Commando Archive

Thread: Commando defensive skillset

Mystidia
Tue Aug 12, 2003 2:59 pm
#1

One of the drawbacks ultimately of being a commando will be our lack of defensive abilities. I drew up a template that can negate this drawback for those that want to be a total combat profession. In drafting this template, I assumed the that the commando weapons will be self sufficient to cause damage, and concentrated on using our pre-reqs to the fullest.


Pre-Reqs (169 pts)


Master Marksman, Unarmed Specialist


Mastery (63 pts)


Master Commando


Defensive Skillsets


Novice Pistoleer, Stances and Grips IV (20pts)


Novice Teras Kasai Conditioning III, Striking IV (32)


Novice Rifleman, Specials IV, Concealment II (29)



Uses all 250pts...thoughts?

Jacen_Solo
Tue Aug 12, 2003 3:10 pm
#2

Sounds good but the problem is that defensive bonus's should be included in our skill trees. Its just flat out retarded that we have to go up different profession trees for our specials (Launcher pistol) and our defense bonus's. The single best idea I have heard of for commandos is an armor HAM reduction cost as our defensive bonus. This would be totally sweet.



Fusion White
Commando/Scout/Medic
BobbyJack
Tue Aug 12, 2003 3:22 pm
#3

I'm enjoying the process of trying to figure out which route to take for defensive mods and have already settled on the tera kasi mods the original poster suggested. But instead of rifle, I'm going pistoleer to get stop shot..etc along with some pistol speed modifiers, perhaps aiming too if I can ever figure out what that does exactly.When its all said and done i figure Ithink I'll have created themost difficult character possible to knock down and that's going to be key in PVP imo.

Harvydood
Tue Aug 12, 2003 3:46 pm
#4

Looks alot like my Spec, but after I saw what Disarming shot 2 does. . .decided to go Master Commando, Master pistoleer, Balance and Conditioning 3 from TKA...uses all my points, and that's basically all I am, no medical or what not, but should have something around +75 to knockdown, and an assortment of others, plus my own knockdowns and. . .the evil rocket launcher Just shesh, awhole lot of combat xp to grind out, just getting done with field tactics



Harv. . .
Oruedin
Tue Aug 12, 2003 3:52 pm
#5

Might want to rethink that with the pvp dmg nerf. To me, thus far-- it's going to be Master Medics / CM's who are going to rule the field. That and the mind-damage clones. Can't heal mind.


Thus Pistoleer + Carbineer is going to have a tough time versus any healer.


Rifleman and BH will still be kings, even if they do wimpier mind dmg. Still, you can't heal it. Thus, it's still going to be the first thing folks are going to go after.


Hey, 75 percent of 1600 dmg is?


You do the math, and you see how powerful mind damge *still* is.


Your best bet, is to find something with ranged defensive, not melee. Melee is kitable. Easily. Even more so now that they can't hit yah for much.

Main-Wan_Yeh
Tue Aug 12, 2003 4:05 pm
#6

How about wareing a helmet?



Professions Mastered
-Marksman -Commando -Pistoleer -Artisan -Teras Kasi Artist -Brawler- Weapon Smith -Scout-Swordsman-

(\--/) (Meww! )
(@@) /
'-.O.-'
(")('')

Master Weapon Smith Vendor: Naboo, New Dawn City, New Dawn Mall [1804, 5595]
s_ripper
Tue Aug 12, 2003 4:32 pm
#7

Its 75% damage reduction, not 75% times normal. It would be 25% of 1600.



------------

Scistuie Dylan, Starsider


Novice Pyrotechnic Artist... er.. Commando
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