Commando Archive

Thread: Post CH-nerf Commando builds

Corrosh
Sat Oct 25, 2003 11:05 pm
#1

Okay guys so they are going to screw a lot of us again, but as commandos we are used to it. Soooo.....


What now? If we master commando we have 81 points left subtract the 15 for gimp medic (almost required) leaves us with 66.


Now I took scout and went up the Terrian Neg Tree.... leaving me with with just 37 points to play with.


My plan was to go Commando Master, CH 4/4/0/0 but now, I could use some help. Will the defense mods in TKA apply when holding a HW? What does all does the meditate line do? Anyway, can anyone help me figure out how to rebuild my character....again. Man, I love this game.


Some times there's so much beautynerfing in the world that I just can't take it.




Remember, the Exploit will be with you.....always.
MaDCoW8Me
Sat Oct 25, 2003 11:17 pm
#2

i never invested in ch i dont think this affects very many commandos.


commando + pistoleer looks real nice with the changes on tc.




Aipest Geera
CC Extraordinaire
Tamrael
Sat Oct 25, 2003 11:21 pm
#3

Lemme answer questions before I suggest a build:


One off, the TKA Melee and Ranged Defense mods should be universal, since those defense mods stack no matter what tree you got them from. TKA Unarmed Toughness will only apply if you're unarmed (or weilding a VK).


Meditation has various bonuses depending on your level. At NovTKA, it will let you heal off your own bleeding. Level 1, I believe, gives the ability to heal poison. Level 2 I believe only gives the Power Boost Skill. Level 3 is Heal Disease, and level 4 is Heal Wounds. (I know for a fact that levels 0, 1, and 4 are correct, but I may be mistake about 2 and 3). In all cases (except powerBoost), the skill can be used passively by just activating your meditation. For powerboost, you need to meditate, then use the PowerBoost skill. Additionally, at level 4, you get Force of Will, a skill you can only used while incapacitated - it will attempt to end your incapacitation immediately via setting your HAM to 1.



If you want to be a competent soloist, you will still NEED CH, same as before... except now you get to invest more skillpoints in it. Fortunately, your build is a little more flexible this time round. To use a GSP/Grand Wrix level pet (23-25 ish), you will need one complete tree (totalling 14 skillpoints). For a Graul Mauler, you will need 2 complete lines and one line to level 3 (totalling 40 skillpoints). It will not matter which lines you choose to take which levels in, so long as you have 2 at 4 and 1 at 3. I would reccommend 0-3-4-4 (you'll get most of the useful commands and be able to store a decent number of pets).




--Tamrael Megassi
Commando, Flurry Server
"I shall kill you..... with DEATH!" --Supervillian Rictus
Gairon
Sat Oct 25, 2003 11:26 pm
#4

Ok I'm drunk as all get out right now.. so dont be offended, but who the hell said we needed CH to be a competant soloist?


Gaw-frickin-dammit we dont need no friggin CH to solo stuff? Yeah we cant do it with just a pure commando tree, but hell, the TK tree gives you some crazy stuff to go solo with, heck personally I take down Krayts, mightsisters, rancors, whatever the f$%k i want using smuggler feign death.


And by the way... jump on the fricking test center and look at how stuff is changed.


Anyone pay attention to the fact that most of the TK defenses are doubled? mix that with the new center of being ability and we may just be able to SOLO stuff without a muthaforking pet.


I got nothing against people with pets, I have a lot against people who think we NEED pets to solo stuff.


gawd..


ok I'm gonna go sober up now




Seul Gnommer - Head of Clan Alya
Corrosh
Sat Oct 25, 2003 11:27 pm
#5

Guess you've never noticed all those players running around with Grauls and flamethrowers have you, madcow?





Remember, the Exploit will be with you.....always.
Corrosh
Sat Oct 25, 2003 11:30 pm
#6

I hate that you "need" a profession to be able to solo. As a casual gamer that really ticks me off. Is are any TKA/Commandos out there that can confirm the poster's information on that profession. Are the TKA defense bonuses really helpful?



Remember, the Exploit will be with you.....always.
Corrosh
Sat Oct 25, 2003 11:33 pm
#7

Wow Gairon, thanks for that lesson in alcohol abuse. /grin


Didn't know they doubled TKA bounces. Which line do you think would be best to take? I'm looking for a way to keep novice medic/terrian neg and still pick up some useful skills




Remember, the Exploit will be with you.....always.
Gairon
Sat Oct 25, 2003 11:34 pm
#8

Oh, and the guys running around with graul maulers and a FT are mostly CH's with commando flame IV they aint frickin commando's, they're power gamers thats all.... this change will affect them a lot, and hopefully change things for the better...


ok i still need to sober up before i go mess with the nightsisters again




Seul Gnommer - Head of Clan Alya
Gairon
Sun Oct 26, 2003 1:08 am
#9

yah the defense mods will be nice, if you're trying to work out a good build for your character currently you may want to jump on the TC and check out the melee changes as well, personally adding our new defensive bonuses to say... the +60 from TK for a total of +90 sounds good....


I have positively nothing against people who use pets, as for those who are CH/Flame IV there isnt a lot to be done about them, nerf or not, personally if i meet one in PvP I usually stick a disposable in him from 60m before he can even set his pet on me.


As it stands my character is this


Master Commando (accompanied by master marksman and unarmed IV)


Scout 3/0/0/0


Medic 2/2/0/0


TK 2/0/0/0


Smuggler 0/0/1/0


Novice Pistoleer


soon as i have enough unarmed xp I'll probably drop the rest of the medic, and put it inot more meditation and the TK defenseive line. As it stands I am currently viable as a soloist PvE and also in PvP, and i use neither a rock beetle or a cowardly gurreck or anything like that, I have NO faction pets whatsoever either.


Personally the CH nerf will not affect my build one bit. But i can see how it will affect others, please forgive me if I think that taking combat pets away from non-CH's (for the most part) is a good thing. And to those who say, "Well a CH can use pets, that gives them an advantage." if you want the advantage, go spend the skill points.




Seul Gnommer - Head of Clan Alya
jadegreif
Sun Oct 26, 2003 5:17 am
#10

Yes, Commando + TKA rocks.. you CAN tank. And that is before the changes on test, which will make it even better.

You need decent armour of course, so probably a problem for wookies, I can't comment if their higher stats make up for it.

I am currently at TKA 0/2/0/2, MCommando and Medic 4/0/0/0. I can solo kill a Frenzied Graul, or a Dune Kimmo (not the Giant Dune kimo). These are the highest critters I fought so far. With the 2.5 Melee Mod.

You just have to use the tools you have. Intimidate is one of the most important factors here (get some Bio Engineered 'Fear Releases' they are +10 to Intimidate and Warcry).

Basic tactic is pull with your heaviest consumable hitter, depending on mobs resist, Intimidate (range about 30m), KD (from TKA), switch to Flamer, flame2 (notice the huge bonus to damage on the knocked down target ), back to VB, let the DoT do is work, and throw some unarmed hits 2 for good measure. Intimidate again as needed. Heal from time to time, obviously. This all works without spices, buffs, food.

This is of course more risky then having a pet tank, couple of failures in a row on Intimidate or KD, and you're toast.

The discussion on class babance is really difficult here in SW:G. You have the skill points to get suplemental skills, like medic, TKA, CH. With the way the system works, you can't totally balance the classes against each other (or argue that they should, cause people HAVE more points then for just one class).. its not like EQ where you have to balance Warrior vs. Paladin vs. SK. There, the classes and their skills are fixed, here, in SWG they are not.
You have some skillpoints, use them

Adapt, improvise, overcome.





Tanja Jadepanther - Master CH, Master Bio Engineer - Lowca
Val'ry Azure - Master Commando, Master TKA - Wanderhome
Valenia - Sharpshooter (4/2/3/3), Ranger (4/2/4/3) - Sunrunner
Corrosh
Sun Oct 26, 2003 7:44 am
#11

You said it better than I could have jadegrief:


This game can never be truly balanced. Rolling with the punches is what I'm trying to do. So TKA is the recommended route. Cool. Thanks everyone for all the feedback. Post any additional suggestions below.




Remember, the Exploit will be with you.....always.
Corrosh
Sun Oct 26, 2003 7:46 am
#12

Can you make a macro that switches weapons? Sorry I know this probably a stupid question. But I just recently discovered the power of macros.



Remember, the Exploit will be with you.....always.
Corrosh
Sun Oct 26, 2003 7:48 am
#13

Okay part 2:


So I've decided to go the TKA way. What's a good way/place for Commandos to gain unarmed xp?




Remember, the Exploit will be with you.....always.
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