Teras Kasi Archive
Thread: TKM/Master Commando?
Check this charcter builder here to fiddle with your remaining skill points.
I was really bored, and noticed the lack of posts/responses on the TKA forums now so:
I was just recently master commando/master tka Smuggler 0140 (or 0130, i don't remember, i know i had exactly 0 skill points left over). I really enjoyed this template, was pretty fun, but had to drop due to holo grinding. Not the best for PVP or PVE for that matter but fun to have. To say that you'd like to have a good ranged profession and a good brawler profession and this template provides it for you is a misconception.
Alll of Commando's specials are within melee range PVE wise, Commandos are fairly weak instantaniously, strength relys on the DOT. I tended to like it because /flamesingle2 takes up low ham, unlike tka w/VK's that take up a ton of HAM especially unbuffed and armored. Just drop the DOTs and switch over to tka, and also provided the character w/ different damage types such as: Launcher Pistol - Blast Damage (Had the Smuggler Line for this, Low Blow was great for kiting pvp, and tka up close) Heavy Particle Beam Cannon - Energy w/ ap3, Heavy Ham but good for certain occasions. Though most of the use guns suck, (not even going to start on grenades), you do have a variety on damage.
TKA are great for PVE, unless you're hitting any of the new mobs that have 80%+ kinetic resis and hams upwards of 300k, and have 4 of them on you at the same time. PVP, Commando is pretty useless except for one small fact. /flamesingle 2 is great on tkam and let me explain why. Usually in PVP, Combat Medics own the field, and TKAs, tend to fall back and meditate the disease off. TKA can not meditate while burned, so their mind is just about gone, and you finish off w/ unarmed mind hit 1. Then again there's always those docs that tend to heal diseases and stuff, so its always fun to get a flame on them, and if they don't have fire blankets (usually the case) and are fighting on tatooine, its a funny site. Him/Her trying to heal his wounds while healing dmg, while healing other diseases, while under fire, is sometime overwhelming.
TKA are great for PVP if unarmored and unbuffed, but we all know this is hardly the case, 80% kinetic armor, 2.3k+ buffs, and PVP reduction hurts a lot, especially when you got a CM on you while railing on your victim for 5 min. (not to mention food, and if the victim has some medic abilities). So my recommendation is Unarmed Mind Hit1, all the newbs will tell you unarmed hit 3 is the best, but its really not. Unarmed Head Hit 1 proves to be much more efffective in PVP. (in conjuction w/dizzy kd, but most ppl stack defenses now anyways).
And Damage wise (PVE)....Kinetic and Heat Damage are probably the most common high end resis for most mobs now-a-days. Meaning that most mobs worth killing have high kinetic and high heat resists. (other than spell weavers who lack kinetic resists, and a few other nightsisters). So you have to take into account those factors, and Armor Piercing. TKA only has light whereas i'm sure that other brawler professions are Medium to Heavy. The Flamethrower currently has no AP atm. But i dunno thats if you really want to take into account other factors. Oh yeah, try to be Buffed, being buffed makes your life much easier.
Those are just my thoughts on the template you proposed because it was mine for quiet a while. I'm pretty active PVP and PVE so those are some of the observations i noticed. Hope any of that helps.
-Skwall
(Corbantis)