Commando Archive
Thread: HELP!!! Commando defenses....
just augment your offensively estute Commando with a class that is sufficiently strong defensively.
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)...
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)...
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...
- 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
Message Edited by garvin on 05-10-2004 10:02 PM
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...
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
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)...
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...
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)...
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)...
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...
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.