Commando Archive
Thread: Hey Garv, remember our old commando proff combo discussions? Here's a new one!
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tacwraith
Tue Nov 30, 2004 9:14 am
#1
My main character having become jedi, I turned to my alt to make him a commando.
I had achieved novice commando when I had the need to get BH investigation3 to check on my own visibility. So I took up BH invest 3 . Then I realized I cant check on my own visibility (friend BH said he saw my main but i couldnt see him in the terms even after 30 minutes of refreshing and looking).
So I said, what the heck. I had these skills i would try something new for a change.
Went TKA 0.0.0.4 carbineer 0.4.0.0 commando 4.4.0.0 BH 3.3.3.0 .
carbine expert, bh pistol skills using LP (LP+Eyeshot=woot!) with grenades and rockets.
It was a fun little template, but I quickly realized that the TKA defenses were not needed. In pvp any master proffession easily overcame them, in PVE i really didnt need them as the carbine skills are crowd control/status effect inducers. Couple that with thermal detonators and rockets/acid stream launchers and you could say my bothan commando was packin'!
So I dropped TKA defenses..tried it... no difference than before. Thought of getting meditation but the mere thought of grinding unarmed xp for a branch using just novice box unarmed damage mods prevented it.
Then I found a neat alternative.
BH 0.4.0.0 , carbineer 0.4.0.1 , commando 4.4.0.0 and squad leader 0.1.1.1
Squad leader's steady aim, rally and form up with the extra carbineer area attack of dizzy/stun/blind make my commando be a sort of small arms expert with disposable heavy weapon firepower and the ability to support others in group in any combat situation.
I had achieved novice commando when I had the need to get BH investigation3 to check on my own visibility. So I took up BH invest 3 . Then I realized I cant check on my own visibility (friend BH said he saw my main but i couldnt see him in the terms even after 30 minutes of refreshing and looking).
So I said, what the heck. I had these skills i would try something new for a change.
Went TKA 0.0.0.4 carbineer 0.4.0.0 commando 4.4.0.0 BH 3.3.3.0 .
carbine expert, bh pistol skills using LP (LP+Eyeshot=woot!) with grenades and rockets.
It was a fun little template, but I quickly realized that the TKA defenses were not needed. In pvp any master proffession easily overcame them, in PVE i really didnt need them as the carbine skills are crowd control/status effect inducers. Couple that with thermal detonators and rockets/acid stream launchers and you could say my bothan commando was packin'!
So I dropped TKA defenses..tried it... no difference than before. Thought of getting meditation but the mere thought of grinding unarmed xp for a branch using just novice box unarmed damage mods prevented it.
Then I found a neat alternative.
BH 0.4.0.0 , carbineer 0.4.0.1 , commando 4.4.0.0 and squad leader 0.1.1.1
Squad leader's steady aim, rally and form up with the extra carbineer area attack of dizzy/stun/blind make my commando be a sort of small arms expert with disposable heavy weapon firepower and the ability to support others in group in any combat situation.
garvin
Tue Nov 30, 2004 9:31 am
#2
ever since BH's lost some of their pre-reqs, a lot of new interesting template combinations have come to mind...
If you like interesting template combos then you are going to love the Combat Upgrade...it's designed to make just about every profession meld well together achieving different purposes...Each profession will have a role and those roles can be "blended" together...
When all is said in done, you'll start considering combos you never considered before but at the same time, the current combos will also still work well together (i.e. Commando/TKM or Commando/Rifleman are still good...but then again, so are Commando/Pikeman, Commando/Carbineer, Commando/Fencer, etc...as well as triple combos)...The key thing to remember is that the higher you go, the better you'll be with that blended role...
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