Commando Archive
Thread: Rifleman, Pistoleer or Carbineer
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Glyndo
Fri Jun 10, 2005 3:09 pm
#1
Well..I'm going with carbineer mastery and the accuracy linein pistols with novice smuggler. So far I like it alot, I'm not a pvp god, but there's no fun in an "I win" button.
VitoGenovese
Fri Jun 10, 2005 3:22 pm
#2
Glyndo wrote:
::::SNIP:::: but there's no fun in an "I win" button.
Thats not what the jedi say!
DOH! Sorry I just couldn't help myself.
Tyyylowyspetily
Fri Jun 10, 2005 5:19 pm
#3
Rifles are nice, but really work best when you have another prof that can lend special attacks... which commando can't. I've done all three professions post CU, though admittedly less time with carbs than with rifles or pistols. From what I have seen of them, master pistols, carbine accuracy gives some nice shots. You'd get a nice root, a snare, and the second highest damage attack while standing for ranged I'm aware of in improved leg shot, and then advanced body shot to back that up.
swg03
Sat Jun 11, 2005 12:09 am
#4
This might have been talked about before, i've checked the faqs that I could find.
But I am a Commando noob, and wanted to know whats the best tree to compliment Commando if any.
Thanks.
PyscoJuggalo
Sat Jun 11, 2005 2:55 pm
#5
If I were going to make another Commando character, I would go Master Commando/Pistoleer/4-0-4-4 Smuggler, reason so many specials and good SP usage......
Also,
Now I have finnally been sold on combining BH with Commando(Only because of Stacking Duelist Stance with COB), I still think BH is better off with Master Rifleman or Master Carbineer then Master Commando, but that is just me....
(Peronal bad experience)
But with stacking Commando, as a former Master Rifleman/Commando, it is weak. Yeah you think mixing 2 nukers would be awesome, but since the only thing that makes riflemen nukers are rifles and specials with long warm up timers it's not a good idea to mix them. If you want heavy Direct Damage specials I would go Master BH/0-4-0-0 Carbineer for critical shot and leg shot, the two best DD's without long warmup timers.
Anyways, my main point.....
I still say go Master Pistoleer though, the number of useful specials will not make you regret it.
(Edited because my origional post was very confusing, the way I normally like to post)
Message Edited by PyscoJuggalo on 06-11-2005 06:01 PM
Message Edited by PyscoJuggalo on 06-11-2005 06:01 PM
Kivas
Thu Jun 16, 2005 11:12 am
#6
right now i Am a Master Smuggler, Master Commando (non respeced except to get novice commando)
I find That Improved concussion shot and panis shot are GREAT compliments for commando. And you still have some skill points to dabbles around with (like respecing alittle artisan for those elusive vendors), or take a little of another combat line for some sepcial abilities.
Draycan
Thu Jun 16, 2005 11:16 am
#7
I have found that for a PVP Template Master Rifles and 0404 pistols is a nice template. You get the root and the disarm with a nice snipeshot to follow it up
Beltendu
Thu Jun 16, 2005 3:13 pm
#8
The big question that I haven't been able to find an answer to yet is if commando weapons count as "automatic weapons". Carbineer would be great, but if I can't use half the specials because of the "automatic weapon" restriction, then it isn't quite so enticing.
CrashNgoBoom
Thu Jun 16, 2005 7:34 pm
#9
What I did was go Master Smuggler, Master Commando, 3-0-0-0 Rifles, and 4-0-0-0 Pistols.
Smuggler is full of general ranged mods which work well with your commando weapons, plus last ditch with my flame thrower will hit for over 3k through high end recon armor.
Then the Rifleman and Pistoleer skills give me Improved Bodyshot and Improved Headshot, 2 high damage specials that are on seperate timers. Plus these also give more general ranged accuracy and speed.
I also have a very nice Advanced Laser Rifle with a modified DPS of 780 that I can reach out and touch someone with for those long range/non area shots.
OsloisAwomaow
Fri Jun 17, 2005 11:35 am
#11
Well, im going carbineer/commando, and you get some nice specials: crippling shot (snare) and leg shot (damage goes a medium size bit up)
PalithiCitiezen
Sat Jun 18, 2005 4:31 am
#12
besides my tank toon (a jedi with very bad crystals so i can't do much damage) i have a carbineer/commando with some combat medic. the specials from carbineer work perfektly with the commando weapons, but the damage output of the commando weapons are quite low and the area effects are a quick way to die in pve. i do more damage with the carbines . thanks to combat medic i can survive against some pve enemies for a little time till the tanks (jedi or melee professions) can agro the enemies. would be nice to have some more punch in the commando weapons or have a better armor usage so a commando can be what it was in the old days befor the first revamp, a frontline combat profession.
to bad that i don't have the time to test my toon in pvp but i think because of the slow movement from the armor i would die very fast in a one on one fight
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