Teras Kasi Archive

Thread: MTKA/MCommando?

Fivebellydrinksalot
Fri May 20, 2005 11:57 am
#1


hi there ) just come back to play SWG a bit since the changes and new expansion new film etc coming out my interest has come back ,anyway i chatted to a "helper" online and she told me master TKA Master commando is good build anyone got adivce on this cause ive seen no other posts saying that this is a good build..


no idea really whats good or not with recent CU ,but the game does seem more fun with the vchanges IMO


guessing its a "ok" build thoguh since u would get alot of defense bonuses and wouldnt have to wear assault armour with TKA and have ranged abilities with the commndo line.



anyways thanks and hope at leaat a few people reply here )

Message Edited by Fivebellydrinksalot on 05-20-2005 11:59 AM

chessdemon
Fri May 20, 2005 2:22 pm
#2

I used to be one...this is only my opinion, stated as such. I tried it out on the test center, and found TKM and Master Commando to be incompatible for me. There are no specials anymore in Commando (not that there were many to begin with), so you're left with basic ones from Marksman to combine with your flamethrowers...that ain't much, something like Master Commando/Master Carbineer is a lot more viable for that route, I think. And tried on test center, though I missed TK too much even though it was a perfectly useable combination. On the TK side...TK is wonderful for defense, lousy on offense, quite frankly, and (while I may be mistaken) Commando doesn't add any defense bonuses aside from armor mitigation, and wearing armor makes Innate Armor worthless. You still get bonuses due to Center of Being, but those are improved greatly when you combine TK with another prof that provides bonuses, whether a prof like Pistoleer or another melee prof. The latter seems to work the best for offensive combining, I can say from personal experience that 'melee stacking' like that works, I do very well indeed as a TKM/Master Swords. A third option (there's more of course, but I'll stay away from such stuff as TKM/Master Dancer since we're talking combat here ), combine TKM with something like Combat Medic or Doc, be a healing tank; never tried this, but I've heard it works extremely well.



--Chess Melodi, Sunrunner galaxy

Past master of the Marksman and Commando professions, since retired
Master of the Teras Kasi profession
Master of the Swordsman profession
Master of the Imperial Pilot profession
Master of the Shopping profession
Master of the Interior Decorating profession
Master of the Roleplaying profession
Master of the Fishing profession
Imperial Colonel
No wonder I can't wear my uniform cap--I wear too many hats already!

MarStreller
Fri May 20, 2005 4:29 pm
#3

PROs:


- You'll look swanky carrying around big guns in a trenchcoat (innate TKA armor works with any weapon). This also means that you'll be able to wear Bio-engineered clothing and get sweet defense and accuracy bonuses.


- You'll be able to tank mobs if you REALLY need to, and not get utterly thrashed. Commando gives a few bonuses to melee fighting, and it DOES give defense bonuses.


- All the other benefits of TKA will be yours, i.e. meditation to heal wounds, stop bleeding and poison. If you're ever taking a beating and need to run for it, you can unequip your gun, hit CoB and run for it. TKA defense = ubar.


- You'll be flexible in a group.


CONs:


- Obviously, your TKA specials will not work with commando weapons. Neither will Center of Being. You'll really want to go with Pistoleer or Carbineer to fill out the rest of your template.


- You probably won't win many duels.



-------------------------------------------------
Jazzix - Force Adept
Stepp Nascani - Medic
Starsider server
-------------------------------------------------
Tyyylowyspetily
Sat May 21, 2005 10:27 am
#4

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.





Tyyy LowYspetily:
_______\^/_______
~ Wookiee at LarGe ~

Pablokadman
Sun May 22, 2005 10:01 am
#5

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.





Pablo Kadman

A vet, cuz I say so!

Page 1 of 1
Previous Next