Commando Archive
Thread: Commando defensive skillset
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?
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.
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.