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Thread: A Healthy Commando Is a Strong Commando

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    I'll vouch for Punk's build because I have done guardian runs with him. Question for Punk for my own commo that will soon be 19 and ready to hit Numa. What is your timing of skills during each new mob encounter? How do you grab most aggro for the alpha spike and survive without potting?
    SL: Katsumi/Katsumii/Katsumiii | Knights of Cydonia
    PL: Ohanadesu | Knights of Cydonia

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    Member Dracula's Avatar
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    Default Agreed

    At the current level cap, I agree with punk and register. I have three commandos, and I've tried about 15 different builds. A level 5 or 6 heal is not a waste of points. The commando's defense buff, while being a large boost (742 def total on my main), is only a short burst, and it's meant to absorb damage at your current health. A high level heal has all the same characteristics with the added bonus of adding to life total when there is no damage to absorb i.e. in between mobs. Even for those who feel like they can spare the creds on pots, heal used concurrently, or rotated, with the defense works wonders in mass mobs or boss fights.

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    Quote Originally Posted by shannong View Post
    I'll vouch for Punk's build because I have done guardian runs with him. Question for Punk for my own commo that will soon be 19 and ready to hit Numa. What is your timing of skills during each new mob encounter? How do you grab most aggro for the alpha spike and survive without potting?
    Run in, use vigor, increase mass and growing rage, (use a cannon) and then run backwards. Kite them so theyre clustered together, and keep using your cannon. Use Kinetic Reservoir every once in a while, and if the enemies get too close or are doing too much damage to you, use singularity (Lv. 1) to get them off temporarily, with enough time to use vigor again.
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