Jump to content

Ves' Trooper Guide (Work in progress)


B-rub

Recommended Posts

Building a repository of Commando knowledge, if you notice any missing information please do not hesitate to ask for it, as my busy schedule sometimes causes me to forget some items here and there.

 

DUE TO 1.2 I WILL BE RELEARNING THE CLASS AND WILL UPDATE ASAP

 

---------------------------------------------------------------------------------

 

1.2 Trooper /Commando Changes

 

Trooper

 

General

  • Full Auto's attack animation now begins more quickly to improve reactiveness and faction balance.
  • Mortar Volley's animation has been updated. In addition, it now has a 5-meter radius to bring its range in line with other Trooper Area of Effect abilities and it now begins its damage sooner after activation.
  • Storm now places a "root" visual effect on the affected target.

 

Commando

  • Concussion Charge now triggers snare visual effects on affected targets.
  • Charged Bolts has been rebalanced. It now costs 2 Energy Cells, has a 2-second activation time, and deals approximately 10% less damage.
  • Cure now costs 1 Energy Cell (down from 2).
  • Emergency Medical Probe is a new level 50 ability that allows the Commando to revive an incapacitated ally. It is usable in combat.
  • Tech Override is now trainable at level 46.
  • Gunnery
  • Charged Barrier now provides 1% damage reduction per stack.
  • Curtain of Fire: The chance to trigger this effect has been increased significantly.
  • Demolition Round's damage output has been increased by approximately 10%. Bonus damage dealt by this ability now correctly takes the number of your Gravity Vortices on the target into account.
  • Grav Round has been rebalanced in order to encourage more active gameplay rotations. It now costs 2 Energy Cells, has a 2-second activation time, and deals approximately 10% less damage.
  • Muzzle Fluting no longer reduces Energy Cell costs. It now reduces the activation time of Charged Bolts and Grav Round by .5 seconds.
  • Tenacious Defense now reduces the cooldown of Concussion Charge by 2.5 seconds per point.
  • Combat Medic
  • Field Training now increases critical chance by 1% per point.
  • Field Triage now reduces the cost of Medical Probe by 1 (down from 2).
  • Kolto Bomb now affects up to 4 targets (up from 3), improving reliability in group and Operation situations.
  • Kolto Residue now increases all healing received by 3% (down from 5%).
  • Psych Aid no longer reduces the cost of Field Aid. It now causes Field Aid to heal the target for a small amount.
  • Supercharge Cells now restores 1 Energy Cell (down from 2) when used and increases all damage and healing dealt by 5% (down from 10%). The shield applied by Kolto Bomb now reduces damage taken by 5% (down from 10%).
  • Trauma Probe now costs 2 Energy Cells to activate.
  • Assault Specialist (Commando)
  • Ionic Accelerator now requires Plasma Cell to trigger. The chance to trigger this effect has been increased significantly but cannot trigger more than once every 6 seconds.

 

Contents

 

1- Vocab

 

2 - Mechanics

 

3 - Basics Stats

  • Major
  • Minor
  • Advanced

 

4 - Commando Skills/Roles/Builds

 

a) Roles

  • Combat Medic

  • Gunnery

  • Assault Specialist

 

b) Builds

 

5 - Rotations/Priorities

  • Combat Medic
  • Gunnery

 

6 - Companions (In order received)

  1. Aric Jorgan
  2. Elana Dorne
  3. M1-4X
  4. Tanno Vik
  5. Yuun

 

7 - PvP

  • Builds

Edited by B-rub
Link to comment
Share on other sites

  • Replies 108
  • Created
  • Last Reply

Top Posters In This Topic

1 - Vocab

 

---------------------------------------------------------------------------------

 

- AMP : Advanced Medical Probe

- CB: Charged Bolts

- CM: Combat Medic

- CSC: Combat Support Cell

- CoF: Curtain of Fire

- DR: Demo Round

- FA: Full Auto

- GR: Grav Round

- HIB: High Impact Bolt

- HS: Hammer Shot

- KB: Kolto Bomb

- MP: Medical Probe

- SC: Supercharge Cells

- TP: Trauma Probe

 

The rest of this section is currently being re written so hang in there

Edited by B-rub
Rewrite
Link to comment
Share on other sites

4 - Commando Roles/Builds/Rotations

 

-----------------------------------------------------------------------------

 

I am a Combat Medic by trade, however, I have played all 3 Skill Trees now since the release of Legacy (1.2). I have spent a lot of time running PvE and PvP with all 3 skill trees in order to build a basic Idea of each tree. I have also talked with a lot of DPS'ers Healers and PvP'ers to bring you the best off of Davik's Estate.

 

Roles

 

-Combat Medic

 

Being a CM I tend to take most of my information from RuQu's CM Guide here on the forums. Which is located here. However, my own guide is geared towards providing a general knowledge base to new players of the class, and allow for a place for expericenced players to add their own ideas to the world of Commando Theory Crafting.

 

The first important facet to reconcile with and accept is the concept that the CM is primarily a SINGLE TARGET healer. While we posses the Kolto Bomb it is really only a tool I use to top people off. So please put aside any complaints of, "why don't we have..." not all classes are meant to have everything.

 

The next important facet is that while you are "healz" you have not lost much in the way of AoE DPS, yes you have lost a lot of the single target damaging abilities, however, our AoE as CM is still just as good as any other spec. This mix of Healing and AoE DPS makes for the best end game experience I have ever had in an MMO.

 

I personally don't change my spec for PvP. I will come back on PvP aspect of CM when I have a little more experience with it.

 

- Key Abilities

 

Medical Probe (Cost: 3 Ammo | Cast: 2 s)

 

Our standard heal, not particularly huge but can crit nicely. Will have a reduced cost of 2 Ammo if cast after the use of a Advanced Medical Probe due to Field Triage Buff.

 

***

 

Advanced Medical Probe (Cost: 2 Ammo | Cast: 1.5 s | Cool down: 9 s)

 

Once AMP is talented it increases the target's armor, adds a short 9s HoT to its taraget, and will reduce the cost of the next MP to 2 Ammo.

 

***

 

Bacta Infusion (Cost: Free | Cast: Instant | Cool down: 21s)

 

Big free heal, I use it all the time when it is off CD and if someone needs a fast heal, great as well if you need to drop a heal on yourself or the other healer in a OP setting.

 

***

 

Trauma Probe (Cost: 2 Ammo | Cast: Instant | Cool down : None)

 

Puts 10 charges of a shield on a target, and every time the target takes damage they get healed. It does not heal for a lot each tick but it adds up reasonably over time. I would only suggest using it at the beginning of a fight and then recasting it only when it drops off and you have full ammo.

 

***

 

Kolto Bomb (Cost: 2 Ammo | Cast: Instant | Cool down: 6 s)

 

AoE healing 4 targets. Talented, it provides a 3% buff to healing received and a 5% reduction in damage to those 4 people. Heals the 4 closest to the center of the targeting circle, so it is nearly impossible to use it as a spot heal.

 

- Builds

 

The build I use is the following: CM Build

 

I opted for the Heavy Trooper skill over the the Reactive Shield because I believe that a larger buffer is best over relying on a shield every 12 seconds to avoid a bit of damage and some push back and interruption.

 

- Rotation/Priorities

 

- Always use combat support cell.

- Try to build 30 stacks of Supercharge before most boss fights and if you have time, for trash.

- Due to the Changes to SCC it is best to use it at all times the benefits are far better than sitting on the 3% increase to healing you get from your 30 stacks.

 

It is hard to develop a priority list when approaching healing, as I have gained experience healing and even just playing SWTOR, chaining yourself to a priority list or a rotation makes an un-adaptable healer. The best approach I have found is to keep yourself educated on how your abilities synergize with one another and use what you feel works for you in a certain situation.

 

- AMP will reduce MP cost to 2 Ammo on its next cast, you can spread it to another target if the original target only needed the AMP. The AMP -> MP rinse repeat spam is still very usable but it will cost you in ammo, so consider the next point.

 

- Liberally use you Reserve Cell to reduce ammo costs you will be able to accomplish at least 2 rotations of spamming AMP -> MP on SCC if you use this once and a while. Using Tech Override, will give you an instant cast, so try to save it for when best used, but I find i keep it on CD most of the time.

 

- Use your Bacta Infusion carefully as it can often be the difference in any healing fight using it every CD isnt always the best approach, it is great for a self heal or that last second save of another healer.

 

- I use Kolto bomb often, some argue that it is not useful cause you can't specifically target it and its benefits are unreliable. However, throwing at the tank often while SCC is up means he is taking less damage and being healed for more, same applies to grouped-up OP members.

 

-Trauma Probe is useful at the start of a fight and when you have full ammo, it can really hurt you if you use it at the wrong time. Also remember it can only be active on one person at a time.

 

- Hammer Shot frequently it is best when used when you are between 8 and 10 ammo. I found if you pay attention to all factors mentioned in this list i never drop below 8 ammo, 7 if i missed something.

 

-Gunnery

- Key Abilities

- Builds

- Rotation/Priorities

 

-Assault Specialist

 

My guide traditionally has not had a great amount of detail when it has come to Assault spec, so I am making it a point to approach it now. I have spent some time trying this out myself in PvE and PvP situations. I also took a page out of a Guild members book when it comes to the theory behind how to play an Assault Specialist.

 

The basic theory is that the design of the build and style of play of what I am presenting here is to close with and destroy the enemy with fire. The idea of having a spec which allows for you to damage as you move closer to your target and is designed to reduce the problems associated with being LoS'd.

 

There are also some very reasonable PvE application for Assault Specialists. A guild-mate attempted some self measured DPS calculations by averaging time it took to kill 10 elite mobs (at level), and he claims to think he was comparable to a Gunnery Commando. All of this and more will be discussed in this section of the guide.

 

- Key Abilities

- Builds

 

PvE: Located here

 

PvP: Located here

 

- Rotation/Priorities

Edited by B-rub
1.2 Changes
Link to comment
Share on other sites

6 - Companions

 

---------------------------------------------------------------------------------

 

Info Obtained from http://www.republictrooper.com/companions/

 

If you seek detailed infromation about skills and affection please refer to the above wbesite. A detailed rundown on each of the companions skills and when they obtain them. The site also provides a detailed rundown of gifts and affection gaining, which are most effective and least effective.

 

1. Aric Jorgan

  • Planet: Ord Mantell
  • Role: Ranged Damage
  • Species: Cathar
  • Armor Proficiencies: Heavy, Medium, Light and Power Generator
  • Weapon Proficiencies: Assault Cannon and Blaster Rifle

 

2. Elara Dorne

  • Planet: Taris
  • Role: Healer
  • Species: Human
  • Armor Proficiencies: Heavy, Medium, Light and Power Generator
  • Weapon Proficiencies: Blaster Pistol

 

3. M1-4X

  • Planet: Nar Shaddaa (Moon)
  • Role: Ranged Tank
  • Species: Droid
  • Armor Proficiencies: Droid, Heavy, Power Generator and Shield Generator.
  • Weapon Proficiencies: Blaster Pistol, Blaster Rifle

 

4. Tanno Vik

  • Planet: Balmorra
  • Role: Melee Tank
  • Species: Weequay
  • Armor Proficiencies: Heavy, Medium, Light, Power Generator and Shield Generator
  • Weapon Proficiencies: Techblade

 

5. Yuun

  • Planet: Hoth
  • Role: Melee Damage
  • Species: Gand
  • Armor Proficiencies: Heavy, Medium, Light, and Power Generator
  • Weapon Proficiencies: Techblade and Techstaff

Edited by B-rub
Link to comment
Share on other sites

I like it so far. I'm curious as to wether your using this shot rotation when taking on groups of mobs and just single targeting them all down. I'm not able to use grav round yet and I've been having good success using sticky grenade as my opener and benefitting from splash damage/knock-down.

 

I'm interested in seeing what else you come up with,

Link to comment
Share on other sites

I've just reached 24 and I was perusing relics so I could start filling out my build and I ran into a quandary. As Gunnery should I take Alacrity Over Surge? I feel Alacrity is the way to go with channels but wanted someone with some XP to elaborate. You covered the Base stats now maybe you could go over some advanced ones seeing as they start to flesh out around 25. Nice guide.
Link to comment
Share on other sites

I use it in place of the High Impact Bolt when it is on CD, so I am always using at least 2 damaging abilities per cycle. Furthermore, Grav Round and Charged Bolts share a few skill points in common it just seemed sensible to keep using it. But yes they are more or less the same ability (minus a few skill point bonuses and the effect in favour of GR) and you could easily just use 2 GR per cycle.

 

Currently my GR does 658 - 708 as base dmg and my CB does 604 - 730 so there is a potential of slightly more damage but also slightly less.

 

I imagine as I add more skill points into gunnery CB may just fade out, but with the addition of CoF in the future I may a well get used to keeping it in my rotaion.

Edited by B-rub
Link to comment
Share on other sites

Currently my GR does 658 - 708 as base dmg and my CB does 604 - 730 so there is a potential of slightly more damage but also slightly less.

 

If you are going Gunnery . . .

 

That small difference is made up by the armor penetration debuff that GR puts on the mob. Once you have GR just remove CB from your rotation, keybinds, and hotbars. It is dead to you.

Link to comment
Share on other sites

If you are going Gunnery . . .

 

That small difference is made up by the armor penetration debuff that GR puts on the mob. Once you have GR just remove CB from your rotation, keybinds, and hotbars. It is dead to you.

 

Wouldn't CB be a viable alternative once you have a full stack of GR applied? There would be no added armor pen, so a CB might not be a bad choice (I can't recall what the cast times are for both, but if CB has a shorter cast, then it might be a very nice option).

Link to comment
Share on other sites

How did you throw together and get numbers on that rotation? Because I cannot see how that rotation is viable at all. It's been talked about so many places and it's been a pretty much accepted fact that it's FA > Grav round x3(to 5 stacks with talent) > CoF procs > HIB > Demo round. Charged bolt get's taken off your tool bar once you get grav round, there is absolutely zero reason to use it.

 

I cannot believe that you have advanced tech over cell charger, i have to assume that's some kind of mistake. It's even more important when you have Curtain of fire. Also, charged barrier is an all or nothing skill, it's not worth it to put 1 point in and have 50% chance when you only grav round MAYBE 5 times per fight.

 

This guide needs serious work for the commando section. After playing one to level 50 3 times in 4 builds and participating in end game operations, i can tell you right now that you need to do both A) More research and B) Ask people who have more time into the class about it before you make a guide.

I seriously feel bad for the newbies coming here reading this and looking at the spec you posted thinking that it's the best way to play the dps commando, when it's apparent to anyone who has played one for a long time that you are setting them up for failure.

Link to comment
Share on other sites

How did you throw together and get numbers on that rotation? Because I cannot see how that rotation is viable at all. It's been talked about so many places and it's been a pretty much accepted fact that it's FA > Grav round x3(to 5 stacks with talent) > CoF procs > HIB > Demo round. Charged bolt get's taken off your tool bar once you get grav round, there is absolutely zero reason to use it.

 

I cannot believe that you have advanced tech over cell charger, i have to assume that's some kind of mistake. It's even more important when you have Curtain of fire. Also, charged barrier is an all or nothing skill, it's not worth it to put 1 point in and have 50% chance when you only grav round MAYBE 5 times per fight.

 

This guide needs serious work for the commando section. After playing one to level 50 3 times in 4 builds and participating in end game operations, i can tell you right now that you need to do both A) More research and B) Ask people who have more time into the class about it before you make a guide.

I seriously feel bad for the newbies coming here reading this and looking at the spec you posted thinking that it's the best way to play the dps commando, when it's apparent to anyone who has played one for a long time that you are setting them up for failure.

 

Couldn't have said it better myself.

Link to comment
Share on other sites

How did you throw together and get numbers on that rotation? Because I cannot see how that rotation is viable at all. It's been talked about so many places and it's been a pretty much accepted fact that it's FA > Grav round x3(to 5 stacks with talent) > CoF procs > HIB > Demo round. Charged bolt get's taken off your tool bar once you get grav round, there is absolutely zero reason to use it.

 

I cannot believe that you have advanced tech over cell charger, i have to assume that's some kind of mistake. It's even more important when you have Curtain of fire. Also, charged barrier is an all or nothing skill, it's not worth it to put 1 point in and have 50% chance when you only grav round MAYBE 5 times per fight.

 

This guide needs serious work for the commando section. After playing one to level 50 3 times in 4 builds and participating in end game operations, i can tell you right now that you need to do both A) More research and B) Ask people who have more time into the class about it before you make a guide.

I seriously feel bad for the newbies coming here reading this and looking at the spec you posted thinking that it's the best way to play the dps commando, when it's apparent to anyone who has played one for a long time that you are setting them up for failure.

 

 

I completely understand that my whole guide may be way out to lunch and I said that within the first 3 or 4 sentences. I simply wanted to start a post so tha the whole commando/trooper community could start soemthing up. And in those first opening sentences I stated that, I also asked everyone to add, comment and call me on something that doesnt work, that was the whole point.

 

I did not post, "Saying hey *****ez, I am the best do it this way" as you stated I did, I said hey this is what I have done, dont take it as gospel. I have no idea if I am doing anything right, I just wanted to get what I found out and have everyone work on something for the community.

 

Now, I am all up for suggestions to write into and competely replace sections for my guide for all I care. I appreciated the imput, however, rude you were about pointing that I am an idiot for posting something that isnt the best. If you have so muc hdamn experience and love to be so insulting about you being "oh i had 4 50s, your a ******* and think you should go kick rocks" then wirte one yourself.

 

I am posting, writing, reading, and playing all at the same time. I am going to make mistakes, and have asked people to call them and post information that is more correct or works better. My whole goal is to only put everything in one place.

 

So yes suggest away I am all for it, but you can do so without attack the person who is typing.

Link to comment
Share on other sites

I completely understand that my whole guide may be way out to lunch and I said that within the first 3 or 4 sentences. I simply wanted to start a post so tha the whole commando/trooper community could start soemthing up. And in those first opening sentences I stated that, I also asked everyone to add, comment and call me on something that doesnt work, that was the whole point.

 

I did not post, "Saying hey *****ez, I am the best do it this way" as you stated I did, I said hey this is what I have done, dont take it as gospel. I have no idea if I am doing anything right, I just wanted to get what I found out and have everyone work on something for the community.

 

Now, I am all up for suggestions to write into and competely replace sections for my guide for all I care. I appreciated the imput, however, rude you were about pointing that I am an idiot for posting something that isnt the best. If you have so muc hdamn experience and love to be so insulting about you being "oh i had 4 50s, your a ******* and think you should go kick rocks" then wirte one yourself.

 

I am posting, writing, reading, and playing all at the same time. I am going to make mistakes, and have asked people to call them and post information that is more correct or works better. My whole goal is to only put everything in one place.

 

So yes suggest away I am all for it, but you can do so without attack the person who is typing.

 

Sorry you took such offense to my post, but when people who are new go to the forums and see a COMMANDO GUIDE HERE thread, they expect the person who is writing the guide to at least know *** they are talking about. Poor bastards like the person who posted "nice guide" obviously had no clue about how off this "guide" is. What exactly is this "guide" guiding anyone to? Other than failure? The title of the post should have been "Working on a Commando guide, please help". That way, people would know that all the stuff inside the thread is both a work in progress and posted by someone who has little understanding of the class. All's you are doing right now, is misleading people who are too lazy to look through the other threads, into looking at this one for GOOD advice on how to play a commando properly.

 

Seriously man, revise the thread name or at least have the decency to look through the first page of threads where there is a TON OF INFO on how to play a Commando. I know i have posted in at least 3 of the top threads in this forum giving spec advice, companion advice, leveling tips, and the pros and cons of Gunnery vs Assult.

Link to comment
Share on other sites

Ghrex,

 

Perhaps you could compile and post those posts into a guide of your own? I'd love to read that. I think it's great that people are trying to create these types of guides, as they at worst get people to think about the class, and at best get guidance from people with a lot of experience. I don't think it's enough to point out that you have posted comments and the like and compare that with a guide. I think it would be very useful if you would work on a guide and help all of the people out there that could use your knowledge.

 

Haldjas

Link to comment
Share on other sites

Ghrex did have a point, however, some of the information which was previously posted before he began commenting was off and taking people down a path which was not right. Since then I have been updating my guide with mostly informtion I have read and directly from other top posts in the site so that the Commando community can get the best information.

 

I will, however, continue to post what I am doing myself, whether it is 100% correct or not because this is also more or less an account of my own experience and what I have enjoyed doing. Not just going for the best info, I am also trying to make my experience fun and not a "by the book" run.

 

I will continue to post everything I can find for the perusal of fellow commandos.

Link to comment
Share on other sites

Look forward to seeing more of this guide developed.

 

And that is exactly what it is, a guide, not the be-all-and-end-all / last-say on all things commando. I'll read this, I'll read others, and I'll formulate my own opnions through experience. Hopefully the other elitists who view this will take a second and check their egos at the door and pitch in some useful advice/links/feedback.

Link to comment
Share on other sites

Guys, this isn't chemistry. A lil mistake isn't going to blow up and kill us.

 

I think the OP has made it clear this guide is a Work In Progress. More seasoned players please give the OP more input so he can flesh this thing out and make it a solid goto Trooper guide.

Link to comment
Share on other sites

Yeah..after getting Grav Round....Charged was immediately removed, its not faster..and it did less damage..basically for me it is Grav Round...until the debuff is stacked..the Demolition Round..and High Impact..and throw in Full Auto whenever it procs off of Grav Round.
Link to comment
Share on other sites

×
×
  • Create New...