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Thread: Commando Skills, Build and Stats Guide

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    Junior Member Horsethe's Avatar
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    Default Commando Skills, Build and Stats Guide

    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).

    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' Star Legends General Attributes (STR, DEX, INT) Guide.

    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.
    Last edited by Horsethe; 07-20-2011 at 06:45 PM.

    SL: Horsethemando - 25 | Horsetheneer - 20 | Horsetheop - 20
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  2. The Following 3 Users Say Thank You to Horsethe For This Useful Post:


  3. #2
    Luminary Poster Phoenixking's Avatar
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    Thanks helps alot for me thanks you mucho
    When there is too much

    Don't forget

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    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?

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    Quote Originally Posted by Ellyidol View Post
    Does this area, only stand for Commandos? Or all classes in general?
    Just commando.

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    Quote Originally Posted by Otukura View Post
    Just commando.
    Thanks

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    Guardian of Alterra Physiologic's Avatar
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    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 )

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    Quote Originally Posted by Physiologic View Post
    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

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    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 Guide.
    Last edited by Redbridge; 07-17-2011 at 02:44 AM.
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    Junior Member Horsethe's Avatar
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    Quote Originally Posted by Redbridge View Post
    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 Guide.
    Thanks Redbridge BTW good seeing you in game. Sorry I had to rush away, was helping someone do a run.

    Quote Originally Posted by Physiologic View Post
    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.
    Last edited by Horsethe; 07-17-2011 at 07:19 AM.

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    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.
    All my posts are automatically +1.

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    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.

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    Junior Member Horsethe's Avatar
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    Quote Originally Posted by Flowman View Post
    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.

    SL: Horsethemando - 25 | Horsetheneer - 20 | Horsetheop - 20
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    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 . 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

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    Quote Originally Posted by Flowman View Post
    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 . 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.

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    Thank you very much for that guide!

    And btw: great IGN system

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    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.

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    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.

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    Junior Member Horsethe's Avatar
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    Quote Originally Posted by Mr.Wallace View Post
    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



    Quote Originally Posted by Flowman View Post
    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

    Quote Originally Posted by KingGiant View Post
    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.
    Last edited by Horsethe; 07-20-2011 at 06:46 PM.

    SL: Horsethemando - 25 | Horsetheneer - 20 | Horsetheop - 20
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    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.
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