Author Topic: Advanced Class Review: Commando  (Read 2176 times)

Vylin

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Advanced Class Review: Commando
« on: December 20, 2011, 06:26:51 AM »
The Commando is one of the Advanced Class of the Trooper. Its a Hybrid Healers and DPS class with 2 DPS Trees and 1 Healing Tree.

Gunnery specializes in burst damage.

Combat Medic specializes in heals.

Assault Specialist specializes in AoE DPS (and is the shared tree with a Vanguard).


The Good: The Trooper dishes out a ton of damage, and as a Commando you also get some flexibility as to how you want to dish that damage out. Untalented, their heals are not spectacular, but might be able to save you in a pinch. Damage wise they have a very nice variety of single target and AoE abilities right out of the gate, as well as some nice CC. Heavy armor also allows for increased damage reduction, along with several defensive CD's, so they are fairly hard to drop. In a way I would say the Commando is like a Red Mage, having the ability to fill a lot of roles.



The Bad: I don't really have too many complaints about this class. I do have a concern that they might get nerfed in the future because they can do a lot of things VERY well. I have heard mixed things about Commando healers, so I am not sure what to say as I personally was spec'd DPS and not Healer.



The Ugly: The majority of my complaints of the Trooper center around costmetic issues. I personally do not like the look of Trooper equipment (which can be a problem if you plan on playing your character for a long while). I also didn't like any of the Companions I had seen for the Trooper (with the exception of the Battle Droid), although admittedly I only ever got 1 in my group.



Overall: I think the Commando is GREAT class to pick up and play. I felt it was very easy to get the hang of and be successful with. The storyline feels a little less "Star Warsy" and more like Mass Effect. In essence you are a part of an elite group sent to hunt down some Rogue Operatives. If they called themselves Spectres instead of Havok Squad then that would have sealed the deal. Regardless, the story is very much a military based story so people who prefer the Smuggler type of independance might not like a lot of the dialogue choices. But if you are torn on what to play, or want to recommend a class for someone new to the game to try, Commando is an excellent choice.
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Varyl

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Re: Advanced Class Review: Commando
« Reply #1 on: December 20, 2011, 07:47:28 AM »
In all honesty, the story was the biggest draw to the Trooper, for me. Not going to go into details with spoilers, but the Hook for the trooper that occurs at the end of Ord Mantell and gets you headed to Coruscant is by far the most compelling of all the storylines to me. It, and the Jedi Consular, were the two that really made me feel like I had a purpose.

Gellin

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Re: Advanced Class Review: Commando
« Reply #2 on: December 20, 2011, 11:25:54 AM »
Loving this class and I agree 100% Varyl that the story has been very epic. It feels very much like another Mass Effect story (for me at least).

One thing I will note from my experience so far (I am level 20 and gunnery spec). Is you can heal at earlier levels as other trees. Just make sure you pick the right ammo :D. I have dps'd plenty and healed plenty. If you pick the right ammo you can do about anything. You even have a couple survivability talents like damage reduction for a short period. It has ammo for each style of play you like and you get the same abilities for the most part. So it has been a hybrid class for sure and has been effective at both :D.
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Honorata

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Re: Advanced Class Review: Commando
« Reply #3 on: December 23, 2011, 12:17:28 AM »
Important Commando (and Trooper in general) fact that was not immediately apparent to me: You regenerate ammo based on the amount of ammo you currently have. The less ammo you have, the slower it regenerates. So you want to weave a lot of Hammer Shots in to keep from getting too low on ammo.
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Honorata

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Re: Advanced Class Review: Commando
« Reply #4 on: December 25, 2011, 08:02:22 PM »
I'm up to level 24 as a healer and still having no real problems. I mostly DPS while questing (luckily Supercharged Cells is both a dmg/healing buff so I can do not awful dmg if I must) except on elites/class quest bosses, where I dmg control/heal my companion.

I just got my tank companion, and tried him out, but while he can hold aggro like a champ, I found the first companion you get (ranged DPS) tends to be more useful. The tank is pretty squishy out of the box (a trooper with cybertech could make him gear, but I haven't come across most of the gear he wears while questing to get him upgrades), and his DPS is much lower than your first companion's.


As far as actual healing goes, I've only healed PUG heroic quests, not Flashpoints so far, but what I've experienced is a lot of "omg why are my heals so slow?" where people are taking damage faster than I can heal them. However some of this is that my groups were largely not using CC, and I've been told by others that this is a game that loves CC. This may be true as most of my troubles have been with bad trash pulls and not with boss fights, which have largely been easy enough to heal that I have been able to help DPS. Also, having a real tank helps, and I haven't always.

At first I had trouble constantly running out of ammo, but the Supercharged Cells talent/ability and the talent that makes Medical Probe give stacks of Combat Support Cell has helped a lot with this.

Attacky stuff to keep on your healing bars even though it's not healing: Cryo Grenade (stun), Concussive Round (CC - pretty much Polymorph with a Repentance style CD), Concussive charge (knockback), and maybe Sticky grenade (good for dealing with weak/standard adds).

As far as secondary stats go, the ones that benefit us are:
Tech Power (which I've only seen on weapons/off hands so far) and Power improve your +healing
Crit is crit (and once you talent into it, crits can proc extra alacrity)
Alacrity is haste - i do not know if it affects ammo regen or is just for faster cast times.
« Last Edit: December 25, 2011, 08:23:47 PM by Honorata »
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Gellin

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Re: Advanced Class Review: Commando
« Reply #5 on: January 04, 2012, 12:57:51 AM »
A couple further notes about this AC so far. I have played around with Gunnery and the healy tree (field medic I believe). For leveling, Gunnery is a LOT of damage and you can blow through about any questline with the upmost ease. Companion wise: your medic companion works wonders (so as not to put any spoilers I will leave out names). 0 downtime. The healy one I have not found a good groove yet for PVE. Very sturdy though and leaves you with a lot more flexibility in respect to your companion choice. Damage is much lower but in some ways your survivability is higher. Gunnery does have more tanky abilities like using your main ability gives you a damage reduction buff that really adds up. However Medic has next to no knockback on heals and an earth shield type heal that is amazing. Gunnery reduces ammo cost on damage abilties but high ammo cost on heals. Medic is the opposite. Gunnery is very monotonous though. You basically use one ability over and over again, weaving in one or two others (purely optional truthfully but they can make a small dps increase and better ammo management). Medic however requires a little more management. On a final note, for the PVPers out there I found medic to be nearly unkillable and incredible with a good dps. Gunnery was a little tougher to control since most of your abilities are cast which is always tough in pvp.

My opinion so far (Level 36): Gunnery until I finish my healer companion's reputation with me. Then back to medic to finish up the game and endgame. Medic gives me more diversity with PVP and PVE options but is too slow when leveling with my healer companion (who is my favorite companion so far so I want to finish them first).
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Gellin

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Re: Advanced Class Review: Commando
« Reply #6 on: January 04, 2012, 12:59:51 AM »
On a sidenote, has anyone tried the final tree? I think its the one shared by both ACs. I was curious if it was any good. It very PVPish by the talents with a lot of heals during CC and the such but I was interested if anyone had heard anything on it.
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Honorata

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Re: Advanced Class Review: Commando
« Reply #7 on: January 04, 2012, 10:29:41 AM »
I may experiment with Assault Specialist; it looks very fire mage-y, but I haven't tried it yet. It interests me a good deal more than Gunnery does, even though Gunnery sounds like amaaaazing DPS.

To back-up what Gellin said: I'm up to 34 as a medic specialist. I quest with the ranged DPS companion still. (You can put your healing companion in DPS stance, but even when I do that she keeps spamming heals on me.) Generally on packs that are all standard or standard + 1 strong, I put Trauma probe on myself and DPS. (Generally you can get everything in a tightly packed group of standard mobs dead or nearly dead with Mortar Volley even as a healer.) For difficult Strong mobs, 2+ strong mobs, or gold mobs, I put Trauma probe on my companion, do a little DPS here and there with Hammer shot, or when Supercharged, and mostly let him do all the DPS while I keep him alive. This is slow as heck (my final boss from Act 1 took me about 5 or 6 minutes to kill) but the only times I have died so far are when I've accidentally pulled two packs or when something has spawned on top of me while I'm fighting a gold.

TBH, Raz and I have been questing together a lot because it makes it go much faster for me and cuts out a lot of deaths/downtime for him (he's a Jedi Sentinel).
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Aviel

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Re: Advanced Class Review: Commando
« Reply #8 on: January 05, 2012, 11:03:17 AM »
I really like Jorgan. At first I thought he was a big meany, but I have warmed up to him.
Also, my heal...just one heal so far, is so damn slow! I do not think I could heal a FP what-so-ever.

Is there a good way to determine which ammo to use? I have two. The uhm..armor piercing one I think and the plasma one.

Honorata

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Re: Advanced Class Review: Commando
« Reply #9 on: January 05, 2012, 01:12:41 PM »
I believe Gunnery uses Armor piercing and Assault Specialist uses Plasma. Combat Medic uses Combat Support cell, which I think you learn at 14. Also the first talent points you can spend as Combat Medic lower the cast time of Medical Probe so it's not quite so ridiculously slow. I can't imagine healing, even at low levels, as a Commando without being specced into it either though.
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Gellin

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Re: Advanced Class Review: Commando
« Reply #10 on: January 06, 2012, 01:14:36 PM »
Honorata hit it on the head. Combat support ammo is for Medic, Armor piercing for Gunnery, and Plasma for Assault Specialist. Each tree gets abilities that boost these ammos. On a final note about Trooper healing (and this goes along with my comment about ammo conservation), trooper gets a heal from support ammo (it turns your hammer shot into a ammo-free but low heal). They also get two medical probes: A quick one with lower heals but long cooldown, and a long cast one that heals for more you can spam. You can talent so that its only one ammo per cast of medical probe which is awesome (my ammo conservation comment from earlier). You also get an equivalent of earth shield later (which is the trauma probe Honorata mentioned). Finally you get a puddle AOE heal which you get in your talents. Thats the ones I have found up to this point in the game :D. Which is around level 40. Hope that helps some.
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