Commando Archive

Thread: Planning ahead and would like some options on a build

Tal-N
Sun Oct 05, 2003 6:31 pm
#1

On the whole I like fights which have me involved and forced to think yet still able to take on alot of reasonably large game. So I was here looking at the commando profession and it looks like the heavy weapons really aren't any use until you hit one of the lvl4 skills for them and even then you aren't very accurate. Yes, I know your broken but still this is something I'm not very far away from start on.


So I was thinking, since the launcher pistol is a very nice gun with blast damage why not make that the focus for the skills.. and combine it with the BH specials. I also have another character who is a ranger so I know how valuable the traps can be for keeping out of harms way, so give that I put together what I'm hoping is a decent build that lets me play with some of the commando toys and also cause some major damage with the BH specials. Please give me your opinions on what you thinks of this build:



  • Brawler :4/0/0/0

  • Scout: 4/4/4/4 (master)

  • Marksman: 4/4/4/4 (master)

  • Commando: 0/0/4/0

  • Bounty hunter: 0/0/4/0

  • Medic: 3/1/0/0

I did consider dropping medic to invest in the commando's heavy ranged support but frankly they seem a bit expensive for the accuracy not to mention the delay between shots. But anyway, aiming for this kind of set up do you think it'll work out ok or are the BH specials not much better than the pistoleer ones? Remembering of course I'll be mainly dealing with PvE.





Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

Rocacca
Sun Oct 05, 2003 6:57 pm
#2

nice template, lotta work though
Tamrael
Sun Oct 05, 2003 7:07 pm
#3

If you're taking Commando for the flamer, that's one thing, but taking itfor the pistol is stupid - the Scatter and DX2 pistols are both better than the Launcher is. They both have a slightly lower speed, AP1, acid damage, and higher minimum damage. The BH Pistol just isn't worth it in PvE compared to the flamethrower.


If you want to gear yourself strictly for PvE, drop BH, Master Scout, Trapping, and Survival. That's 54 reclaimed skillpoints. Use 27 of them toward CH 3-2-0-0 and you'll be able to use a Graul Mauler, which, when coupled with Commando specials will make you a huge threat on any PvE Battlefield. Now, you've got 27 SP. Use 9 of them toward Pharmacology 3 for the use of Stim C's. We're down to 18, now. To further expand your PvE ability, I would say drop Diag 1 to raise yourself to 20 SP, then take either TKA Precision Striking for the defensive bonuses or TKA Meditation for the healing ability and Force of Will. The other option is to take some other skill line like Smuggler DF or whichever Pistoleer line gives the +Dodge bonuses.




--Tamrael Megassi
Commando, Flurry Server
"I shall kill you..... with DEATH!" --Supervillian Rictus
AlufNull
Sun Oct 05, 2003 7:14 pm
#4

"So I was thinking, since the launcher pistol is a very nice gun with blast damage why not make that the focus for the skills.. and combine it with the BH specials"


If this is what you want, why have the FT at all. Just get novice commando for the LP and add more pistol specials. True, the LP is not AP1, but it is another damage type and it has the best range modifiers.


Seems kinda counter productive to design a template around pistols and then get the flame thrower.




"Stop thinking with your flame thrower!" - Bobbi Sox (Master Dabbler), Tarquinas
Tira-Misu Master Gunfighter / Master Bio Engineer (Retired)
Tal-N
Sun Oct 05, 2003 7:41 pm
#5

Nahh, I'm split between the flamer and the acid rifle really. I just have a load of points left over after getting the pistols set up so I figure I'd get another toy to play with. I did consider the heavy weapons but I dunno, 30 uses for 50% accuracy isn't too great really and kinda costly. Someone on the BH forum said that the LP is AP2 not AP1. If so then it just makes the focus onto the LP being so much more potent.


I have considered the commando/CH combo but frankly it's boring to play. There's no fun in throwing up a 12k meat shield one after another as you pound away from the distance with the only concern being to keep your HAM topped up with stims. Frankly I'd enjoy a proper fight that I'm involved with since if I want a meat sheild I'll just get the mobs to start fighting each other as I do at the moment with the same effect and benefit.


One propect is it'll be funny taking a BH mission in a city, then walking up to the target and pulling out a RL which obliterates them in two shots or less




Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

Jeren_Sehn
Sun Oct 05, 2003 8:22 pm
#6

There is noi question, from a game mechanics standpoint, that the Flamer dominates the HAR in every useful way.


So if you're torn between them, go FT for now. If they fix the HAR, check back.





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Urbannaja
Sun Oct 05, 2003 9:14 pm
#7






Tal-N wrote:

Nahh, I'm split between the flamer and the acid rifle really. I just have a load of points left over after getting the pistols set up so I figure I'd get another toy to play with. I did consider the heavy weapons but I dunno, 30 uses for 50% accuracy isn't too great really and kinda costly. Someone on the BH forum said that the LP is AP2 not AP1. If so then it just makes the focus onto the LP being so much more potent.


I have considered the commando/CH combo but frankly it's boring to play. There's no fun in throwing up a 12k meat shield one after another as you pound away from the distance with the only concern being to keep your HAM topped up with stims. Frankly I'd enjoy a proper fight that I'm involved with since if I want a meat sheild I'll just get the mobs to start fighting each other as I do at the moment with the same effect and benefit.


One propect is it'll be funny taking a BH mission in a city, then walking up to the target and pulling out a RL which obliterates them in two shots or less





Someone told you the launcher pistol is AP2 or AP1? wrong....it's AP0...



Vlor Dratharsi'
There can be only one
Nvim
Sun Oct 05, 2003 10:23 pm
#8

Well, if I was going to go to the effort to make a character specifically for PvP then I would make the following character based around using pistols primarily.


Start of as a Zabrak novice marksman which will give you 1200 health, 450 strength, 300 constitution, 1100 action, 450 quickness, 300 stamina, 600 mind, 300 focus and 700 willpower. I would migrate them at first to increase strength,constitution and stamina whilst training unarmed/TK then shift them back towards beefing up the action and mind stats a bit more.


As a Zabrak you get Defense vs Dizzy +10, Defense vs Stun +10, Defense vs Intimidate +10, Anti-shock +5, Equilibrium +1 and Vitalize +1.


So we start off as Marksman, pick up brawler and scout aswell. Get brawler to 4 and then work on TK. Focus on Balance conditioning. When you get Expert Balance Conditioning drop all the other TK skills. You can go for Balance Conditioning 4 and it would work with the flamer but my focus is on pistols so 3 is fine. Then work on getting to Master Marksman. Go for Exploration 2 in scout, makes getting around alot easier and Trapping 1 to get access toGlow Juice Traps which reduce the targets ranged defense.


Get novice commando, this gives access to the launcher pistol which I like as it givesyougreat range without any penalties and its damage is not a common resist. Keep some heavy damaging PBpistolsfor backup.


Pick up Pistoleer and Smuggler, both work off pistol exp. Go for Master Pistoleer. In smuggler just pick up Dirty Fighting, take it to 4. It also uses pistol exp and Feign Death is handy in PvE, not as good in PvP against pets. But the Last Ditch ability will let you deliver brutal damage.


In the end it will look like:


Marksman 4-4-4-4


Brawler 4-0-0-0


Scout 2-1-0-0


Commando 0-0-4-0


Pistoleer 4-4-4-4


Smuggler 0-0-4-0


Teras Kasi 0-3-0-0


Bounty hunter has nice pistol boosts and they have one cheesy ability in Eye Shot, but the pistol boosts are just speed and accuracy, there is ziltch in defense or versatility. Going through master scout is alot to go for to get just that and your eggs are all in one basket, if Eye Shot is nerfed then the viability drops alot.


Pistoleer gives you alot of versatility, not just pistol accuracy and speed. There are additional defenses vs stun, blind, dizzy and knockdown in Pistol Techniques but get addition +30 accuracy whilst moving and melee and ranged defense boosts aswell.



My template would require 8,297,790 exp and of that 5,166,000 is pistol exp, which is very easy to get. The 1,200,000 exp with the flamer would not be all that easy to get and I would definitely leave that for last when you have all the other defensive boosts from the other professions, since the flamer is treated like an unarmed attack you benefit from theunarmed defenses aswell as the melee defenses. Dont know how long that is going to remain as is, but even without that benefit this template gives alot of defensive bonuses either unarmed or with pistol.


Also, from what I have read on the Pistoleer forum, the developers are looking at dual wielding pistols at the expense of accuracy for pistoleers down the road. This would just be icing on the cake with this template.


If the commando Heavy Weapons become more viable down the track I would personally switch out of flamer and concentrate on those weapons. I dont like the acid rifles or grenades so to me I would prefer having that brutal long range damage with heavy weapons then switch to pistols to go in for the kill.


To those that dont like people who don't go Master Commando.... too bad. If all four lines are worthwhile then more people would do so. Having so many redundant lines to me is a waste, all offense and no defense is a bad thing as far as I am concerned. I take some good offense from commando and mix it with some decent defense from other professions.


Pistoleer is an awesome profession, a great blend of offense and defense plus the requirements are minimal leaving you room to diversify. That lack of room for diversification is what I do not like about the Bounty Hunter. I really like the LLC but going master marksman/scout for the LLC and pistol is too much of a sacrifice for me.

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