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    Default Elly's Build/Combos/Gear, need opinions.

    Elly's Build/Combos/Gear

    Hi all!

    This short guide is really my character information. This is not, by any means, a full on general guide, but more of my personal character information.



    A few things to establish before the guide:

    1. I've divided this guide into different campaigns. This guide was originally made during the Numa Prime level cap, but since that level is no longer the cap, I moved on to Slouch-o. The Numa section for Build/Combos/Gear is still available, but I just put it under a 'Spoiler' tag to avoid having to see it every time. A 'Spoiler' tag is a button that hides the info on it, only users on a PC/Mac can see it.

    2. This guide has some reference to my other guide, Attack Commando Guide. Some aspects of that guide are incorporated to this one.

    3. Please remember that this is all my personal opinion. I'm not trying to make some sort of Code of Commando to follow, just want to share my experience and hopefully improve yours.


     
    Numa Prime Build/Combo/Gear:

    Hi all! I'm new to commando-ing (lol) so I've been tweaking my skills around quite a bit. I may have found a happy medium between what I'm looking for.

    Mainly, I do solo OL runs and organised Guardian runs. So I needed a build that works for both.

    Without further adieu:



    Skills:




    1 in each Taunt skill just for Taunt. I don't believe that the Taunt effect increases as skill level does.

    Force Hammer - 1 is enough, IMO. It's single-target, not so great damage, so just enough for that Taunt.

    Neutron Stomp - 1 again, Taunt and knockdown effect. Damage-gain isn't so great, so it's mainly for those two reasons.

    Vigor - 5. One of my key skills for being able to solo OL efficiently. Cut my pot consumption to almost none if I do things right in OL. Pretty good cooldown as well.

    Singularity - 6. Best AoE skill of a commando, IMO. Useful alone, or in duo with Gravity Well. Push, Knockdown AND Taunt. No doubt in this one.

    Graviton Slam - 1. Very good AoE/Tanking skill actually. That 50% slow is almost essential when tanking melee mobs (I think the slow has an AoE effect too?). A pack of those alien dogs can chase me and I just cast this, all slowed and a cannon can kill them easy. I leave at 1 since damage-gain isn't so great.

    Increase Mass - 2. My original build didn't consist of this. At first I kept putting it at either 0 or 6, never midway. I'm still testing this out, whether it's enough, too small and a waste of 2 skill points, or not essential at all. This is aimed mostly for Guardian runs, cockroaches and the guardian itself.

    Kinetic Reservoir - 2. Again another key still for OL runs. I chose two because it gave the biggest marginal skill gain. It's at 5 energy regen now, I think it only increases to by 1 at Lv 3. The most bang for my buck (skill points) at 2, IMO. I don't consider the damage buff/debuff. Neglible and it's only a 2 second buff.

    Gravtiy Well - 6. The best CC of a commando. It took awhile to get used to, but works exactly like Beckon in PL.


    Combo:

    AoE:

    Gravity Well - Singularity - Graviton Slam - Stomp.

    Gravity Well and Singularity both have a small delay before activating. So casting GW then Singularity consecutively works well. It,

    1. Brings the pack of mobs towards the target of GW. This isn't like Beckon where everything is brought to you and it's a free-to-cast skill. GW is a single-target skill. GW also causes the highest AoE damage, btw.

    2. Once all the mobs are close to each other, Singularity should take effect. Another round of AoE damage along with a push, knockdown, and Taunt effect. Just like Stomp in PL, if used against a wall, the pushback shouldn't be that much of a problem.

    3. Since the opponents are still knocked down, and if you do two knockdowns consecutively, it doesn't stack or queue, I choose to use Graviton Slam. It slows them down and has an AoE effect, and Taunts them too.

    4. By this time, the opponents should be back up again (if they're still alive). A Stomp would knock them down again, along with AoE damage and a Taunt.

    5. I always try to remember to keep auto-attack on, all the time. This is also a key factor in doing loads of AoE damage, IMO, especially with our heavy weapons.


    Single target:

    Force Hammer - Graviton Slam - Stomp - (Gravity Well) - (Singularity).

    Since this is single target based, my goal is really to tank, not to kill. There are only two mobs in the game that 'need' to be tanked anyway, the Vular Roaches and the Guardian himself.

    Force Hammer (hopefully) gains aggro, for the roaches, Graviton Slam is awesome. If you get aggro and use the slow effect, he can barely chase you as you kite around and tank. Stomp if he gets too close to knock him down, rinse repeat.

    For the guardian, since he's a ranged mob, I stand right next to him and use these skills slowly. I don't think Taunt stacks, so to keep Taunt on him most of the time, I try to use the Taunt skills just as he faces away from me. I try to stand opposite of my team too, so its easy to tell whether you have aggro or not.

    I don't like to fully spam skills when tanking because it can get very costly on mana. Let the DPS players kill them quick, just take aggro and tank.



    Gear:

    I use a full Sandstorm Armour set, The Wastelander weapon, and an Armor implant.

    I find the Sandstorm set sufficient versus the plat set. Health, Mana, and Hit % gain (may be small armour loss, have to recheck) on the plat set, but nothing one-shots me, I land attacks often, and higher mana pool doesn't really help me. I'd rather save the plat and go for 2x damage enhancers instead

    Wastelander is awesome. Best heavy weapon in-game, I think. I'm still considering switching to a rifle for bosses.

    I choose an armor implant for consistency. I think the 5% dodge > armour, but I'm just looking for a more consistent build rather than a chancy one.


    End


    Like I said, I'm still new So I need your opinions and suggestions on any of the things above. Looking forward to having an awesome discussion on this.

    Thanks guys!


    (Mobile users, I 'spoiler' linked my Nuri's Build/Combo/Gear to shorten the view of the guide. I don't think you can see it through a mobile device, you'll have to use a full browser).


    Slouch Build/Combo/Gear

    I've edited my build a bit with the new Slouch campaign. I don't find solo-ing as doable as it was in Numa anymore (maybe not yet), mainly because compared to OL, there aren't maps with that much melee mobs which are easy to kite/kill. There's more emphasis on team play now.

    Also, with the addition of the new skill, I allocated more points into that as well.

    Elly's Personal Progressive Skill Leveling Build
    Elly's Peronal Skill Build
    Elly's Peronal Skill Map


    1. Removed the 6 points from Vigor - I feel I no longer need Vigor in team play since engineers can heal much better.

    2. Totally removed Kinetic. Soloing is no longer an effective option in Slouch. Also, credit gain (through liquidation, mob credit drops, and purple/crafting sales) in Slouch is fairly good, easily compensating the use of Mana stimpacks and more. That said, 5 points from Kinetic was placed into other skills to do more damage.

    3. 6 points into Crit buff - with the new 30 commando plat armors, I find the added crit from the armors + crit buff extremely good if I want to do damage. Pair it up with a plat rifle/heavy weapon, you'll do so much more damage.

    4. 6 points into Backbreaker - highest damage single target skill of a commando, not to mention the combo finisher (Use when the target is 'Knocked-down' to combo).

    5. 3 points into Graviton Slam. This skill is my next most useful AoE skill aside from Singularity and Gravity Well (see combo below).
    I find that there is less emphasis on tanking now in Slouch. In Numa, tanking the guardian was a challenge for a commando, taking aggro, taking damage, etc. However, for the droid, I notice that taking aggro is almost nonexistent because of how killing him is based. That said, even if shields are introduced, I don't see the use of them yet. Yet because when pvp comes out, I'm certain that shields are a critical piece to builds.


    Combo

    Mob Combo: (Buff up before using skills) + Gravity Well + Graviton Slam + Neutron Stomp + Singularity

    This combo was changed from the previous one mainly to fully maximise the use of Gravity Well and Singularity. The old combo used to contradict these two skills; GW would pull but Singularity would push back out. This combo works a lot better for crowd control and ultimately better damage overall. I strongly recommend this new combo to fully crowd control and to prevent from being a 'Scatter Commando'. This is how it works:As usual, Gravity Well first to pull the mobs towards you. While they are being pulled, a Graviton Slam is a good skill to add more damage and slow debuff them so they avoid walking away quick after being pulled. By the time they are next to you or pinned to a wall, Neutron Stomp them followed by a quick Singularity. Remember, step back from the wall after GW to give you space for Singularity's blast to push them against the wall, and not push them away from it. The Stomp knocks them down which gives enough time for the Singularity cast-time to kick-in and push them towards the wall more plus knocking them down again.

    All this time, you must ensure your normal attack from your Heavy Weapon is ON.
    Normal attacks from a Heavy Weapon is key to doing full AOE damage, especially if they've been well setup through your combo.

    Also, if this combo is perfected, the mobs are dead even before they can deal damage, assuming you have a group with you or you have a damage enhancer on.

    Boss Combo: (Buff up before using skills) + Force Hammer + Neutron Stomp + Backbreaker + ( 2-3 second pause) + Gravity Well + Singularity + Backbreaker.

    Remember, during boss fights, you should switch gear to a Heavy Pistol/Rifle and not a Heavy Weapon. A Heavy Weapon is bad in maintaining aggro/doing damage to a single target, so it should be kept to mob fights only.

    The skills before the pause allow you to knockdown the boss, get in a combo, and gain aggro. After two-three seconds, or as soon as you can see the boss switch target from you, use Gravity Well + Singularity + Backbreaker again to knockdown, combo, and get aggro. Rinse and repeat.


    Gear (Names are links to photos).


    Gear Loadouts

    1. Plat Armor + Plat Rifle + Damage Implant

    Best dps for a commando, IMO. Especially good versus bosses. I only use it with an engineer in the team, though. This prevents me from having to spam stim packs all the time.

    2. Custom Meganaut Set + Plat Heavy Weapon + Dodge Implant

    Ideal if I want to do mass AoE and tank at the same time. Maximum dodge (with no pink) and AoE from the HW.

    3. Custom Meganaut Set + Plat Heavy Pistol + 30 Mod Shield + Damage Implant

    I'm starting to love pistols more, especially when I use a 2x damage enhancer. Although base damage is lower than a Rifle or Loadout 1., I find it enough for quick mob clearing with a full group. Works well versus a boss as well, tanking it is way easier, damage isn't that compromised. This is my favorite set.

    4. Custom Meganaut Set + Plat Light Pistol + 30 Mod Shield + Dodge Implant

    This is a pure tanking set. Max dodge and armor possible with my gear. This is quite good if you plan on playing as a tanking commando more than a damage-dealing commando. Base damage is lower than Loadout 3, but a lot more dodge too. Again, pure tanking set. With a good engineer, stimpack usage is almost none.


    Conclusion

    Overall, I don't find Heavy Weapons as effective as they were in Numa. I find the mobs in Slouch more spread-out and harder to fully clump up. Also, I find that the mobs in Slouch are more ranged-oriented rather than melee. That is why I love my Loadout 3, a pistol provides good damage yet good survivability at the same time.

    My skill build compliments my Loadout 3 more as well, since I aim to be more of a damage-based Commando first rather than a pure tanking one.

    Solo viability in my build is quite decent. Loadout 3/4 is good especially with a damage enhancer on.

    Gameplay Video​

    I've tried recording how I play to show how I use my combos/gears from the guide. Apologies for the quality, I still haven't found a fully effective way to record my gameplay.

    I used my iPad 2's video camera while making it stand vertical on the smartcase, playing on iPhone 4.






    Video notes:
    • Build is exactly the same as the one on this thread. Gear is Loadout # 3.
    • Map 3 in Slouch-O Campaign.
    • PUG - I have not met any of these players before.
    • Damage Enhancer on.


    Changelog:

    8/30/11 - Numa Prime Build/Combo/Gear.
    9/19/11 - Slouch Build/Combo/Gear.
    9/22/11 - Edited Slouch Build.
    9/23/11 - Added photos/explanations/descriptions.
    9/29/11 - Changed Combo section, added Mob - Boss combos. Added an Introduction section to explain the guide.
    9/30/11 - Added Gameplay Video
    10/1/11 - Added Elly's Personal Skill Map, Elly's Personal Progressive Skill Leveling Build, and changed from an IMG to a link for Elly's Personal Skill Build.

    Last edited by Ellyidol; 10-01-2011 at 05:11 AM.

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