Smuggler Archive
Thread: Master Smuggler/ Master Commando Question
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Atanmir
Tue Apr 12, 2005 10:18 am
#14
FearlessBob wrote:
I was a Master Smug/Master Commando on Live for a long time, with a bit of pistoleer. ALL pistol specials work with the launcher pistol. However, in the NEW system the Launcher is a fairly low DPS weapon. So, you'd be wanting to use smuggler specials with say.....a Flame Thrower, Plasma Flame Thrower or Proton Rifle.
Any ranged special from any ranged profession can be used with any ranged weapon. Only down side is that so far, the proton rifle grants rifle XP, which suggests that it uses rifle mods, not heavy weapons mods...meaning you'd need to dabble in rifleman to use the best commando weapon to it's maximum potenial.
In testing so far, running xp grind groups, I've been the designated puller, rooting mobs with Concussion Shot (working up Commando, with Nov Carb, Nov BH and Nov Smug so far), then laying into them with Quickdraw. This works especially well with another Nov Smug in the group. In a full 8 person group, (nearly all commandos) with a max group lvl of 30ish, we've had no problems taking out lvl 37-41 single mobs. If you get one add, it's not a big deal. Two adds and you're in trouble, 3 or more adds, or a BAF/Aggro mob and you're screwed tho.
Solo, using concussion shot to root, keeping the mob at max range and bursting away as root wears off (about 5-10 secs once it wears off before you can attempt to re-state) gives me about enough time for the root-timer to run down and restate/finish off the mob and I have been able to take out single mobs about 3 levels above my level. Killing anything solo takes forever tho.
So, as I see it, MSmug/MCommando will be pretty effective. You'll be very useful in a group and fairly competent solo. From the testing so far, it seems to me that if you want to solo at all, you are going to HAVE to have some type of mezzing ability...that or run like hell.
Commando in and of itself is not the power-house prof it appears to be. It's is essentially a massive power-up to any existing ranged profession, giving you higher base-DPS weapons to apply your specials with, and adding some strong default AOE attacks (assuming they fix the weapons that are suppsosed to have innate AOE) and mid-range mez and crow-control with statss/snares/roots from grenades and certain heavy weapons(again, assuming they fix all the stuff that is borked atm).
Pick any ranged elite prof and add commando to it and you get a pretty potent toon. While MCom/MSmug might not be the uber Nuker like MComm/MRM would be, it certainly looks like a very uselful and fun combo.
Coot -Mandalorian Commandos- TC-CU Commando Testing Guild
Message Edited by FearlessBob on 04-12-2005 02:02 AM
In testing with a smuggler group as novice smuggler/commando with rocket launcer we toasted at lvl 23 lvl 56 critters no prob, all the group was working to keep the critter away from me (rooting) while i was using my rocket launcer to take it down (using concussion too).
When i later joned a commando group lvl 55 i was amazed about the fact they were killing lvl 56 mobs too, but using tanks and heals for gain only 1500 xp...
Trenkor
Tue Apr 12, 2005 11:50 am
#15
Not sure about the above question, but I myself will be switching from Master Swordsman/Novice Doctor and totally dropping all of that and going Master Smuggler / Master Commando with the BH LLC line. Lets me do slicing, which I love, and lets me do energy, heat, electric, acid, and blast damage
As well as the pistol specials and the ability to make my own drugs... Which might have more use after buffs get super-nerfed.
FearlessBob
Tue Apr 12, 2005 12:57 pm
#16
I was a Master Smug/Master Commando on Live for a long time, with a bit of pistoleer. ALL pistol specials work with the launcher pistol. However, in the NEW system the Launcher is a fairly low DPS weapon. So, you'd be wanting to use smuggler specials with say.....a Flame Thrower, Plasma Flame Thrower or Proton Rifle.
Any ranged special from any ranged profession can be used with any ranged weapon. Only down side is that so far, the proton rifle grants rifle XP, which suggests that it uses rifle mods, not heavy weapons mods...meaning you'd need to dabble in rifleman to use the best commando weapon to it's maximum potenial.
In testing so far, running xp grind groups, I've been the designated puller, rooting mobs with Concussion Shot (working up Commando, with Nov Carb, Nov BH and Nov Smug so far), then laying into them with Quickdraw. This works especially well with another Nov Smug in the group. In a full 8 person group, (nearly all commandos) with a max group lvl of 30ish, we've had no problems taking out lvl 37-41 single mobs. If you get one add, it's not a big deal. Two adds and you're in trouble, 3 or more adds, or a BAF/Aggro mob and you're screwed tho.
Solo, using concussion shot to root, keeping the mob at max range and bursting away as root wears off (about 5-10 secs once it wears off before you can attempt to re-state) gives me about enough time for the root-timer to run down and restate/finish off the mob and I have been able to take out single mobs about 3 levels above my level. Killing anything solo takes forever tho.
So, as I see it, MSmug/MCommando will be pretty effective. You'll be very useful in a group and fairly competent solo. From the testing so far, it seems to me that if you want to solo at all, you are going to HAVE to have some type of mezzing ability...that or run like hell.
Commando in and of itself is not the power-house prof it appears to be. It's is essentially a massive power-up to any existing ranged profession, giving you higher base-DPS weapons to apply your specials with, and adding some strong default AOE attacks (assuming they fix the weapons that are suppsosed to have innate AOE) and mid-range mez and crow-control with statss/snares/roots from grenades and certain heavy weapons(again, assuming they fix all the stuff that is borked atm).
Pick any ranged elite prof and add commando to it and you get a pretty potent toon. While MCom/MSmug might not be the uber Nuker like MComm/MRM would be, it certainly looks like a very uselful and fun combo.
Coot -Mandalorian Commandos- TC-CU Commando Testing Guild
Any ranged special from any ranged profession can be used with any ranged weapon. Only down side is that so far, the proton rifle grants rifle XP, which suggests that it uses rifle mods, not heavy weapons mods...meaning you'd need to dabble in rifleman to use the best commando weapon to it's maximum potenial.
In testing so far, running xp grind groups, I've been the designated puller, rooting mobs with Concussion Shot (working up Commando, with Nov Carb, Nov BH and Nov Smug so far), then laying into them with Quickdraw. This works especially well with another Nov Smug in the group. In a full 8 person group, (nearly all commandos) with a max group lvl of 30ish, we've had no problems taking out lvl 37-41 single mobs. If you get one add, it's not a big deal. Two adds and you're in trouble, 3 or more adds, or a BAF/Aggro mob and you're screwed tho.
Solo, using concussion shot to root, keeping the mob at max range and bursting away as root wears off (about 5-10 secs once it wears off before you can attempt to re-state) gives me about enough time for the root-timer to run down and restate/finish off the mob and I have been able to take out single mobs about 3 levels above my level. Killing anything solo takes forever tho.
So, as I see it, MSmug/MCommando will be pretty effective. You'll be very useful in a group and fairly competent solo. From the testing so far, it seems to me that if you want to solo at all, you are going to HAVE to have some type of mezzing ability...that or run like hell.
Commando in and of itself is not the power-house prof it appears to be. It's is essentially a massive power-up to any existing ranged profession, giving you higher base-DPS weapons to apply your specials with, and adding some strong default AOE attacks (assuming they fix the weapons that are suppsosed to have innate AOE) and mid-range mez and crow-control with statss/snares/roots from grenades and certain heavy weapons(again, assuming they fix all the stuff that is borked atm).
Pick any ranged elite prof and add commando to it and you get a pretty potent toon. While MCom/MSmug might not be the uber Nuker like MComm/MRM would be, it certainly looks like a very uselful and fun combo.
Coot -Mandalorian Commandos- TC-CU Commando Testing Guild
Message Edited by FearlessBob on 04-12-2005 02:02 AM
davelope
Tue Apr 12, 2005 3:45 pm
#17
I plan on m.commando/m.smuggler/m.marksman with pistol 0003(for the pistol speed).
this gives great defenses, the highest amount of general ranged speed(which i imagine will be the only thing contolling our rocket launchers and flamethrowers)
DragonSnack
Wed Apr 13, 2005 6:05 am
#18
davelope wrote:
I plan on m.commando/m.smuggler/m.marksman with pistol 0003(for the pistol speed).
this gives great defenses, the highest amount of general ranged speed(which i imagine will be the only thing contolling our rocket launchers and flamethrowers)
Check the melee defense the Pistoleer 0003 adds.
snorbarnet
Wed Apr 13, 2005 6:22 am
#19
OryakaDrake wrote:
was it just me who heard that smuggler skills were only working with pistol weapons!??????????
Oryaka
Yes, it was only you. ![]()
You can use whatever ranged weapon you feel like.
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