Commando Archive

Thread: HELP!!! Commando defenses....

noons
Mon May 10, 2004 7:03 pm
#1


since we have none, what is everyone doing about it? what skill trees in other professions are best for building up defenses? tka? i have xp to spend, but ill wait for some answers first!!!! thanks!!!



Ichtheus
Fondler
Mon May 10, 2004 7:48 pm
#2

you got it...

just augment your offensively estute Commando with a class that is sufficiently strong defensively.



no sig
garvin
Mon May 10, 2004 8:02 pm
#3

Well...many people go TKA for nice defenses combined with a nice KD/flame combo...Plus the Meditation tree is fantastic (TKM/Master Commando on live)


Pistoleer has some nice Defenses plus pistol mods and specials we can use with our LP...but it lacks Ranged Defense (to help with kiters)...


Currently on TC I'm working on a Fancer/Pistoleer/Master Commando template to see how the combo of defenses enhance our profession...the highlights include +105 Def Vs. KD, +133 Melee Def and +114 Ranged Def (they cap at +125 which can be reached easily with various looted mods or bio enhanced clothing under armor)...






Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Twentytolife
Mon May 10, 2004 9:37 pm
#4







Currently on TC I'm working on a Fancer/Pistoleer/Master Commando template to see how the combo of defenses enhance our profession...the highlights include +105 Def Vs. KD, +133 Melee Def and +114 Ranged Def (they cap at +125 which can be reached easily with various looted mods or bio enhanced clothing under armor)...










How is this going Garvin ?



garvin
Mon May 10, 2004 10:00 pm
#5






Twentytolife wrote:




How is this going Garvin ?







Well I plan on reporting more on this when I finish the template and can actually run some real tests...but let me give you a preview...


I'm currently gearing up to test a template made up of Master Commando, Fencer 4|4|0|0, Pistoleer 0|0|4|3...


This template would grant me thefollowing defenses(leave 1 pt remaining):


  • Def Vs KD +105 (+50 Fencer, +5 Commando, +50 Pistoleer)
  • Def Vs Dizzy +40 (+40 Pistoleer)
  • Def Vs Posture Change (down)+70 (+50 Fencer, +20 Pistoleer)
  • Def Vs Stun +40 (+40 Pistoleer)
  • Dodge +40 (+30 Fencer, +10 Pistoleer)
  • Melee Def +133 (+69 Fencer, +30 Commando, +30 Pistoleer, +2 Marksman, +2 Brawler...I know it caps at +125)
  • Ranged Def +114 (+69 Fencer, +30 Commando, +15 Marksman)

  • This template also gives me Pistol Speed and Pistol Specials that can be used with our Launcher Pistol

I know the cap is +125. A big part of this test is tosee if certain mods are stackable or profession weapon dependent. I have seen many posts stating the Dodge is weapon dependent (whether you have a melee or ranged weapon equiped) but want about Def Vs or Melee/Ranged Defenses (as far as I've heard they are not dependent on profession weapon)?


I may alter this template to gain a bit more Dodge from Pistoleer. Apparently a high level of Dodge combined with a High Level of Melee/Ranged Def creates a very hard to hit character that may compensate for our lack of accuracy, speed and the delay.


I have not quite completed the template yet, but already and I can see a difference when I have a ranged weapon equipedvs. melee weapon equiped when it comes to Melee Def. But of course this is skewed due to the "To Hit Bonus" granted to Melee players fighting Ranged opponents.


The reason behind my testing is to gain the melee defenses that Commandos are lacking. Commandos are very suseptable to KD's since we do most of our fighting in Melee Range as well as being victims of kiting. Instead of building a template to give a Commando other fighting options, I'm trying to take what Commandos already have and dabble professions that will enhance the Commando profession (and maybe make a case for increasing the Commando defensive numbers if this type of template doesn't "over-power" me)...


I will further enhance this template with +25 worth of various lootable skill mods...from what I've been told by various other testers, for the Def Vs. somthing to be really noticable, you have to reach close to or over +70...


Once I finish this template I'm going to do some cross testing...Comparing my Master Commando/TKM on live to my Master Commando/Fencer/Pistoleer on Test...run some tests in some of the same areas and against the same type of opponents...

Message Edited by garvin on 05-10-2004 10:02 PM



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

garvin
Mon May 10, 2004 10:04 pm
#6

In case anyone is wondering why I decided not to factor in Rifleman into my template it is becausethat would give me specials and skill mods for a non-commando weapon...this defeats the purpose of my test (which is to focus on only skills, mods and defenses that mainly enhance the Commando Profession)...


Rifleman is a great choice for Ranged Specials...Commando/Rifleman is a very strong combination...





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Zaax
Mon May 10, 2004 11:43 pm
#7

ok here are some things i know:

the meelee and ranged stack. like you said, dodge IS weapon dependent.


but i was doing some imp lairs last night and my buff ran out. well i took out my flamerr, thinkin ok i die now, and it was np. i was brandied and poped a pixie, but i was really fine. these were lvl 55 missions.

(i have master fencer as secondary)

anyway i really missed using my commando past few weeks while i was grinding fencer. and i thik they will complemer eacy other nicly. and when i come up agianst a tough mob, i can go fencer and use my CoB macro.





p ~~~ Your Life is in My Hands~~~ p
Elyone, (MD 4/2004-5/2005)( Rebel BH ~RM <--- RIP) & 2x Rebel Ace ~ NGE Master (Elder) Commando~ Chalalit, Master Shipwrite ~ Dantooine, Sarpedon, WP -6485 -6350.
Sabre Squadron Fighter Wing
Tripping
Tue May 11, 2004 9:03 am
#8

Garvin,
How does MCommando, TK 4004, Rifle 0300, Pistoleer 0042 sound?
It gives:
+114 to melee defense
+122 ranged
Full meditation line
+55 def vs. kd
+40 to def vs blind
+40 defense vs. Stun
+40 def vs. dizzy
+20 def vs PC

I know you lose some in the def vs. category but...I dunno I hate giving up meditation with all of those pesky CMs running around. It's always nice to /meditate posion/disease off, when there are no doctors around. With the right attachments you can hit the cap in both ranged and melee defense. The down side is there really isnt any significant bonus to dodge, block, or counter attack in the template which would prolly lead to more damage. LOL always fun when we gotta jostle every proffesion into ours in order hope to compete on the battlefield.
Let me know what ya think.

Thanks,

Tripping Billies--MCommando, TK 4104, Novice Rifle, Novice Pistoleer
Proudest Monkey--Master Armorsmith/Weaponsmith/artisan
Ants Marching--ranger in training

"Eat, drink, and be merry for tomorrow we die!"--DMB
garvin
Tue May 11, 2004 9:33 am
#9






Tripping wrote:
Garvin,
How does MCommando, TK 4004, Rifle 0300, Pistoleer 0042 sound?
It gives:
+114 to melee defense
+122 ranged
Full meditation line
+55 def vs. kd
+40 to def vs blind
+40 defense vs. Stun
+40 def vs. dizzy
+20 def vs PC

I know you lose some in the def vs. category but...I dunno I hate giving up meditation with all of those pesky CMs running around. It's always nice to /meditate posion/disease off, when there are no doctors around. With the right attachments you can hit the cap in both ranged and melee defense. The down side is there really isnt any significant bonus to dodge, block, or counter attack in the template which would prolly lead to more damage. LOL always fun when we gotta jostle every proffesion into ours in order hope to compete on the battlefield.
Let me know what ya think.





It's a good template...remember, my live Commando is a TKM/Master Commano...I love the Meditate tree more then any other in the TKA line...The fact that you can heal your mind as well as fix disease and poison make it more then worth the effort...


Your ranged and melee defense are at great levels since the little bit extra to get you to the +125 mark can be made up by lootable skill mod attachments...


Another Correspondent told me that when it comes to Def Vs. Anything, it's really only useful/noticable if you can get it to around +70...the same person also told me that there is really no point to taking it over +90 because it appears to cap there (there is always a 10% chance it will fail no matter how high you get it)...These are the types of tests I'm trying to run so I can confirm this...


To be honest, if you are going to dabble TKA for your template, I'd also get 0400...This is especially great for PvE...I've cleared caves out solo with a quick Dizzy-KD followed by Flame Special after Flame Special...If they can't get up, then your delay restriction is not a problem...Personally I might drop all of Rifleman and grab 4404 of TKA (or 4304 and more of pistoleer)...you'll lose +30 of Rifleman, but if you play more PvE then PvP you won't notice this...most NPC's don't kite you (and you can make up some of that with lootable skill mods)...OR...you might take that 18 skill points from rifleman and invest 15 in Novice Medic...This way you can use Meditate to heal outside of battle, and good stim packs to heal during a fight...you become quite a nice tank this way...


To figure out the perfect template for you, you have to look at the types of combat you get in...Whether you fight mostly PvP or PvE, and especially when you lose, what made you lose? For me, It's the Dizzy/KD combo that seems to get me good in most cases...only to be followed by being kited to death by a ranged class...So to fix the KD issue, I want to see a 90% chance that their KD special will fail on me...And if I can get Dizzy to fail, then even if they do KD me, I won't stay down long....That's why those 2 play a big part in my template...To deal with Ranged kiting I'm enhancing my abilities with the Launcher Pistol to include faster speed, a bleed shot as well as other pistol specials.


Even if I pump up Dodge via Pistoleer, popular opinion says it won't work for me unless I'm holding a pistol (another test I plan on running)...this would mean I'd be dependent on my LP for certain battle types if I want to utilize Dodge. This could also hold true for Rifleman's Block (that you have to be holding a rifle...and unfortuantely our HAR doesn't count as a rifle)...


When I first started this new template I was working my way up Rifleman, but I quickly found myself using Rifleman specials more then Commando specials for most battles...this seemed counter productive to me...Rifleman is a great and strong profession...it's too tempting to take my primary profession of Commando and make Rifleman my primary...so I scraped that idea (look at how many Ex-Commandos left us just after dabbling Rifleman...Several names spring to mind)...




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Zaax
Tue May 11, 2004 10:29 pm
#10






garvin wrote:


Even if I pump up Dodge via Pistoleer, popular opinion says it won't work for me unless I'm holding a pistol (another test I plan on running)...this would mean I'd be dependent on my LP for certain battle types if I want to utilize Dodge. This could also hold true for Rifleman's Block (that you have to be holding a rifle...and unfortuantely our HAR doesn't count as a rifle)...





hehe you gave me a good test to try out: equip my LP and see if my CoB from fencer still works! i dont even carry my LP around anymore lol, it in my house, or bank or somewhere...




p ~~~ Your Life is in My Hands~~~ p
Elyone, (MD 4/2004-5/2005)( Rebel BH ~RM <--- RIP) & 2x Rebel Ace ~ NGE Master (Elder) Commando~ Chalalit, Master Shipwrite ~ Dantooine, Sarpedon, WP -6485 -6350.
Sabre Squadron Fighter Wing
Raptor2k1
Tue May 11, 2004 10:54 pm
#11





Even if I pump up Dodge via Pistoleer, popular opinion says it won't work for me unless I'm holding a pistol (another test I plan on running)...this would mean I'd be dependent on my LP for certain battle types if I want to utilize Dodge. This could also hold true for Rifleman's Block (that you have to be holding a rifle...and unfortuantely our HAR doesn't count as a rifle)...








From personal experience, I'd say it's pretty safe to say that this is the case. I almost never dodge when using the FT, but with a pistol equiped I dodge 1/3 attacks or so.



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


garvin
Thu May 13, 2004 12:01 am
#12








Zaax wrote:


hehe you gave me a good test to try out: equip my LP and see if my CoB from fencer still works! i dont even carry my LP around anymore lol, it in my house, or bank or somewhere...





Normally I don't like to post publically ways to take advantage of something, but since this will probably be changed soon (and since we need any help we can get) I figured what the heck...


Apparently there is a bug with CoB currently...some say this works and some say it doesn't...but if you activate CoB while having a melee weapon equiped and then after it activates switch to any ranged weapon, CoB remains active and still works...


As I said, this is most likely a bug and I know the Devs know about it...so I don't expect it (if it actually does work) to last long...but enjoy it while it lasts...



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Zaax
Thu May 13, 2004 1:42 am
#13






garvin wrote:






Normally I don't like to post publically ways to take advantage of something, but since this will probably be changed soon (and since we need any help we can get) I figured what the heck...


Apparently there is a bug with CoB currently...some say this works and some say it doesn't...but if you activate CoB while having a melee weapon equiped and then after it activates switch to any ranged weapon, CoB remains active and still works...


As I said, this is most likely a bug and I know the Devs know about it...so I don't expect it (if it actually does work) to last long...but enjoy it while it lasts...






i have found it does NOTwork - at least with commando ranged weapons. i.e. as soon as i equip flamer or acid, i get the "this attack does not work with this weapon etc" refering to the CoB. CoB is considered an attack.


unless i am getting the effect and just not noticing it.





p ~~~ Your Life is in My Hands~~~ p
Elyone, (MD 4/2004-5/2005)( Rebel BH ~RM <--- RIP) & 2x Rebel Ace ~ NGE Master (Elder) Commando~ Chalalit, Master Shipwrite ~ Dantooine, Sarpedon, WP -6485 -6350.
Sabre Squadron Fighter Wing
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