Commando Archive

Thread: Possible Templates after the CU

Draycan
Wed Mar 23, 2005 2:37 pm
#1

Just wanted to see what you other Commandos would be doing as templates after the CU hits. The one I am looking at is


Master Commando

TKM

0404 Carbines (carbines are suppose to rock after the CU hits)


Anyone else?



Draycan, Zadok Thickskull, Vylla VonBek
Master Commando Since August 2003
-| Wraith Squadron : Wraith Leader |-
In brightest day, in blackest night, no enemy shall escape my sight
Let those who worship evil's might, beware my Flame Thrower...Commando's Might! - Commando's Creed
garvin
Wed Mar 23, 2005 2:43 pm
#2

It's hard to say until you've seen the new professions "roles" and specifics...Personally I'm excited to see how my Commando/TKM changes...I'm also eager to build a Commando/BH, Commando/Rifleman and Commando/Smuggler (not because those are the best, but because their special abilities appeal most to my play style)...


As for the remaining points after mastering 2 professions, not sure where I'd spend them (still waiting to see how this healing thing works out...



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Tlk
Wed Mar 23, 2005 2:56 pm
#3

So, what is your playstyle Garvin?


garvin
Wed Mar 23, 2005 3:11 pm
#4






Tlk wrote:

So, what is your playstyle Garvin?







I knew someone would ask that...lol


I'm not a huge PvP'er, but I do want to get into it in the post-CU environement...So for that reason I'm going to be looking especially at Commando/BH & Commando/Smuggler because of their "unique" abilties will mesh with the weaknesses we might still have post-CU (I say might because I won't know until testing begins what our weaknesses are exactly)...


I'm still excited about Commando/TK because, as a solo player mainly I wantthe optionto use my Commando abilities to their fullest without any "hinderances" being applied...And depending how Meditation operates in the post-CU compared to the new healing changes, TK will be an interesting property to say the least.


As for the other professions like Carbineer, Pistoleer, or any of the other Melee Professions...I'm very curious about them as well, but their "roles" don't tell me much until I can actually try them out...


Commando/Rifleman will also be interesting...but if I go with a PvP template build, I'm likely to finish off that template with Pistoleer or Smuggler...you'll understand why when more CU info is released (focus on "range").





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

TK-132
Wed Mar 23, 2005 4:01 pm
#5

Would it still be good to stay a master marksmen? My plan is to stay MC, MM, Medic 3,4,3,0 and Scout 4,0,0,2. I know that's the weridest template but it is very nice now for pure Commando. I hope it will be enhnaced more come CU especially with terrain being a concern again.



Major Bluko Oll
Imperial High Command
Master Commando
Black Epsilon Ace

"Many things are said, but few are true."
garvin
Wed Mar 23, 2005 4:15 pm
#6






TK-132 wrote:
Would it still be good to stay a master marksmen? My plan is to stay MC, MM, Medic 3,4,3,0 and Scout 4,0,0,2. I know that's the weridest template but it is very nice now for pure Commando. I hope it will be enhnaced more come CU especially with terrain being a concern again.




Can't answer that question until I see how what comes in Marksman actually works via testing...I havebeen, along with others, pushing for them to make Master Marksman very desirable...Personally (and not trying to be evil...or maybe I am), I'd love to see the decission EXTREMELY hard when deciding to Master Marksman or go a different route for Commando...I feel like the more tough choices a player faces in template building, the more variety in builds we'll see and the more fun folks will have seeing how different builds compete against and with each other...


So if I have my way, every Commando will want to still Master Marksman, but they'll also have the choice not too...that's always been my personal goal (1 down, 1 to go on that goal)...


One way I've been pushing for that is to place a cool weapon cert in the Master Marksman box or add special counters (since a Master Marksman would be heavily skilled in various forms of combat...basically what many of us think of as close as you can get to a pre-Commando).




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Latenighter
Wed Mar 23, 2005 4:25 pm
#7



garvin wrote:I'm still excited about Commando/TK because, as a solo player mainly I want the option to use my Commando abilities to their fullest without any "hinderances" being applied... [skipped] ...but if I go with a PvP template build, I'm likely to finish off that template with Pistoleer or Smuggler...you'll understand why when more CU info is released (focus on "range").






So TK might eliminate/offset "hindrances" that Commando's might get in the CU?

So the Commando range is going to be close to the Pistoleer's range?

I've been doing a lot of reading on the changes, and the Commando forum is the one place to get the best information, like always. It's very interesting how the loss of pre-reqs for Commando (and some others) paired with the added pre-reqs for other professions will impact the game. But I think that until more information is available (skill point costs for each tree, offense/defense modifiers in each box, abilities for each box, weapon certs), it's pretty much impossible to have a clue as to what I can/want to be after the CU hits. So I'll just wait for "soon" to arrive and react then. But it's good to have some "real" information to think about and consider, finally. So /hattip for that.



RIEN - Master Commando
"We are the guys skilled with all ranged weapons. They should let us act like it"
garvin
Wed Mar 23, 2005 4:51 pm
#8







Latenighter wrote:





garvin wrote:I'm still excited about Commando/TK because, as a solo player mainly I want the option to use my Commando abilities to their fullest without any "hinderances" being applied... [skipped] ...but if I go with a PvP template build, I'm likely to finish off that template with Pistoleer or Smuggler...you'll understand why when more CU info is released (focus on "range").








So TK might eliminate/offset "hindrances" that Commando's might get in the CU?


Not specifically Commandos...imagine (and this is just hypothetical of course) everything having "weight" to it...how fast can you move when you are "weighed down"...how fast you you aim and fire when you are "weighed down"...seems to me the less "weighed down" you are, the more nimble you will be and the better your attacks might go...but at the same time, being less "weighed down" could result in being more vunerable...thus, I look towards TK...

So the Commando range is going to be close to the Pistoleer's range?


Haven't said anything about "ranges" except to keep any eye out for them...in all seriousness...No testers knows exactly what the Commando ranges will be...But, if you look at the current game, you can see that some weapons work better in certain ranges...Look where Rifleman vs. Pistoleer weapons work best...Personally, based on that, and what I see coming, I'll want weapons and abilities that work best in the various ranges so I know which to switch to when. And don't forget...Commandos have a Pistol and a Rifle...We have heard rumors from the Devs (publically awhile back) that we'll likely see a Melee weapon via the CU...I'm hoping/expecting the ranges of these weapons to follow suit to the professions that match up with.

I've been doing a lot of reading on the changes, and the Commando forum is the one place to get the best information, like always. It's very interesting how the loss of pre-reqs for Commando (and some others) paired with the added pre-reqs for other professions will impact the game. But I think that until more information is available (skill point costs for each tree, offense/defense modifiers in each box, abilities for each box, weapon certs), it's pretty much impossible to have a clue as to what I can/want to be after the CU hits. So I'll just wait for "soon" to arrive and react then. But it's good to have some "real" information to think about and consider, finally. So /hattip for that.


Agreed...It's hard to decide basing your decission on the new skill points, but the old "roles"...I know we are going to have some GREAT template discussion as soon as the devs get out more info...I just wish, like everyone else, that "soon" comes very soon...





Message Edited by garvin on 03-23-2005 03:53 PM



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Jessalyn_Bohicat
Wed Mar 23, 2005 6:26 pm
#9

i will be staying tkm/master commando. after many months of pairing everything under the sun with tkm, ive finally found my niche. but wow, i have no idea what i will be doing with the extra skill points we'll gain from losing the master marsman req. and no longer needing medic .. wow

perhaps pick up some terrain negotiation

Message Edited by Jessalyn_Bohicat on 03-23-2005 05:27 PM









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