing grenades then flaming



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.
xPREDATORx
Mon Oct 18, 2004 4:15 am
#4

and one of the best anti jedi weapons a commando has u havent got is grenades! jedi cant blok them yeah i know u miss half the time any how but point is any ranged stuff will be blok nades cant



Boe-Os Darksky Former SWG Veteran (Reactivated)
Proud Member of ATO (Yes we're back!)
Jedi and Melee hater No more...NOW NGE hater (We all preferred pre-cu didnt we!)

Knightcrest
Mon Oct 18, 2004 10:03 am
#5






BloodMonk wrote:




#2. Jedis cannot heal fire. FS2 burns them...


Ths same jedi healed my flame dot after 5 seconds??? first time I saw anyone do it though






Master Healers can heal flame DoT's. So yes they can heal a flame DoT, or he could have had enough doctor left in their template to use a flame blanket.



Colonel Valdan Nightwind
Captain of the Wrath of Night
Elder Smuggler/Master Pilot
Kylin Nightwind - Jedi/Alliance Ace & Tyrin Nightwind - TnT Engineering 3781, 4123 outside Doaba Guerfel, Corellia
Kakeemono
Mon Oct 18, 2004 11:27 am
#6

hmm, from what ive seen... maybe I should change the Flamer line to the Field Support line and thow some grandes made with my 1500dmg acklay Venom.


I suppose I could stick a lot to my current template

BH3000

Fencer Master

Pistoleer 1042


and do

BH3000

Fencer Master

Commando 4000


Question here.... how does Greade dmg factor? Just the dmg on the grenade straight up?

If so, my 3500dmg grenades will be fun to play with.



Thwk + MSwordsmen / MRanger [] Bria
Julie- Anefi + MCarbineer / MCMedic / MMarksmen / Pistoleer xxx3 [] Bloodfin
Envoy3113
Mon Oct 18, 2004 11:40 am
#7






Kakeemono wrote:

How does this template sound?


BH3000

Commando 0040

Pistoleer 0044

Medic4040


This is my newest prospective Jedi-hunting template. After going melee stacker, I settled that I like this template and here is why...


#1. 10000dmg in PvE with FS2 and the 75% pvp reduction still sets a 2500dmg attack on the unarmored jedis.

Your torch is blockable by saber block, the time delay on your specials will hurt you esp given a master saber will block 85-90% of your shots.

#2. Jedis cannot heal fire. FS2 burns them...

Master Healer can heal fire, or they can FR to a body of water.

#3. If i get a lower dmg attack, It will most likely be made up for by my 57 power "Jihad" brand Det droids.

Nothing wrong with that

#4. Heavy Weapon Skill tapes are cheap-cheap-cheap

Thats because they are broke-broke-broke

#5. Lots of dmg for only the skill points required by one line of a Profession

Think DPS, especially if the Jedi will be able to heal every 4 seconds, you WILL revert to a pistol or carbine, trust me

#6. Medic is always nice, expecially healing yourself for 1000dmg, like the jedis do.

Medic is good

#7. Pistoleer Mods. Enough said there.

Dodge will only activate when a pistol is equipped, you have a choice in offence or defensive BH stacking, imo trying both will leave you wanting

#8. I can grind the Commando skills with a Launcher Pistol, as I have pistoleerfrom melee-stacker template.

True

#9. Pistoleers can hurt running jedi with thier Stopping Shot from Pistols

True, there are also BH carb KDs, and the infamous BH pistol torso shot (which applies a fire health dot)

#10. depends on following questions.


Question:

#1. Can a Commando hita jedi? Appx % to hit a initiate/ padawan/ pre-knight/ knight

Yes, but as they progress up the saber lines they become incresingly more difficult to hit. How a Jedi can block a focused spray of burning fuel is beyond me Essentially at a low level it depends on where the rest of their skill points are (ie mundane profession stacking). At Master Saber you are looking at a rough 10% hit rate, with a 4-5 second delay on your torch you will die, or your mark will get away.

#2. How strong are the fire dots in PvP ? 100? 200? 500? 1000?

Depends on the initial hit, it is a percentage of that as I understand. Again a Master Healer can heal fire, the torch can be blocked, yet oddly enough on some cases the DOT will pass through the saber block. I would not suggest relying on this anomaly however, you will die

#3. From what I read, my issues will be accuracy and speed. Are there any other special considerations to tell to a WS?

Range experimentation and speed. Also you may want to play with grenades, coupled with a R-Bomb it is a great leading attack. Again, I cannot stress enough, do not rely on a flame thrower as your primary means of hunting anything but low level jedi, or unbuffed jedi. You are range restricted with your specials, and it is too close for comfort, unless you can manage a sneak attack in a crowded area that you belive will disorient your mark.





BTW, Carb 0404, BH 3440, Commando 4040


Good luck




EDIT: Take the damage range of the grenade, factor in the particular Jedi's toughness and you have a good damage scope. In a fight you can really on use one though. Great for an opener, where pulling a droid will attract to much attention, yet you face a large delay after the throw. Also good in group situations where the mark is toe up with a meele. Or as a last timed attack, watch the jedi's healing pattern and try to slip it in right before the heal, might just be enough to drop em if they are overconfident.

Message Edited by Envoy3113 on 10-18-2004 02:47 PM



There comes a time in every mans life when 86 years is just too damn long...
WolfGuy
Mon Oct 18, 2004 11:41 am
#8

I was a Master Commando, BH 3040, Pistoleer 0040. I had limited success with Jedi hunting because of saber block and Jedi Toughness/Saber Toughness. My best, most accurate grenades still don't hit often enough to be effective, the FlameSingle2 will be blocked (although I hit a Jedi once for 2500 damage and he nearly crapped himself, then he healed twice and laughed at me). The LP is good, but a good Sonic or Scatter is better for Jedi.

My best success came from hitting a droid bomb, TorsoShot, HealthShot2 and spamming StoppingShot with my highest damage, accurate pistols. If the Jedi is healing health with medic, switch to EyeShot. Kite and intimidate.

Until a Jedi gets fairly close to Knight or if they have much Defender, they will have high melee and ranged defenses (from TKA, Fencer or Defender) which will make them hard to hit. Once a Jedi is Master Saber they will block 85%+ of all your attacks except grenades. If you get lucky with grenades, hope you hit them enough already to have used up their Synthstake.

I have since changed a to a new template to change things up a bit. I dropped Commando (sadly and reluctantly) and picked up Master Pikeman for a bit of a change. I find I can go toe-to-toe with a Jedi for much longer than I could even kiting a Jedi as a Commando. But boy do I miss my 13k FlameSingle2 with my Krayt Flamethrower.




"zOMGz w3-3r g0nn@ pwn teh n00bz!! board the roflcopter troops!"- Fly
Taggart
WolfGuy <I> Gaun Hung-Lo <RIFT>
DARK JEDI KNOOB COMMANDO
v Offcial noob-schoolbus driveR v
Vendor at [ 1840, -5160 ] Athens, Rori
Jedi are total noobs
Joker9125
Mon Oct 18, 2004 12:22 pm
#9

"#4. Heavy Weapon Skill tapes are cheap-cheap-cheap"


Im not sure but arnt heavy weapons skill tapes useless?



http://forums.station.sony.com/swg/board/message?board.id=creature_handler&message.id=218063">Clicky To My Sticky

"If nothing else, I've got time to explore some of the other games my friends are playing. It could easily be argued that the NGE is the best thing ever to happen to guild wars" - Me

Velitham MCH
Gaius_Kavadas
Mon Oct 18, 2004 4:44 pm
#10

Get grenades and have a TKM tank for you. My proton grenades do about 5.5k of damage and I have around +15 thrown weapona ccuracy in SEAs. I don't miss all that much.


With those stats, you should be able to incap an unbuffed jedi with a single grenade unless you miss or get a really bad hit. A buffed jedi will take three to four throws, but it's nine seconds a toss, so keep that in mind.


And flamethrowers are useless against jedi. They'll saber block it all day. Plus you have the PvP reduction and sythstreak and all of the sudden you're doing like 1000 damage every one and a half to two minutes. Ain't no sweat for a jedi. You'd be better off just getting a 240 damage VK and going TKA on them.



############################################################
############################################################ Gaius Kavadas
############################################################ Stormtrooper
############################################################ 47th IEF
############################################################ Imperial Army
############################################################

rushy68
Mon Oct 18, 2004 7:00 pm
#11

Here is the answer to ur problems...


if your working a PvP template, especially against jedi....


don't pick up commando at all, atm it's sorta *cough* broken *cough*


it's great for PvE, but if your looking for PvP, probably wanna pick up master bounty hunter, then some other elite melee as far as you can go, and maybe sacrifice some of it for novice medic.


you get flame DoT's in BH, as well as a KD, and state shots, you can get a nice damage output with the LLC, (not as much as flamer, but it should satisfy your needs ) and depending on what other pro you pick up, you'll probably get defence, as well as some nice moveswhen the jedi moves in.


now the sad part about BH and commando is that, to be truly effective, you gotta change weapons constantly, i spen dhalf my combat time useing heavy weapons, and DoTin with my flamer, then throwin in a few nades for some more combat xp, and fun fireworks


With bh you'll have to change even more...


hope this helps...



http://forums.station.sony.com/swg/board/message
board.id=droid_engineer&message.id=97798#M97798 -

http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=101477

http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=102104
rushy68
Mon Oct 18, 2004 7:01 pm
#12

sorry bout double post.. not sure what happened



http://forums.station.sony.com/swg/board/message
board.id=droid_engineer&message.id=97798#M97798 -

http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=101477

http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=102104
BloodMonk
Tue Oct 19, 2004 12:27 am
#13

I have glops (and do use em for glops) made wth +2200 venom..sliced and pupped they just about 7k damage. best to only throw them when the jedi is KD though.


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.
Page 1 of 2
Previous Next