Commando Archive

Thread: Where are our defenses?

Civil_CH
Sun Mar 14, 2004 7:26 pm
#1

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?



Civil~ Intergalactic Man of Mystery ~

TechnoHic
Sun Mar 14, 2004 7:34 pm
#2






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



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Civil_CH
Sun Mar 14, 2004 7:53 pm
#3

Do we have any defenses other than Ranged Mitigation? My flamethrower does nice damage when it hits, but even at Master I still miss alot. I'm starting to consider dropping down to only Flamethrower 4 and losing the rest in order to pick up some defenses or more versatility. I guess there's only one good line thats working for us anyway



Civil~ Intergalactic Man of Mystery ~

TechnoHic
Sun Mar 14, 2004 8:13 pm
#4

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.





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Nadev
Sun Mar 14, 2004 8:59 pm
#5

I'm at 101 Ranged Defense and I think 138 melee Defense though I'll have double check that one, though I know its higher then my ranged.



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dpuWookiee
Sun Mar 14, 2004 10:04 pm
#6

Civil, I would recommend getting a secondary profession such as 0004 Teras Kai Artist... That would give you ranged and melee defense close to 100.



Botei Udunga - Master Commando / TKM
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MonGiovanni
Sun Mar 14, 2004 10:24 pm
#7

Yea, there's definitely some defenses scattered throughout the tree, but I decided to get TKM as well because it was a branch profession of a pre-requisite to Commando and is has the Unarmed toughness to keep my alive while I'm delayed from the flame specials.


And it should be noted that the Heavy Acid Rifle is going to be fixed with Publish 7, along with all of our messed up titles.



-----------
Ique - Bria - Bounty Hunter, Pistoleer
Iryu - Starsider - Master Architect, Master Artisan, Master Merchant
mkummer
Mon Mar 15, 2004 12:21 am
#8

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 ;-)







Sybee
peer
Mon Mar 15, 2004 12:41 am
#9






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.

Civil_CH
Mon Mar 15, 2004 12:48 am
#10

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?






Civil~ Intergalactic Man of Mystery ~

Kongstad19
Mon Mar 15, 2004 2:34 am
#11

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





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StarNick
Mon Mar 15, 2004 5:39 am
#12

@ master its around 47 and upper 30's ranged and melee respectively...and a good chunk of it is only from marksman



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TechnoHic
Mon Mar 15, 2004 6:37 am
#13






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.




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