Smuggler Archive
Thread: Smuggler / Commando Template
It's a fun template but has some limitations. I actually just dropped the line of cm I had with it in favor of 3 lines of pistols. It's increased my damage output substantially. However if you're bored with pistols you might be disappointed because I'm much more effective with them than I am with heavy weapons.
I approach it as having the heavy weapons gives me more options if things go sour. They have fixed the aoe for the most part, but you'll still do far more damage using other proffesion specials rather than the commando specific ones with your flamer or proton rifle. The rest of the weapons are more trouble than they're worth. Just my opinion.
Message Edited by DeijhaVhu on 10-21-2005 10:37 AM
Heya.
I was a smuggler/commando before the CU, during beta on EP-3 and am still. My template has changed over time, but this is probably the longest I've stayed with two professions. This template has some real room for different directions to be taken. The first thing you need to know about combining Master Smuggler and Master Commando, is you'll be a control god. You will probably outlast others in a fight, even if you have no healing ability, and the others in question do. The problem you will likely face, is you will have little ability to finish the fight off. This is especially true vs other players. I've faced jedi knights and kept them busy for 20 minutes. In one case, leaving the guy on the floor of a starport mezzed, staring up at the ceiling, while I casually boarded the next flight, laughing the whole time. The fact is however, I could not have killed him.
For whatever it lacks PVP it'sdecent PVE. Take on TK's Improved COB, and Pistoleer's Intimidation and Warning Shot. You'll be able to make use of a combination of low blow, intimidation, and center or being to cut damage down to the point that stims will be enough to keep you alive versus almost anything. When you want offense, make use of basic armor break, and warning shot to let the pain start up. With COB running, the disadvantage of reckless shot disappears. Yes, you have to switch to unarmed to get it (COB) up, but if you are considering Commando, get used to a ton of weapon switching. One more thing to switch to just doesn't make much difference. The nice thing here is, you'll be pretty decent with a pistol, if you like that idea as far as smuggler image goes. You might also try swapping the pistol skills around a little to suit personal taste. A hard root instead of intimidate, or Improved Burst Shot to gain that extra bit of accuracy and the fun that comes with turning that rocket launcher into an areaKD out to 64mwhich also leaves everyone caught up in it stunned.
I will say this for Commando/Smuggler: no matter what problems it may have, I enjoy it very much. It could be the evil side of me, butI grin from ear to ear when I see comments like "I really hate you right now Lowy" coming from guildmates when we duel, which I get often, win or lose. When it comes to large scale PVP, I get in my licks, and believe me, if someone gets careless in front of a good PFT, they die, unless of course you're fighting the sort of thing that gets messages like +block+ over their heads. The combination of skills is awesome, and no other skill combination could have given me the memory of landing a last ditch on a dark jedi player with a PFT and dropping them from 75% to zero health in the blink of an eye. Sure, it failed on me a dozen times before, but I smile every time I think of it. Give it a try. It's not Uber, it's not the end all be all template, but I don't see changing it anytime soon, because it is fun.
Now, if they ever do fix those Commando specials, you might just find yourself sitting on a powerhouse combination. Right now, it's like having two extra copies of overcharge shot (yippeee!!!
), but in time, when grenade DOT's actually work, and the specials do more than look nifty in your toolbar, you will hopefully be the scourge of Bounty Hunters trying to take you out for your illegal smuggler deeds after gaining visibility for double crossing Jabba on a smuggling mission. (can't a Wookiee dream?)
Message Edited by Tyyylowyspetily on 10-22-2005 07:46 AM
I just dropped Commando in favor of BH4400 and CM4000. This way I get the Critical shots of BH Carbs for added damage and the same healing power as my MBH/MPist/CM4000. The points in BH4xxx will fluctuate depending on what slicing components I need at the time.
I'm not into grinding for Jedi sake, and I certainly don't care for spin groups. I initially took Commando because I figured Iwould go MSG/MCO/CM4000 mainly because we only have 250 points to work with and I believe from an RP persoective Commando's should actually be doing the faction /delegation as they are force multipliers in real life. But after getting MSG and grinding out 1442 Commando I began to notice that Commando pretty much sucks, and yes this after testing the new shots they get.
So, I decided to be a self sufficient smuggler. I won't be CL80 with that template, but I don't need to be for what I want to do.