Commando Archive
Thread: Where are our defenses?
Civil_CH wrote:
Hello all, I just recently mastered Commando and have had a little time to test it out on the battlefield (PvE). I have one question...
Why don't we have any defenses?
We got some, just not much and the reason is we are supposed to be high offensive, low defensive, however; we are lacking both ways. Sure, the FT looks nice and pretty and does decent in PvE but when you get into anything heat resist or that has armor it turns around on you since its our only working weapon with 1 damage type and only AP0.
Message Edited by TechnoHic on 03-14-2004 09:35 PM
We got 25 ranged/melee defenses. Good to stack on but pathetic by themselves. Then a lousy 5 status defense to I think 2 statuses. just look through your boxes.
I guess it depends on if you want to be a master smugler or a master commando but I personally feel that if you want that smugler stuff to work well you'll want pistoleer accuracy and speed mods.
I asked myselfe this question when i was Master BH, i am pretty happy with the Commando defenses - i think 35 melee and 40 ranged when you are master.
But you can find the rest of our defenses in the TKA Tree ;-)
mkummer wrote:
...But you can find the rest of our defenses in the TKA Tree ;-)
lol I was gonna post the same thing.
Additionally, you COULD take up 0 0 0 4 rifleman or pistoleer for some more melee defenses. or 0 0 4 0 pistoleer for status defenses.
I'm not saying this is right though... that we have to rely on other professions for all of our defenses. It's actually quite sad, but hey... I guess it works for now.
Ive been debating on dabbling with the following:
Master Smuggler (I want to keep Master in this)
Commando 0/0/4/0 (Flamethrower line)
Pistoleer 0/0/4/0 (Stances and Grips line)
TKA 0/0/0/4 (Precision Striking line)
Pistoleer dodge would be great, but I thought it only applied if you equip the launcher pistol.
I'm was gonna go fencer, but now I think I'll go TKM again.. pffft!
Miss a knockdown ![]()
Civil_CH wrote:
Ive been debating on dabbling with the following:
Master Smuggler (I want to keep Master in this)
Commando 0/0/4/0 (Flamethrower line)
Pistoleer 0/0/4/0 (Stances and Grips line)
TKA 0/0/0/4 (Precision Striking line)
Scout 2/0/0/0 (for Terrain Negotation on those damn hills)
Thoughts?
I would drop the scout and get a good speeder, then pick up wha tyou can with the accuracy and speed in pistoleer and watch in amazement what your smuggler specials do with skill mods. Of course, then youl wonder why you keep flame 4 at all as you can do really well with just a DX2, Scout blaster, FWG5, or that new pistol from the geo lab.( that thing is nasty)
I had similar without the master smugler but master commando instead,
master commando
TKA 0-3-0-4
pistoleer 0-4-4-4
The LP isnt that impressive IMO with no AP and its HAM cost but the other pistols were nice however, I decided even with all the defenses in the world it dont matter if you cant kil something so I decided I would run a dual master. I wanted a melee clas as we should be a ranged class (haha) and I wanted defenses still so Im working my way toward master fencer. I know TKA would have been an easy trip for me but didnt want to be like everyone else and feared having another profession under the sights of the nerf bat.
heh, next thing I knew is I see commando fencers everywhere. LOL maybe I just didnt notice befor.