Commando Archive

Thread: Can't decide second profession

john_p
Fri Apr 30, 2004 6:24 am
#1

Currently a Master Commando, grinding up to Master Carbineer (don't know why, seemed like a good idea at the time) with Novice Medic thrown in as well.


With flamer, I get owned in PvP almost every time; dodge, dodge, dodge, miss, miss, ... sure you know how that is. Although, one thing I do like (in PvP and PvE) is the carbineer knockdown+ occasional dizzy which works from outside 16m then run in and flamesingle2. (18000 dmg, if it hits,tends to end the fight).


I love Commando and won't be dropping it - my game is mostly PvE with the occasional PvP raid. But I'm looking around at alternatives to carbineer to give me more of a chanceat PvP, especially if our guild gets a base soon


I think KD (+dizzy) works very well in conjunction with flamer - TKA? Smuggler 0040? Stay with Carbineer?

Need better defences/dodge - Pistoleer? TKA?

Mind damage at long range - Rifleman?


A mix of all 5? :smileyvery-happy


Any advice appreciated!




Lariso <Hoods> Officer
Demosthenes <Hoods> Jedi, Master Pilot

Rianna_Rose
Fri Apr 30, 2004 6:51 am
#2

personally I'd reccomend Rifleman... has better defenses than carbineer... and better damage and Armor peircing than pistoleer. personally though I'd go with Fencer for added Melee defenses and dodge since you are in that range... (TKM might be a better choice though I hate to say it... since you already qualify for it...)




__Rianna Loveless__
"around since forever and a day and I'll be here tilltwo minutes past infinity"
My Bunker at 3800 -6445 is free for all to use, fully decorated for Guild meeting and is only 100m from Rori's Rebel outpost and its Starport
TK-1130
Fri Apr 30, 2004 7:05 am
#3

I'm in the same boat as you. Rounding out master commando and not sure what to supplement it with. It was recommended to me to go for the TKA meditation tree because you can heal yourself just as if you were a medic and don't require the stims. Also we do need to get some better defensive skills.



eakop
Fri Apr 30, 2004 10:16 am
#4

I've been TKM and commando for a while, and it seems to work well for me.

The only draw back is the lack of any ranged specials. But for PVE is it very nice, if you get mobbed put away the ft switch to the vk's and go to town.

Plus going this route you make good use of your already strained skill points, you can shove them into something like medic so you can stay and fight a little bit longer.

The biggest draw back for pvp is the FOTM seems to be Riflemen/Fencer, hard to kd and hard to hit. And they whip out the jawa and don't miss while running and you die a slow mind death.



-eakop-
Phaye
Fri Apr 30, 2004 10:41 am
#5

I am going to be different and get master commando and squad leader 1/0/3/4 because I only tend to play when I am with small groups and I am sure they would like the bonuses
Vrykyls
Fri Apr 30, 2004 10:53 am
#6

I personally am Master Commando, Master TKA, and Smuggler 0030. Seems to work out pretty well for PVE. I don't PVP much so I can't help you with that. Along with the obvious combat skills of Commando and TKA, I like having FD in smuggler, and now I can also use the detonating droids. Lots of useful abilities with this template.


Vrykyl
Mavarus
Fri Apr 30, 2004 1:03 pm
#7

I love pistoleer with commando. Soon pistoleer is getting a DE-10 and duel weilding, just think fire 2 LPs, lag heaven, lol. Anyway pistoleer has good defense and all specials work with the LP.



Telkhar
^-^-^-^-^
-I would support keeping & balancing the current combat system.
But I get the feeling they don't care.

Curxcha
Sat May 01, 2004 4:54 am
#8






Rianna_Rose wrote:

personally though I'd go with Fencer for added Melee defenses and dodge since you are in that range...






Afaik dodge dont work if you dont got a fencer weapon equipped. So its a pretty useless defence with the flamer.



_______________________________________________________________________________________
- Curx Curxed; Imperial Colonel, Master TK, Master Swordsman and Master Brawler (Ex MC and MCH).
- Cur Curxed; Master Artisan, Master Merchant and Master Architect.
- Curxed Industries; Housing, Harvestors and Factories
- Curxed Mining Corp.
Warmaker01
Sat May 01, 2004 5:39 am
#9

As a matter of fact, I believe our heavy weapons don't have any defensive attributes whatsoever. Pistols/1-handed weapons use Dodge. Carbines/2-handed swords use Counterattack. Rifles/Pikes use Block. What do FT's/HAR's use? Your Composite Helmet?

Curxcha
Sat May 01, 2004 6:48 am
#10






Warmaker01 wrote:
What do FT's/HAR's use? Your Composite Helmet?






Aye



_______________________________________________________________________________________
- Curx Curxed; Imperial Colonel, Master TK, Master Swordsman and Master Brawler (Ex MC and MCH).
- Cur Curxed; Master Artisan, Master Merchant and Master Architect.
- Curxed Industries; Housing, Harvestors and Factories
- Curxed Mining Corp.
Curxcha
Sat May 01, 2004 6:51 am
#11

2posts on this topic and I havent stayed on topic heh.


As 2nd prof I have gotten 0303 TKA for melee defences (love mitigation). And working pistoleer 0101 and smuggler 0040 to get decent specials and mods with the LP. Leaves me with 15 skill points to novice medic and B stims.





_______________________________________________________________________________________
- Curx Curxed; Imperial Colonel, Master TK, Master Swordsman and Master Brawler (Ex MC and MCH).
- Cur Curxed; Master Artisan, Master Merchant and Master Architect.
- Curxed Industries; Housing, Harvestors and Factories
- Curxed Mining Corp.
NiveusSWG
Sat May 01, 2004 8:38 am
#12

Having the problem of what to get after Master Commando as well..

There's Pistoleer 0/0/4/4 + Smuggler 0/0/3/0 (well rounded special attacks for the LP and nice melee defense)
Then there's TKM Great Melee proffession on its own, doesn't seem to compliment Commando as much as Pistoleer but when you're in a tight spot and getting hit by kinetic damage just switch to the VK's and that Melee Damage Mitigation starts to kick in, potentially saving your life.

It wouldn't seem like that hard of a choice to just pick one of the above- but it is. One thing steams me the most is we shouldn't need a "suplimental proffession"- we're commando's for god sake!!!

I thought about going Pikeman for a half hour last night, combined with commando, wasn't sure what I was trying to accomplish but basically I was thinking of stacking the DoT's from a NS lance with the FT Burn DoT.. would be some nice damage I would guess? But the low defenses scare me away :/

Why can't commando's just get some of their own LP Specials, a Rifle, and some decent defense so that way I don't have to strain my brain thinking about what will help me in the long run

In the end though, do whatever you want to complete the circle and makes you most happy. (Think I'm favoring Pistoleer and Smuggler atm)



Immune to you.
TranyBoy
Sat May 01, 2004 9:43 am
#13


Smuggler is worthless at the moment, you could spend those precious skill points into a melee profession, Pistoleer is only good if you master it and get the 105 pistols speed, at master pistoleer all you need is some action buffs and fan shot and your combat cue cant stay full. You can spam a shot like every second, and with fan shot you are hitting any target in your cone.


The pistol bonuses I belive will stack with t he LP, and along with the dodge and damage mittigation. IMHO the DF tree is junk, for the most part. LD's 4x modifyer is nice but the 14 skill points to get it isnt.
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