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Horsethe
07-16-2011, 10:20 PM
Commando Skills, Build and Stats Guide
By Horsethe

I will try to update this thread with more information as I come across it. If anyone has discovered anything they would like added please post it here and I will include it in the guide. This is my first guide, so any constructive feedback is welcome. A big shout out to Physiologic and their Operative guide for inspiring me to make one for the Commando.



Commando Skills

Thank you to Flowman for testing the levels in which the skills unlock.

NOTE: All stats are without gear equipped.

Force Hammer (unlocked at lvl 2)
Lvl 1: 10 energy, 5 sec. cool-down, 12m range, 11-15 damage + taunt.
Lvl 2: 10 energy, 5 sec. cool-down, 12m range, 12-20 damage + taunt.
Lvl 3: 10 energy, 5 sec. cool-down, 12m range, 14-25 damage + taunt.
Lvl 4: 10 energy, 8 sec. cool-down, 12m range, 17-30 damage + taunt.
Lvl 5: 10 energy, 8 sec. cool-down, 12m range, 20-35 damage + taunt.
Lvl 6:

Notes: Standard single target ranged attack that taunts the enemy with a successful hit.

Neutron Stomp (unlocked at lvl 3)
Lvl 1: 10 energy, 8 sec. cool-down, 6m point blank AE, 11-15 damage + AE knockdown.
Lvl 2: 10 energy, 8 sec. cool-down, 6m point blank AE, 12-18 damage + AE knockdown.
Lvl 3: 10 energy, 8 sec. cool-down, 6m point blank AE, 14-22 damage + AE knockdown.
Lvl 4: 10 energy, 8 sec. cool-down, 6m point blank AE, 16-24 damage + AE knockdown.
Lvl 5: 10 energy, 8 sec. cool-down, 6m point blank AE, 18-28 damage + AE knockdown.
Lvl 6: 10 energy, 8 sec. cool-down, 6m point blank AE, 20-30 damage + AE knockdown.

Notes: Knocks down all enemies within a 6m radius of the Commando, preventing them from dealing damage until they get up again. Will also cause damage. Kind of similar to PL stomp, however, a knockdown effect is used instead of knockback. This prevents scattering.

Vigor (unlocked at lvl 4)
Lvl 1: 10 energy, 20 sec. cool-down, + self regen buff. (+5 Health/Sec)
Lvl 2: 10 energy, 20 sec. cool-down, + self regen buff. (+7 Health/Sec)
Lvl 3: 10 energy, 20 sec. cool-down, + self regen buff. (+9 Health/Sec)
Lvl 4: 10 energy, 20 sec. cool-down, + self regen buff. (+11 Health/Sec)
Lvl 5: 10 energy, 20 sec. cool-down, + self regen buff. (+13 Health/Sec)
Lvl 6: 10 energy, 20 sec. cool-down, + self regen buff. (+15 Health/Sec)

Notes: Increases health regeneration for a short period of time. More points in this skill means a higher boost in regeneration per second.

Singularity (unlocked at lvl 6)
Lvl1: 15 energy, 10 sec. cool-down, 12m range, + AE knockback.
Lvl 2: 15 energy, 10 sec. cool-down, 12m range, + AE knockback.
Lvl 3: 15 energy, 10 sec. cool-down, 12m range, + AE knockback.
Lvl 4: 15 energy, 10 sec. cool-down, 12m range, + AE knockback.
Lvl 5: 15 energy, 10 sec. cool-down, 12m range, + AE knockback.
Lvl 6: 15 energy, 10 sec. cool-down, 12m range, + AE knockback.

Notes: A ranged equivalent of PL's stomp. This move is cast on a singular target. After a few seconds, the target will produce an AoE blast that knocks back and stuns all enemies within range.

Graviton Slam (unlocked at lvl 8)
Lvl 1: 10 energy, 8 sec. cool-down, 12m range, 11-18 damage + taunt and slow.
Lvl 2: 10 energy, 8 sec. cool-down, 12m range, 12-20 damage + taunt and slow.
Lvl 3: 10 energy, 8 sec. cool-down, 12m range, 14-25 damage + taunt and slow.
Lvl 4: 10 energy, 8 sec. cool-down, 12m range, 17-30 damage + taunt and slow.
Lvl 5: 10 energy, 8 sec. cool-down, 12m range, 20-35 damage + taunt and slow.
Lvl 6:

Notes: Another taunt/damage ranged attack that has the added benefit of slowing the movement speed of the target. Casts as a cone AoE that can hit multiple targets (tested by KingGiant (http://www.spacetimestudios.com/member.php?41634-KingGiant)[/URL]).

Increase Mass (unlocked at lvl 10)
Lvl 1: 10 energy, 10 sec. cool-down, + Massive Defence Boost. (+100 armour, -10 dodge, -15 hit %)
Lvl 2: 10 energy, 10 sec. cool-down, + Massive Defence Boost. (+140 armour, -10 dodge, -10 hit %)
Lvl 3: 10 energy, 10 sec. cool-down, + Massive Defence Boost. (+180 armour, -10 dodge, -8 hit %)
Lvl 4: 10 energy, 10 sec. cool-down, + Massive Defence Boost. (+220 armour, -10 dodge, -5 hit %)
Lvl 5: 10 energy, 10 sec. cool-down, + Massive Defence Boost. (+260 armour, -5 dodge, -5 hit %)
Lvl 6: 10 energy, 10 sec. cool-down, + Massive Defence Boost. (+300 armour, -0 dodge, -0 hit %)

Notes: Provides an increase in armour, whilst decreasing dodge and hit %. Buff appears to last for approx 4-5 seconds.

Kinetic Reservoir (unlocked at lvl 13)
Lvl 1: 15 sec. cool-down, + energy regeneration and damage boost at end of effect. (During Regeneration - +2 Energy/Sec, -10-10 damage, -12dps; During Damage Boost - +10-10 damage, +13 dps)
Lvl 2: 15 sec. cool-down, + energy regeneration and damage boost at end of effect. (During Regeneration - +5 Energy/Sec, -10-10 damage, -12dps; During Damage Boost - +15-15 damage, +19 dps)
Lvl 3: 15 sec. cool-down, + energy regeneration and damage boost at end of effect. (During Regeneration - +6 Energy/Sec, -10-10 damage, -12dps; During Damage Boost - +20-20 damage, +23 dps)
Lvl 4: 15 sec. cool-down, + energy regeneration and damage boost at end of effect. (During Regeneration - +7 Energy/Sec, -10-10 damage, -12dps; During Damage Boost - +25-25 damage, +32 dps)
Lvl 5: 15 sec. cool-down, + energy regeneration and damage boost at end of effect. (During Regeneration - +8 Energy/Sec, -10-10 damage, -12dps; During Damage Boost - +30-30 damage, +38 dps)
Lvl 6: 15 sec. cool-down, + energy regeneration and damage boost at end of effect. (During Regeneration - +10 Energy/Sec, -10-10 damage, -12dps; During Damage Boost - +35-35 damage, +44 dps)

Notes: Increases energy regeneration for a short period of time, whilst reducing the damage and dps for the duration. A boost to damage and dps is gained for a few seconds once complete.

Gravity Well (unlocked at lvl 16)
Lvl 1: 15 energy, 10 sec. cool-down, 12m range + Pull Effect, Taunt and bonus damage.
Lvl 2: 15 energy, 10 sec. cool-down, 12m range + Pull Effect, Taunt and bonus damage.
Lvl 3: 15 energy, 10 sec. cool-down, 12m range + Pull Effect, Taunt and bonus damage.
Lvl 4: 15 energy, 10 sec. cool-down, 12m range + Pull Effect, Taunt and bonus damage.
Lvl 5: 15 energy, 10 sec. cool-down, 12m range + Pull Effect, Taunt and bonus damage.
Lvl 6: 15 energy, 10 sec. cool-down, 12m range + Pull Effect, Taunt and bonus damage.

Notes: SL's version of PL's beckon. Has the added benefit of taunting. Also provides a bonus damage effect on the enemies pulled. Each point added increases the pull effect.

Nebula (unlocked at lvl 20)
Lvl 1: 15 energy, 30 sec. cool-down, 6m range + Proximity Aura Damage.
Lvl 2: 15 energy, 30 sec. cool-down, 6m range + Proximity Aura Damage.
Lvl 3: 15 energy, 30 sec. cool-down, 6m range + Proximity Aura Damage.
Lvl 4: 15 energy, 30 sec. cool-down, 6m range + Proximity Aura Damage.
Lvl 5: 15 energy, 30 sec. cool-down, 6m range + Proximity Aura Damage.
Lvl 6: 15 energy, 30 sec. cool-down, 6m range + Proximity Aura Damage.

Notes: Places an aura around the Commando, causing any enemies within a 6m range to take damage. Works like a DoT while they remain in range.


Builds

I have yet to come across anything regarding builds so any information provided here as of yet is personal opinion.

As far as my current testing has gone, Vigor and Kinetic Reservoir feel somewhat weak. This is due to either the short amount of time the effect lasts on the Commando, and/or the length of the cool-down. Increase Mass is an important tanking skill, as it provides a large increase in armour. The buff time to cool-down ratio is actually better than its PL equivalent, however, a downside is the reduction in dodge and hit % from lvl 1-5. Personally, I don't like the idea of having a reduction in dodge, yet find the armour boost a must have for tanking.

A good skill combo appears to be Gravity Well followed by Neutron Stomp. This drags all enemies towards you, taunting and adding a damage boost before knocking them down in their place, making it better for any AoE damage provided by the party. Nebula, whilst having potential when combined with Gravity Well, also fell short of my expectations. The cool-down is way too long at 30 sec, and the damage does not seem to justify the large waiting time between casts.

Singularity provides a good ranged knockback move to stun enemies. It is also is useful for saving party members from a distance.

Both Force Hammer and Graviton Slam are handy moves due to their taunt. The latter's slow effect is also quite useful for keeping your distance from the target.

With tanking in mind, I have gone for the following build at level 20:

TANK

Increase Mass - 6
Neutron Stomp - 3
Singularity - 3
Graviton Slam - 3
Gravity Well - 4


Mapping

Map 1 (Bottom to Top)

Increase Mass
Gravity Well
Neutron Stomp

This map focuses on drawing the enemies towards the Commando, knocking them down in the process.

Map 2 (Bottom to Top)

Increase Mass
Singularity
Graviton Slam

This map focuses on pushing enemies away from the Commando (and party), e.g. into a wall, and decreasing their movement speed.

Stats

Currently, I recommend placing all points into Strength. I based this off testing provided by CrimsonTider. You can find more on stats discussion here in Physiologics' [URL="http://www.spacetimestudios.com/showthread.php?30467-Star-Legends-General-Attributes-(STR-DEX-INT)-Guide"]Star Legends General Attributes (STR, DEX, INT) Guide (http://www.spacetimestudios.com/member.php?41634-KingGiant).

CrimsonTider tested the following:

NOTE: All statistics are without gear equiped, and at lvl 21.

Lv 21 Commando: 105 STR, 3 DEX, 1 INT:

Hit%: 70
Crit: 2
Dodge: 2
Health: 208
Health Reg:2
Mana:134
Mana Reg:1
DMG: 11-12
DPS:15
Armor:4

Skills: Name and Damage at Lv 1

Force Hammer: 11-15
Neutron Stomp: 11-15
Gravitron Slam: 11-18

Lv 21 Commando: 5 STR,103 DEX, 1 INT:

Hit%: 73
Crit: 2
Dodge: 2
Health: 183
Health Reg:1
Mana:109
Mana Reg:1
DMG: 9-10
DPS:12
Armor:3

Skills: Name and Damage at Lv 1

Force Hammer: 9-13
Neutron Stomp: 9-13
Gravitron Slam: 9-16

Lv 21 Commando: 5 STR,3 DEX, 101 INT:

Hit%: 68
Crit: 2
Dodge: 2
Health: 158
Health Reg:1
Mana:139
Mana Reg:1
DMG: 7-8
DPS:10
Armor:2

Skills: Name and Damage at Lv 1

Force Hammer: 7-11
Neutron Stomp: 7-11
Gravitron Slam: 7-14

When looking at key attributes in the game, we see:

Hit%: Dex>Str>Int (but only by 3%)
Crit: Push across the board
Dodge: Push
Health: Str>Dex>Int
H/S: Str>Dex=Int
Mana: Push
M/S: Push
DMG: Str>Dex>Int
DPS: Str>Dex>Int
Armor: Str>Dex>Int

The same can be said for skill distribution, as Str clearly provides more skill damage than the other two categories.


Change Log

17 July 2011 - Created Guide
18 July 2011 - Editing, including the addition of stats for Force Hammer lvl 3-5, a secondary build choice, and a description explaining the reasoning behind each build.
19 July 2011 - Calculated the stats for Increase Mass, Kinetic Reservoir and Vigor.
20 July 2011 - Changed Build and Mapping
21 July 2011 - Corrected Skill unlock levels and adjusted Graviton Slam description.

Phoenixking
07-16-2011, 11:48 PM
Thanks helps alot for me thanks you mucho

Ellyidol
07-17-2011, 01:15 AM
Awesome! Thanks for this, been waiting for one :)

Pure str really seems to be the way to go for Commando.

Does this area,

Hit%: Dex>Str>Int (but only by 3%)
Crit: Push across the board
Dodge: Push
Health: Str>Dex>Int
H/S: Str>Dex=Int
Mana: Push
M/S: Push
DMG: Str>Dex>Int
DPS: Str>Dex>Int
Armor: Str>Dex>Int

Only stand for Commandos? Or all classes in general?

Otukura
07-17-2011, 01:20 AM
Does this area, only stand for Commandos? Or all classes in general?

Just commando.

Ellyidol
07-17-2011, 01:27 AM
Just commando.

Thanks :)

Physiologic
07-17-2011, 01:28 AM
Glad to be of some inspiration! You can figure out how much h/s and m/s is regened per skill level by casting and then going to your stats screen :) and Elly - stats behave very differently in all classes...so str would increase bears damage while dex does it for ops ( and int for engs )

Ellyidol
07-17-2011, 01:31 AM
Glad to be of some inspiration! You can figure out how much h/s and m/s is regened per skill level by casting and then going to your stats screen :) and Elly - stats behave very differently in all classes...so str would increase bears damage while dex does it for ops ( and int for engs )

Yeah I've been comparing this guide to yours since I found it.

It's still the dreadful Hit % that might be a challenge.

I have a feeling it'll be really interesting too. Ranged tank :o

Redbridge
07-17-2011, 02:28 AM
Great guide.... This will be very useful, many thanks.

I'll add to my list of SL guides.

EDIT - Just noticed 'Commando Skills, Build and Stats Guide' = Commando SBS (http://en.wikipedia.org/wiki/Special_Boat_Service)Guide.

Horsethe
07-17-2011, 07:12 AM
Great guide.... This will be very useful, many thanks.

I'll add to my list of SL guides.

EDIT - Just noticed 'Commando Skills, Build and Stats Guide' = Commando SBS (http://en.wikipedia.org/wiki/Special_Boat_Service)Guide.

Thanks Redbridge :) BTW good seeing you in game. Sorry I had to rush away, was helping someone do a run.


Glad to be of some inspiration! You can figure out how much h/s and m/s is regened per skill level by casting and then going to your stats screen :) and Elly - stats behave very differently in all classes...so str would increase bears damage while dex does it for ops ( and int for engs )

Thanks for the advice Physiologic. I know I can test that way but I wasn't wanting to spend any more platinum just yet to test the effects of each lvl hehe. Maybe if someone can convince me that Vigor, Increase Mass or Kinetic Reservoir are a must have skill, I will look at another respec during beta.

Register
07-17-2011, 10:28 AM
you...are...awesome........ty

Derajdefyre
07-18-2011, 09:36 AM
I've found that two points in Kinetic Reservoir is almost a must, but additional points are wasted. The first point adds 2M/s, the second point adds an additional 3M/s. After that, additional points add only 1M/s extra. If you spam Kinetic Reservoir you will not run out of mana all the time and you won't need to guzzle stims. Plus, if you time it so that you are charging between fights and it runs out just as you attack you get a pretty huge damage boost for one or two attacks. Engineers can easily keep your life topped off, but their meager 1M/s buff from revive just isn't enough to keep your blue bar up.

I can't justify points in hammer when you have two other taunting abilities with bigger AoE.

Flowman
07-18-2011, 10:49 AM
Maybe I'm wrong here, but are the levels you unlock the skills at wrong? Pretty sure my commando is level 10 and he has increase mass already.

Horsethe
07-19-2011, 02:49 AM
Maybe I'm wrong here, but are the levels you unlock the skills at wrong? Pretty sure my commando is level 10 and he has increase mass already.

I'm pretty sure they're right. The levels match with Physiologics' Operative Guides' unlocked levels, and the order corresponds with the in game skills list. To be honest I made the guide after I unlocked every move so If someone can confirm if they are right or if I have made a mistake I will adjust accordingly.

On a side note, I have now calculated the stats for Increase Mass, Kinetic Reservoir and Vigor, and included them in the guide above.

Flowman
07-19-2011, 08:23 AM
I'm 100% sure you get increase mass before level 12. Not sure what lvl I got it at, but I know it's not 12. I know this because I just got 12 on my commando, and I already had the skill :p. I'd be willing to use my empty 4th slot to make another commando for the first 12 levels again though if I have time today

Horsethe
07-19-2011, 10:36 PM
I'm 100% sure you get increase mass before level 12. Not sure what lvl I got it at, but I know it's not 12. I know this because I just got 12 on my commando, and I already had the skill :p. I'd be willing to use my empty 4th slot to make another commando for the first 12 levels again though if I have time today

Thanks Flowman, that would be awesome.

Mr.Wallace
07-20-2011, 08:24 AM
Thank you very much for that guide!

And btw: great IGN system :)

Flowman
07-20-2011, 10:47 AM
Wow good thing I did this cause you were very off on the levels lol. Special thanks to Thunderspirit, IGN Honey for helping me level to test this. Put Honey in the credits if credits are made.

Force Hammer - lvl 2
Neuron Stomp - lvl 3
Vigor - Lvl 4
Singularity - lvl 6
Graviton Slam - lvl 8
Increase Mass - lvl 10

Stopped at 10 because I have a commando I'm leveling at lvl 12. I will work on him and verify the other levels later.

KingGiant
07-20-2011, 01:13 PM
Small thing about graviton slam. I'm pretty sure its a cone aoe as well as a slow and taunt. I've noticed it dmging multiple enemies as it fans out. Great guide for sure.

Horsethe
07-20-2011, 06:34 PM
Thank you very much for that guide!

And btw: great IGN system :)

Hehe thanks. Makes it easy for ppl to know its me in game :P




Wow good thing I did this cause you were very off on the levels lol. Special thanks to Thunderspirit, IGN Honey for helping me level to test this. Put Honey in the credits if credits are made.

Force Hammer - lvl 2
Neuron Stomp - lvl 3
Vigor - Lvl 4
Singularity - lvl 6
Graviton Slam - lvl 8
Increase Mass - lvl 10

Stopped at 10 because I have a commando I'm leveling at lvl 12. I will work on him and verify the other levels later.


Thanks for putting the time in to test the levels. I'll make the adjustments to the guide :)


Small thing about graviton slam. I'm pretty sure its a cone aoe as well as a slow and taunt. I've noticed it dmging multiple enemies as it fans out. Great guide for sure.

Yes I think it is a cone slow and taunt. I have found it has connected with the miner several times, even though you can't target him. Thanks for the confirmation, I will add it to the guide.

Breadkeeper
07-22-2011, 05:51 PM
Is it just me, or as a Tank in Pl, and now playing a commando, i think Increased Mass is a useless spell at this point? Tanking i would much rather dodge an attack then have it hit but hit for less with more armor?

Is that not the whole reason the Fortified set was not really considered the best tanking set, because it had high armor, but no dodge?

Im open for discussion on this. Someone Prove me wrong or right.

Horsethe
07-23-2011, 12:12 AM
Is it just me, or as a Tank in Pl, and now playing a commando, i think Increased Mass is a useless spell at this point? Tanking i would much rather dodge an attack then have it hit but hit for less with more armor?

Is that not the whole reason the Fortified set was not really considered the best tanking set, because it had high armor, but no dodge?

Im open for discussion on this. Someone Prove me wrong or right.


I was of the same opinion as you at 1st Breadkeeper. Dodge is our most important stat imo, and having a reduction in it did not seem like a worthwhile investment. But at lvl 6 there is no decrease in dodge or hit % and a bonus 300 armour. The buff duration to cool-down time ratio is even better than the armour buff in PL. This is why I find this a must have 6 points skill for tanking. It has saved me several times already whilst waiting for a heal to come my way.

Zerious
07-23-2011, 12:03 PM
wow... so there is no real AOE class? That's the one i'd like to try first...

Horsethe
07-23-2011, 04:09 PM
wow... so there is no real AOE class? That's the one i'd like to try first...

There aren't any like the Enchantress if that's what you mean. The Op doesn't really have any AoE moves. Sympathetic Anguish can bounce to another target and that's as close as they get. The Engineer has a few AoE moves, including Suppression, Transference and Pain, however, these don't work like Firestorm or Icestorm. The Commando seems to use AoE a lot (or at least the way I play them), but they are by no means a high damage dealer. Neutron Stomp, Singularity, and Nebula each do an AoE style attack, but once again it works differently to the enchantress, as the play style is probably closer to a bear. Heavy weapons, which are Commando only guns, do splash damage, meaning enemies around your current target also get hit. This provides another sort of AoE avenue.

The key thing to remember is even though we compare stuff to PL to give non beta players a better idea of the moves, the game is unique. Every class is somewhat different, and you will have to find a new playing role to love. I suggest reading the other guides too if you haven't already.

The Engineer's Survival Guide (http://www.spacetimestudios.com/showthread.php?30805-The-Engineer-s-Survival-Guide) by noneo

Comprehensive Operative Skills and Equipment Guide (http://www.spacetimestudios.com/showthread.php?30685-Comprehensive-Operative-Skills-and-Equipment-Guide) by Physiologic

Hope that helps :)

Ellyidol
07-23-2011, 04:24 PM
Curious, in theory, slow type debuffs seem useless in this game due to almost all of the attacks being ranged. How is the slow useful? I haven't seen any type of melee weapon/mob, or any type of weapon that has closer range, could be wrong.

Horsethe
07-23-2011, 04:53 PM
Curious, in theory, slow type debuffs seem useless in this game due to almost all of the attacks being ranged. How is the slow useful? I haven't seen any type of melee weapon/mob, or any type of weapon that has closer range, could be wrong.

Some enemies fight melee, so to prevent taking hits I find it useful to cast Singularity to knock them back, then Graviton Slam. If the hit is successful, it takes longer for the target to get back into melee, hence reducing the damage you take. I also like to cast Gravity Well and Neutron Stomp prior to knocking them back. This means the target will take more damage from the Gravity Well debuff, and will be knocked down straight after, giving you time to knock them back out of their range without taking hits.

Ellyidol
07-23-2011, 05:19 PM
Some enemies fight melee, so to prevent taking hits I find it useful to cast Singularity to knock them back, then Graviton Slam. If the hit is successful, it takes longer for the target to get back into melee, hence reducing the damage you take. I also like to cast Gravity Well and Neutron Stomp prior to knocking them back. This means the target will take more damage from the Gravity Well debuff, and will be knocked down straight after, giving you time to knock them back out of their range without taking hits.

Gotcha! Never knew there were melee mobs from all the videos I've seen, thanks for that :)

I'm still sort of gunning for a shorter, but more powerful, ranged weapon for commandos (unless it already is). Still find it very peculiar tanking being at the same range of your group mates :p

romgar1
07-24-2011, 04:23 PM
In addition, most bosses fight melee at least in part. i honestly dont use slow myself. i rely on my high defense to save me. Kiting is a way of life for all classes in pve. As a tank I enter a mob, pull, slam, then sheild and use the aoe knockback skill(forgot the name) rinse and repeat. With most bosses I use my taunt skill which is NOT an aoe, then stomp, shield, taunt, and again the aoe knockback skill. Since there is only room for 8 skills on your map I leave off slow. It would be useful in a boss fight or against high hp minibosses, but not much else.

Horsethe
07-24-2011, 08:09 PM
In addition, most bosses fight melee at least in part. i honestly dont use slow myself. i rely on my high defense to save me. Kiting is a way of life for all classes in pve. As a tank I enter a mob, pull, slam, then sheild and use the aoe knockback skill(forgot the name) rinse and repeat. With most bosses I use my taunt skill which is NOT an aoe, then stomp, shield, taunt, and again the aoe knockback skill. Since there is only room for 8 skills on your map I leave off slow. It would be useful in a boss fight or against high hp minibosses, but not much else.

I'm a bit confused about the moves you are using since there are multiple ones with taunt. Also, slam is the move with the slow effect, so maybe you're getting the names mixed up. From what I understand you're casting Gravity Well (draws in and taunts), followed by Neutron Stomp (knocks down), then Increase Mass (shield), then Singularity (AoE knockback). In boss fights you are casting Force Hammer (the singular target move with taunt), followed by Neutron Stomp, Increase Mass, Gravity Well and Singularity. My single target cast order is posted above so I won't repeat it, but I'm curious as to why you picked Force Hammer over Graviton Slam when Graviton Slam can taunt and slow the target? Also, what made you pick that casting order?

Hankomachos
08-03-2011, 03:11 PM
Awesome, great guide!

Stangulus
08-04-2011, 09:37 PM
Thanks for the thorough guide, helps a lot!

Waazarie
08-08-2011, 08:56 PM
Thanks Horsethe & Flowman for the in-depth skills, mapping and etc. Really helpful! :)

Fairy
09-12-2011, 07:26 AM
awesome guide! Thank you so much!

Ellyidol
09-28-2011, 02:42 AM
Hey horse, just wanted to let you know that I referenced and linked this guide to mine for the ease of skill descriptions and skill point effects :)

bsrking5
10-06-2011, 10:57 PM
I noticed a new skill increasing rage at lvl24, will that be added any time soon? (15sec.self buff (10xlvl of skill% ) critical chance+ with cool down of 60sec)

Seobil
11-03-2011, 08:45 PM
wow. great guide!

Anyone know if Singularity gives AoE damage as well? Cause i notice it is cast on one mob and then it knockback the rest, but not sure if they are damages too. And i notice that there are no damage info for singularity and some other skills. Possible to add it in?

Dracula
11-08-2011, 01:24 PM
wow. great guide!

Anyone know if Singularity gives AoE damage as well? Cause i notice it is cast on one mob and then it knockback the rest, but not sure if they are damages too. And i notice that there are no damage info for singularity and some other skills. Possible to add it in?

It does AOE damage as well as knockdown.

Anonyy
11-11-2011, 06:55 PM
i have 4 unranked ones but i cant map them how am i supposed to use them i am level 20 now and really need to start using them?

help

Sinestro
07-22-2012, 03:35 PM
Well that didn't help at all, I'm a lvl 38 commando I leveled really fast during the infested event. I still am not sure what skills to build after having a tank in PL and a nuke mage I thought it would be easy to cap on here as well but I'm finding skills to be a problem and a hold up for me any tests for tanks at my level? Would be awesome :S



Darthjedi lvl 38 commando, zaoetet lvl 70 mage

Kingofrsjr
08-12-2012, 10:24 AM
its good but u got to update it