Commando Archive
Thread: Testing melee defense mods.
Since our greatest achilles heel is the 2.5 melee damage modifier, i thought that getting a ton of melee defense would be the natural counter. To that end, i am currently in the process of mastering commando (because i want to, and the +25 melee and ranged defense is yummy). With my extra points, im getting the pistol grips line, for a total of +40 melee def, and the precision line in TKA, for a +45 melee defense. I also have +10 melee defense from bio-clothing, so after im done (with just enough skill points) i will have around 110 melee defense.
I guess my question, has anyone beat me to the punch yet, and if so, how are the mods working out?
(currently i have 37 melee def , and havent noticed much of a difference.)
Correct me if I'm wrong... but doesn't the fact that you carry a commando weapon negate a lot of the defense modifiers??? I thought the whole 2.5x melee damage occured whenever you equiped a FT, or Har, or whatever.
I currently have TK/Commando. Maybe it's just me, but whenever I have my FT equipped trying to fight a melee mob, I always seem to get my butt handed to me. However, when I equip my VK's, I seem to be able to take a pounding before I have to do any kind of healing...
working on ranged atm that also has worked well BHs now miss me alot more
as being only Master commando...we now get +47 ranged and +34 melee defense in total (including unarmed/marksman)...up +25 in both catagories (so ranged was nearly doubled, and melee rose like 33%...BOTH are very good)
in fact, we now have moe def mods than BHs..go figure ![]()
and in battle, ive noticed these mods..especially the melee reaaaaallly help - but cant wait till they fix the 2.5X into a better system, its pointless having BOTH a penality AND defense in the SAME area!