Commando Archive
Thread: Complementary skills for commando?
Judging by what's on test...
The whole idea behind the Commando is pretty suicidal. When you're fighting players you'll be taking a Heavy Weapon into melee range and you've got a mere 2 meters on the Master Brawler's knockdown and a very high melee damage multiplier. Otherwise you're throwing grenades which take huge amounts of HAM and don't sound like they'll be a good one on one weapon but may be fun to whip into the Cantina every now and then. The other role of the Commando is blowing up Turrets and AT-STs which, I'm going out on a limb here, will probably one shot or two shot players.
The professions that go best with Commando will likely be Teras Kasi and Pistoleer/Smuggler. Teras Kasi because it helps when a Brawler decides to introduce you to "Susan" who turns out to be his rather large and painful Vibro Axe (true story). Anything that uses pistols is also good because you can use pistol skills with the Pistol Launcher. The Pistol Launcher will hopefully be doing huge amounts of damage to vehicles and might be a decent alternative to expendable items. It's also one of the best Player on Player weapons and employs an unorthodox attack called "Slay Frame Rate." Personally I'm thinking about taking up Smuggler because the Smuggler Correspondant has been band waggoning Commando so I'm going to band waggon him back!
There is no Rifle/Carbine Launcherand there haven't been any plans to make them either.Anything else requires further education ontop of the already hefty requirements to become Commando. This is all theory of course because the class is still broken and I don't have a character on Test Center.
So far I've got Commando/Riflemen and I'm thinking of taking the TKA defensive line or the Smuggler Combat line, it all depends on what they're planning to do with the Launcher Pistol. I haven't really built my character with any plan. I just picked up what I liked and stuck with it. There are also other players who have had more time to play their Commandos so take what I say with a grain of salt.
I went TK for the defense... I figured early on that I would have to take some punishment after i got my first high profile shot off and they get some decent defense against knockdown and posture change which is currently the bane of PvP.
"Oooo...Ahhh...who shot that?...he needs to die."
I also wanted the ability to stop bleeding andpoison in hte field by myself with Meditate. Combat medics have this habit of leaving you with deadly litte gifts that keep on giving long after they are dead and gone and there is not always a doctor around.
I also get the joy of sometimes finding some one who has not learned that laying down prone in PvP is not a good idea ... after you charge and stomp on their heads a few times they don't do that any more which also means less people using /takecover. I hate /takecover unless, of course, i am using it =).
Aasch Housewares
"Give me some sugar baby."
I took Medic and Scouting to Compliment my Commando and is working out pretty good.
Rumor has it they want to add some new features to movementspeeds of characters based on the weapons they use. Commando w/heavy weapon being the slowest of the bunch. Also having the ability to heal yourself while taking 3X damage holding heavy weapons would be good as well for PvE and doing the xp grind.
Once you reach master you can then back out of those skills and look at other things to supplement the commando line. However going pistol or Rifle I think will be a waste with the up comming patch, as from the looks of it, I dbout we will be using the LP much after that, except to use a few specials.
Way I see it after patch in PvE
LP Bleed 1
LP Bleed 2
LP Suppression fire (kneel)
LP Suppression fire (prone)
Flamethrower normal shots (repeat till dead)
If mob get close and is low on health then maybe flame 2 or flame cone 2 (depending on damage variance)
My command 's working on dirty fighting 1-4 and medic 4/4/4/0. seems like a good combo though ill miss the explore1 benefits
The only marksman skills that carry over to commando are pistol mods when you use the Launcher pistol. Every other Commando weapon has their own mods that start with Novice Commando.
The points put into carbine and rifle in the marksman tree are entirely wasted to a commando's point of view. (meaning it's primarily just a pre-req and not used in the commando tree.)
"I'm thinking about taking up Smuggler because the Smuggler Correspondant has been band waggoning Commando so I'm going to band waggon him back!"
This is just a redicules thing to say. So are all commandos who take up pistoleer "bandwagoning" pistoleer. If someone takes skills other they they main profession their bandwagoning?
Come on guys there is no such thing as "bandwagoning" its called dabbling and everyone does it So lay off the implied insults.
Smuggler and commando are compatable professions so you will end up seeing a good many smuggler/commandos.
SanTsu wrote:
Smuggler and commando are compatable professions so you will end up seeing a good many smuggler/commandos.
So you admit to your insidious plan! This demands counter-bandwagonization!
I myself am going for some Pistoleer and TK
I would also go for some medic so you could heal yourself, smuggler would be good for the pistol skills, but I wouldnt go with the slicing skills if you get frustrated easily
I'm going Master Commando, Almost master TKS and most of Smuggler. I believe that the ability to fight with Heavy Weapons then switch to a strong melee. AND be able to slice terminals and your own weapons/armor is a good combo. Not to mention the idea of having the ability to use dirty fighting then switch to either heavy weapons or melee. The idea of shooting a man in the crotch with low blow then taking out a flamethrower and burning the Bejesus out of him is...well to say the least, appealing.
Isskashuu