Teras Kasi Archive
Thread: MTKA/MCommando?
Message Edited by Fivebellydrinksalot on 05-20-2005 11:59 AM
Actually, very fun stuff, and not nearly as gimped as you might think.
TKM/Mcommando/Smuggler x/x/4/x +18 pts to play with..... you could do more smuggler for snares and +20 ranged def/ ranged acc, or you could grab +45 ranged accuracy from pistoleer with x/3/x/x, or novice medic, or even +20 terrain neg with scout 1/x/x/x.
So... how does this thing work? Commando gives you a ranged KD in the form of the rocket launcher, and novice smuggler provides a root long enough to get into melee range where you can unload with your hands. Mix it up if you like and as you charge in, let loose with a blast from the plasma flamer and hope for a DOT to stick. If you happen to grab that pistoleer accuracy, use disarming shot with the rocket launcher for more fun, as KD recovery is a special attack like any other, and the delay in standing should be long enough to stick a root with the plasma FT as you close the distance. Forgive me if the numbers are off slightly, this is frommemory =).Ranged defense is a little weak in the template (under 200), but this is what COB is for. Base melee defense comes in at 275 unarmed, so not too shabby, and unarmed speed at 130. Accuracy seemed a little low at 245, but a little +70 acc crispic can help that right along. Commando has no specials, true enough, but marksman pistols, and smuggler provide all you really need in order to hit your dps figures. In order to really make the commando side work, you'll want FS ranged weapon speed or tapes to push up the rather disappointing 75 heavy weapons speed and 50 pistols speed. Still, all in all, if you are going to try and marry ranged to melee, this is the area to try it in IMHO, and it absolutely does work pve. As far as PVP? Well, for now, probably a touch weak. If commandos are ever actually worth that "5" damage rating? Look out. Right now, one of the ideas being tossed around is an innate armor break in heavy weaons at the master level. Add an advanced armor break to the kd mezz (when they fix concussion shot, it will be a paralyze effect for 30 sec that breaks on damageat the novice level from what I can gather) and you will lay down some very serious hurt with that opening shot on your now KD'd defenseless target. If it sounds like I am having fun with this template, it's only becauseI am. Take it out for a spin before the respec ends. I think you may find yourself hooked.
I use this template myself, MTKA MCommando.
Your better off going with either healing (Doc, or CM) or adding other melee class to TKA, but then you would really be better off going with a ranged profesion right?
Totally enjoying this temp myself as I won't give up TKA but wanted something with some flair to it as well. Commando is kinda borked in that the weapons do AOE damage and agros everything on you but the AOE only damages your target.
In PVE I have died 4 times, twice with a group and twice solo, and each time was my own fault. Not paying attention and Plasma flamed everything including the lair. 30 pikets at once was a little much.
In PVP I have died alot, but I have won a few as well and in groups I last a whole lot longer.
Really enjoying this and will probably stick with it but before respec is up want to try MTKA MCM. Doesn't look like you have to count on others for much of anything. Got your armor, got your heals, and got your DOT's. I know it doesnt drop anything fast but as we are supposed to be the uber tank, nothing draws agro like healing everyone around.