Commando Archive

Thread: A possibly deadly profession combo

Evelas
Sun Dec 14, 2003 10:15 am
#1

Master Commando


Teras Kasi Master


Pistoleer 0/0/x/0 (I think its the third column)


The damage of a commando, the resists of a TKM, and the resists of a Pistoleer (the column that has all the 50% resists from KD/Dizzy/etc.)


Anyone tried this out?




Evelas - Jedi, Magnan - template pending
"I'm just dying for them to give Jedi that neat power that allows them to yank weapons out of your hand, so I can pull out a Grenade just as he's doing it." -Merc93
Mohrravvian
Sun Dec 14, 2003 10:41 am
#2

Well, I'm actually going Commando-Pistoleer-TK.... but of course you've got to leave room for Medic, pretty much you should have Medic 2040 at the very least. That gets you the ability to stop bleeding and the ability to use StimC's and sometimes StimD's.

Also, If you get 4040 Pistoleer, you get Dodge +80 out of it (from the first leg), in addition to the +50 vs KD and all the other defenses of the third leg. And if you get the PistolWhip from the 4th leg of the Pistoleer tree, you can combine that with the TK Dizzy and have a pretty badass character. Or you can just get the TK KD instead... whichever you like.

So far, I've found myself to be rather deadly. I can also say this: Master Commando is useless as it currently stands. All you need is Flamethrower 4 and you can kill most people in one FlameSingle2. Especially if you throw in a UnarmedDizzy and then a PistolMeleeDefense2 first, heheh.

So, yeah, good call on the professions... you're right, their deadly. So far, what I look like I'll end up with is:

Commando 0140
Pistoleer 4044
TK 4010

And with possibly a few more here and there, who knows. I have to add up my SP again and see just how many I have left to spend. The PowerBoost of the TK is just unbelieveably worthwhile to pretty much any combat player.

Anyway, enjoy being a bad@ss...



MOHRRAVVIAN - CHILASTRA
Commando 0-1-4-0, Pistoleer 0-0-4-3, TKA 2-0-1-0, Master Marksman,
Smuggler 0-0-1-0, Medic 2-1-4-0, Brawler 4-0-0-0

ALOR - VALCYN
Novice Pistoleer, Smuggler 0-0-0-2, Marksman 0-4-0-4, Medic 2-0-4-0
Scout 3-3-2-1, Brawler 2-0-0-0
garvin
Sun Dec 14, 2003 11:12 am
#3

Well, I'm actually going Commando-Pistoleer-TK.... but of course you've got to leave room for Medic, pretty much you should have Medic 2040 at the very least. That gets you the ability to stop bleeding and the ability to use StimC's and sometimes StimD's.


There are a few of us on this forum that are Master Commando / Master TKA...And at least a couple of us that are also Smuggler 0030 (or on the way there)...


I agree that while grinding Medic is necessary, but not after your done grinding...TKA + Commando give tons of Defenses and make you basically a player TANK...Smuggler's Dirty Tactics tree give the ranged defenses needed to compete against ranged opponents...although Pistoleer 0030 is also good, I don't think that it competes with Smuggler's LowBlow (a useful KD to catch your opponent to apply a Flame Dot).


If you keep medic, I would suggest only keeping Medic Novice...you can get some pretty good Stim Bs...and any other healing you need can be taken care of my TKA's Meditate tree (even out in the field)...Going any higher almost seems like a waste of valuable skill points...


The trick, at least for any PvE fight, to pull your opponet first with pistol skills/specials...then when they reach the 16m threshold, Flame Special them and go straight to unarmed...your unarmed defenses will make sure you take very little damage and you can beat down your opponent pretty well, plus you can quickly switch to other weapons to apply more specials or Dots and then right back to unarmed...the Defenses keep you safe while the delay timer expires...


For PvP...LowBlow can be a life saver...many ranged opponents will kite us outside our 16m radius so we can't apply our specials...it's always nice to surprise them with a KD via Low Blow, then run up into 16m radius, apply a Flame Dot if you can...and go unarmed to apply Dizzy...then KD again and it should last longer...


There are plenty of other strategies out there like this...Tac I'm sure has a few great ones that he's probably keeping hush hush...lol




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

Evelas
Sun Dec 14, 2003 11:20 am
#4

So either Pistoleer or Smuggler, and a bit of medic. Now I need to go calculate out the skill points...




Evelas - Jedi, Magnan - template pending
"I'm just dying for them to give Jedi that neat power that allows them to yank weapons out of your hand, so I can pull out a Grenade just as he's doing it." -Merc93
BlakeIeldan
Sun Dec 14, 2003 3:32 pm
#5

Would it be better for pvp to go


Master Commando/Pistoleer 0444/Dirty Fighting 3/Novice medic


or


Master Commando/Pistoleer 0004/Dirty Fighting 4/TKA Meditation/Novice medic



Any thoughts?




________________________________________________
Sralak Ieldan
garvin
Mon Dec 15, 2003 10:59 am
#6

TKA is great for it's defenses and that it is a current way to get around the 2.5x multiplier (fire a special, go unarmed, fire a special, go unarmed, etc)...post the next patch there will need to be done some new testing, but I still think TKA will give great defenses, plus will have Melee Mitigation...Meditation is nice, but has it's down side...any secondary attribute it heals (strength, quickness, etc) it drops to 1 for a long while...meaning it is a slower recoup time while in a fight...


Medic is nice to have to use stims during a fight, but once you have tka and commando (masters of each or close to it) count how many times you actually use a stim in a battle...I found myself not using the stims until the fight was over...so in essence, medic wasn't needed since I could meditate the damage away.




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

Caterofe
Mon Dec 15, 2003 11:57 am
#7

After alittle research i found that the defense bonuses in the rifleman tree under Speical Abilites are better then pistoleer.


+5 for every lvl instaed of 3





Drago
Somehwhere in the Wilds of Talus
Eclipse
"Every good Wookiee has a demon buried deep inside"
Master Commando/ Master TKA
Memeber Of FURRY
Staff Sgr. Rebel Army
garvin
Mon Dec 15, 2003 12:04 pm
#8

Actually, in game I believe pistoleer's defenses were up'd to something like +40 for melee at least...


TKA gives you +60 in melee defenses


And of course commando give you +30 in melee defenses...


Not sure the totalon Rifleman...but after getting enough via TKA and Commando (plus +4 from earlier skills and a bio enhanced undershirt) the rest of the boxes I go for are mainly for specials and not for more defenses...




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

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