Commando Archive

Thread: two things Ive learned about grinding commando after the CU

Zade_Taerin
Thu Aug 04, 2005 8:01 am
#1

My thoughts on the grenade "nerfage" comes from the fact that they became exclusive tools for the FS grind. Now with Combat FS conversion changing and with the grenades on timers it will certainly slow down the FS Combat XP conversion process.


Yet again...another itemis shafteddueto being in the light of the Jedi... damn class should never have been made to be playable. Things would have been so much better if it wasn't.




ZADE TAERIN - Crimson Fleet Alliance (-CFA-) - KETTEMOOR
- CL90 OFFICER (ELDER SQUAD LEADER) / ALLIANCE ACE (CFA-88) / CAPTAIN OF THE "NEMESIS" -
VF-88 MARAUDER SQUADRON "DO RIGHT, FEAR NOTHING"

Squygxicus
Thu Aug 04, 2005 12:00 pm
#2

One of the most funnest professions pre CU was Commando. I loved being able to fire my flamethrower from the back of my mount while riding around some of the larger cities collecting full XP for the trash critters. Always good for a /tell or two.


Anyway, I have an alt, I respec'd to Master BH, and wanting to use up the rest of my skill points having fun I thought I'd try grinding Commando again.


What a difference between then and now. Im sure there are other professions besides BH that would work better with commando, but what the heck it looked like fun.


Now this is probably known by just about everyone and it might even be detailed in a sticky somewhere, so I apologize if my laziness has caused undue bandwidth abuse, but maybe someone can use this. I would like to see more commando's, I think they are fun and should be used more often.


First:

Every commando weapon is AOE. Pain in the butt if you are on Dant, and whileapproachingyour mission you find 13 picket brain bashers (or whatever) surrounding your little fun quenker mission. One shot of any weapon will agro the neighbourhood. Well I did find out that the Heavy Particle Beam cannon is either broken or is really hard to recreate its special ability to damage all creatures in a straight line of the weapon, as I can only damage one critter at a time with it. I seem to remember these things having a "heavy" AP in the old system, soit wasnt too hard to find an old pre CU converted one that wasnt that bad. I pull my critters with this thing and once they are out of the way of any other critters I dont want to agro I switch to lightning beam cannon. I find the lightning beam cannon better than the basic flamethrower as the radius effect seems to work better. It creates this fog of lightning at the impact point and it seems to affect multiple creatures better than the cone effect of the flamethrower. With BH this means that even if the damage I am doing is only the elemental damage at least its still landing states, ie knockdowns, or bleeds or blinds whatever. If you dont use another weapon to pull your critters, you get full heavy weapons XP for the kill with the particle/lightning cannon combo.


Second:

With this dumb "you just threw a grenade and must wait 30 mins for your arm to heal to throw another" issue which is just plain dumb, you have to time your nade tosses better. If you want to grind out a bit of extra combat XP, chuck your grenade at the lair after all the critters have spawned from the lair. This way you do max damage with the nade (Im around the 2000 point mark with a glop) which seems to translate to a third of the weapons xp in combat xp. (if that makes sense). Lets say the lair was good for 3000 wpn XP, I quite often get 1000 combat XP from just the one nade tossed after all the critters have spawned.


Once I get my last box of the grenade tree (and Im 2/3 of the way there) all I need to do is grind out 1 million heavy weapons XP! (I see a lot of dead quenkers/pickets in my future)
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