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Combat Medic- Skill Trees and gearing

STAR WARS: The Old Republic > English > Classes > Commando / Mercenary
Combat Medic- Skill Trees and gearing

SpaniardInfinity's Avatar


SpaniardInfinity
10.26.2013 , 04:45 PM | #11
Quote: Originally Posted by TheSupaCoopa View Post
Theoretical build redux: http://www.torhead.com/skill-calc#80...ZrfcRMdRkbZM.3
Feel free to critique this one(The main objective of this build is to optimize the supportive capabilities of the commando)
I've never seen a hybrid build for Commando be effective at end-game. You just miss out on too much and don't gain enough in return. The builds may look good on paper, but they don't work well in reality. But if you really want to do support I have a few comments for you:

- Based on the build, I'm going to make 2 assumptions. First is that you are going to be in Combat Support Cell (since you have Supercharge Cells and Treated Wound Dressings taken) and that your priority is going to be dealing damage (because you took Steadied Aim instead of Steady Hands).

- So assuming that you are in Combat Support Cell, you are going to have to drop Cell Charger. The effect of that skill only applies if you are in Armor-Piercing Cell, which you aren't. If you are in Armor-Piercing Cell, then Treated Wound Dressings and Supercharged Cells need to be dropped for the same reason. The only other possibility is if you are switching between stances and that's not really intuitive or effective on a Commando.

- Combat Shield is a wasted skill point. There are very very few enemies in the game who have interrupts in PVE, so its just not worth taking. Most interrupts you see in PVE are from stuns and physical effects, and Combat Shield does not prevent those kinds of interrupts (since they are crowd controls or CCs).

- You're going to want to drop Cover Fire. Most enemies that will give you a challenge are immune to Cover Fire's slow (in addition to other CCs). The slow is really only going to be helpful on Weak, Normal, and Strong enemies, and enemies of those strengths should be easy to kill without a slow.

- Drop the two points in Overclock and put them into Curtain of Fire. With your build, the heart of your damage is going to hinge on Full Auto, so you really can't afford to miss this proc. In that same vein, try to find a way to put a third point in Target Lock. Both the accuracy increase and the additional armor pen will make your Full Auto (as well as other ranged attacks) better.

- Also, putting 1 point in Kolto Residue is okay, but you're going to miss applying the buff 50% of the time. Either put a second point here, put one in Kolto Pods (which gives you four chances to apply it), or drop it entirely.

- Lastly, for healing, I'd avoid Medical Probe in your build. It is really costly, you don't have Field Triage to reduce it, and without Steady Hands its channel time is going to be really problematic. Advanced Medical Probe is probably going to be your main heal, since three of your talents improve it (First Responder/Supercharged Cells/Charged Barrier). Kolto Bomb will be available more often and you're going to want to use that too.
Aux "Spaniard" Wargarde (Rank 2400+ Combat Medic) | Reighner the Relentless (Conqueror Bodyguard)
The Generalissimo Legacy
<Uncensored>

TheSupaCoopa's Avatar


TheSupaCoopa
10.27.2013 , 04:45 PM | #12
Quote: Originally Posted by SpaniardInfinity View Post
I've never seen a hybrid build for Commando be effective at end-game. You just miss out on too much and don't gain enough in return. The builds may look good on paper, but they don't work well in reality. But if you really want to do support I have a few comments for you:

- Based on the build, I'm going to make 2 assumptions. First is that you are going to be in Combat Support Cell (since you have Supercharge Cells and Treated Wound Dressings taken) and that your priority is going to be dealing damage (because you took Steadied Aim instead of Steady Hands).

- So assuming that you are in Combat Support Cell, you are going to have to drop Cell Charger. The effect of that skill only applies if you are in Armor-Piercing Cell, which you aren't. If you are in Armor-Piercing Cell, then Treated Wound Dressings and Supercharged Cells need to be dropped for the same reason. The only other possibility is if you are switching between stances and that's not really intuitive or effective on a Commando.

- Combat Shield is a wasted skill point. There are very very few enemies in the game who have interrupts in PVE, so its just not worth taking. Most interrupts you see in PVE are from stuns and physical effects, and Combat Shield does not prevent those kinds of interrupts (since they are crowd controls or CCs).

- You're going to want to drop Cover Fire. Most enemies that will give you a challenge are immune to Cover Fire's slow (in addition to other CCs). The slow is really only going to be helpful on Weak, Normal, and Strong enemies, and enemies of those strengths should be easy to kill without a slow.

- Drop the two points in Overclock and put them into Curtain of Fire. With your build, the heart of your damage is going to hinge on Full Auto, so you really can't afford to miss this proc. In that same vein, try to find a way to put a third point in Target Lock. Both the accuracy increase and the additional armor pen will make your Full Auto (as well as other ranged attacks) better.

- Also, putting 1 point in Kolto Residue is okay, but you're going to miss applying the buff 50% of the time. Either put a second point here, put one in Kolto Pods (which gives you four chances to apply it), or drop it entirely.

- Lastly, for healing, I'd avoid Medical Probe in your build. It is really costly, you don't have Field Triage to reduce it, and without Steady Hands its channel time is going to be really problematic. Advanced Medical Probe is probably going to be your main heal, since three of your talents improve it (First Responder/Supercharged Cells/Charged Barrier). Kolto Bomb will be available more often and you're going to want to use that too.
I redid the build: http://www.torhead.com/skill-calc#80...ZrffRrzokMZM.3
The Valiance Legacy, Begeren Colony
"I don't get paid to do the easy jobs, ma'am."- Republic Trooper
Current 50's and 55's

vPLethality AmillarArturon

scottgambit's Avatar


scottgambit
01.23.2014 , 12:50 PM | #13
How did this theorycrafted build work out for you? I like the idea...

TheSupaCoopa's Avatar


TheSupaCoopa
01.23.2014 , 12:57 PM | #14
Quote: Originally Posted by scottgambit View Post
How did this theorycrafted build work out for you? I like the idea...
Have not tried it out yet, but the Rotation and set bonus is in my mind...

2 piece Eliminator, 2 piece Combat Medic. Rotation involves "mag-dumping" with GR until you get 4-5 stacks of Charged Barrel, the using HiB and using HS or MP to build up Supercharge. When you get to 30 SC stacks, its time to "Mag-dum" with GR and HiB, then activating Supercharge Cells when you get to the ~10 ammo mark. Then you can use Charged Bolts until there's ~1s of SuperCharge Cells left, and then you use FA to get the bonus of the free FA and CB. Here's an Alternate build(Support Commando v2.1)

I'll need to get some more Ark pieces, but I will be running around with it in SM or HMs.
The Valiance Legacy, Begeren Colony
"I don't get paid to do the easy jobs, ma'am."- Republic Trooper
Current 50's and 55's

vPLethality AmillarArturon