The Trooper is a very tactical class, with an exceptional amount of tools available to take down opponents, mitigate damage and heal allies. The Commando advanced class makes use of the Assault Cannon, an over-sized blaster that requires two hands to wield, for both damage and healing. We have created a guide detailing this advanced class, its roles and how to play them most effectively after the jump.
Note: Audio quality on the following videos is not ideal. Companions list could possibly be deemed spoiler territory, if that's a problem, don't scroll down to the bottom of the post.
Troopers who reach level ten will be prompted to contact their advanced class trainer and select their permanent advanced class. Unlike the Vanguard, who can both tank and deal damage, the Commando can either deal damage or heal. Additionally, where the Vanguard is most effective at close to medium range, the Commando is ideal at long range, yet not completely shut down in melee encounters.
Attributes
Primary Attribute: Aim
Secondary Attribute: Endurance
Combat Ratings: Alacrity (Cast/Channeled Time Reduction), Power (+Damage/Healing), Critical Rating, Surge Rating (+Critical Damage/Healing), Accuracy Rating (+Hit Chance)
Aim affects all Commando abilities, including both standard ranged damage and tech power. Tech power affects bonus damage and healing. Currently, both damage and healing Commandos will wear essentially the same gear, especially at the early levels. Where this will differentiate is on what Combat Ratings are preferred.
Skills
When in comes to Skills Trees in SWTOR, options are fairly limited. There is not much room to differentiate. Below are standard builds for each tree and role, along with their use.
Gunnery
The Gunnery tree is best used for maximum PVE damage. Skills such as Charged Bolt and Full Auto require extended cast times, which typically are not conducive to PVP as they can be pushed back and interrupted. However, when given free reign to unload at range, the Gunnery tree provides an incredible balance between damage output and resource sustainability, ensuring that players can output consistent damage throughout a long boss fight and will not need to rest as often while leveling. Gunnery uses the Armor-piercing Cell, and its primary damage skills are Full Auto, Charged Bolt/Grav Round, High Impact Bolt, Demolition Round, Hail of Bolts and Plasma Grenade. A video detailing Gunnery rotations and combat scenarios is below.
Combat Medic
The Commando uses a combination of direct heals and, strangely enough, Combat Support Cell augmented Hammer Shots to heal his allies. Commandos who choose not to fully explore the Combat Medic tree will only gain access to the Medical Probe, Advanced Medical Probe and Field Aid abilities.
However, those who do specialize as a Combat Medic will receive access to Kolto Bomb, an instant cast AoE heal, Bacta Infusion, an instant single target heal, and Trauma Probe, a reactive healing buff that is placed on the Commando or an ally. A video detailing how to use these heals in specific situations is below.
Assault Specialist
In PVP, urgency is the name of the game. Casted and channeled abilities are easily slowed and interrupted, and are generally difficult to use in the heat of battle or while escorting an ally. In the interest of both mobility and burst damage, the Assault Specialist tree reigns supreme. This is the shared PVP tree for both the Vanguard and the Commando.
While the Assault Specialist tree does make use of both Charged Bolts, Hail of Bolts and Full Auto, it supplements these casted/channeled abilities with Sticky Grenade/Assault Plastique, Incendiary Round and Plasma Cell. The Assault Specialist tree is designed to increase the damage over time affects of Plasma Cell, and causes victims of Plasma Cell’s damage over time affect to receive a debuff or take additional damage from the Commando. The Assault Specialist tree augments several abilities to increase their critical chance and damage, and gives the Commando several options when it comes to mitigating crowd control effects.
Combat Ratings
Combat Ratings are usually applied to gear via Augments, which are obtained through Slicing or loot. Equipment with Augment slots are a product of either critically crafting an item or looting an item that inherently has an augment slot. Below are Combat Rating preferences on a per role basis and their justifications:
PVP Damage
Critical Rating, Surge Rating
Burst damage is imperative in PVP, so focusing on both Critical Rating and Surge Rating will increase the frequency and damage of critical strikes.
PVE Damage
Power, Critical Rating, Surge Rating
Power will provide a consistent increase in damage, which is important during boss encounters, however, some players may prefer Critical and Surge Rating instead to generate higher damage per shot.
PVP Healing
Critical Rating, Surge Rating, Alacrity
The Combat Medic skill tree has several skills available that reduce casting push back, meaning castable heals will come out more consistently. In this case, Alacrity is a viable choice for PVP, allowing castable heals to come out faster than usual. Beyond that, most healers will only be able to get so many heals off on an ally that is being focused down, so Critical and Surge Rating will help those heals operate at their maximum potential.
PVE Healing
Power, (Alacrity)
For PVE Healing, Power will provide a consistent increase in the amount each ability heals, and Critical Rating should generally be avoided in favor of Power to ensure players do not overheal their targets — an effective waste of resources. Some players may prefer to supplement their Power Combat Rating with Alacrity as well, reducing the amount of time required to push out a healing ability.
Companions
Aric is a damage dealing companion. He is a Trooper that utilizes Assault Cannons and Heavy Armor, and is effectively a Gunnery skilled Commando. Like the Gunnery Commando, Aric uses many casted and channeled shots to do his damage.
Tips
For Gunnery Commandos, toggle off Aric’s casted shots to ensure he does not clip your own (You both wind up a 2.5 second cast shot, Aric’s goes off and kills the mob, your cast is cancelled right before it completes)
For tougher mobs, send Aric in first and let him get a couple abilities off, then begin your damage rotation. You can effectively trade aggro with Aric back and forth to virtually double your health pool.
Combat Medic Commandos may enjoy using Aric to level due to his high damage per second and heavy armor.
Elara is a healing companion who uses blaster pistols. She is effectively a Combat Medic without the Assualt Cannon and uses several casted and instant heals. She has a damage stance, but her damage per second is not as effective as Aric’s.
Tips
Gunnery Commandos annoyed with Aric’s shot clipping may find Elara more useful, as her damage and healing skills do not mirror their own.
Some players may want to toggle off Elara’s damaging abilities to ensure her resources are spent exclusively on healing the player.
M1-4X is the Commando’s ranged tank companion. He uses droid parts, shield generators and blaster turrets, and his class is listed as a Trooper. M1-4X has several abilities to draw aggro from NPCs and mitigate damage to himself.
Tips
Combat Medic Commandos may choose to use M1-4X due to his damage mitigation, allowing them more freedom to output both damage and healing, and to avoid healing aggro from multiple mobs.
Gunnery Commandos will find that using M1-4X reduces casted and channeled shot push back due to mob aggro, and may find it easier to take down more difficult mobs, but M1-4X will require the Commando to stop shooting and start healing on occasion.
Tanno Vik is the Commando’s melee tank companion. He wears Heavy Armor and uses a Shield Generator to mitigate damage while wielding a Techblade. Similar to M1-4X, Tanno has several abilities to draw aggro and mitigate incoming damage.
Tips
Players who wish to keep the action as far away from them as possible may choose to use Tanno Vik over M1-4X, as melee mobs will be further away from the player due to Tanno’s melee preference.
Players may find Tanno slightly more difficult to heal than M1-4X, as there is no travel time between initiating the fight and melee mobs closing on him.
Yuun:
Yuun is the Commando’s melee damage companion, serving as an alternative to Aric Jorgan’s range. Yuun uses Tech Staves and Heavy Armor, and has bonuses to Investigation and Slicing. Yuun uses instant abilities to deal his damage, as opposed to Aric’s casted and channeled shots.
Tips
For Gunnery Commandos, Yuun will likely be one of the better choices for maximum damage output, as his abilities will not clip your casted shots.
Combat Medic Commandos may find Yuun an effective alternative to Tanno Vik if they prefer to be more involved in healing their companion — as opposed to switching back and forth between damage and healing — due to Yuun’s lack of damage mitigation and high damage output.
Crafting Skills
Obviously, Crafting Skills that focus primarily on force users are going to be wholly ineffectual for Commandos, especially considering the Trooper has no force using companions. With that in mind, there are a few Crafting Skills that stand do out.
Cybertech crafts item modifications, earpieces and droid parts. Commandos, regardless of spec, can make effective use of all of these items. Item modifications can be used to upgrade newly acquired gear, earpieces can be used to equip themselves and their companions, and Commandos who prefer to use M1-4X can craft upgrades for him as well.
Armstech crafts all non-force weaponry, even weaponry that is companion exclusive. Higher quality item schematics can be discovered by reverse engineering a standard quality item several times. This allows a Commando to focus on developing Assault Cannons and Barrel modifications, along with weaponry for their preferred companion.
Armormech allows the Commando to ensure they have the most up to date gear equipped in each available armor slot. Much like Armstech, players can reverse engineer basic quality items to discover high quality schematics. As the Commando’s companions all wear heavy armor, this crew skill is one of the most useful available.
Able to craft stims, medpacs and implants, Biochem provides some of the most universally useful items in the game. Beyond that, reverse engineering these items can leave the player with high quality reusable versions fairly early, allowing the player to save massive amounts of credits while staying exceptionally buffed and augmented with additional healing.
Conclusion
For those who enjoy long range combat, healing with an interesting dynamic, or wielding a gun as big as themselves, the Commando does not disappoint. It will be interesting to see how the Commando stacks up against the other advanced classes when it comes to damage, healing and PVP at end game. Expect more guides of this nature now that the game is live.
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Posted 1/13/2012 7:51:58 AMFantiastic guide, well done. I used this to get farmilar with the Combat Medic tree after DPS'n from level 1-30, very informative.
One issue I'm having is reconciling the difference between where I need my abilities & key bindings between my two primary roles: 1) Leveling 2) Healing in Flash Points
When leveling I obviously output way more damage and need quick access to my offensive abilities. When running Flash Points I need faster access to my healing abilities. Mixing the two really messes up my "muscle memory". Hope that makes sense ? :P
I Would be curious to hear about how other Combat Medics use their keybindings between these two different roles, or general keybinding advice.
FYI ...
I use W,A,S,D for movement and 1,2,3,4 as well as f1, f2,f3,f4 for my most common abilities. to a lesser extent I also map abilities to alt +1,2,3,4 etc...I use these numbers and F keys due to the close proximity to my fingers which are obviously always on WASD. Also, I activate the 2nd center toolbar and place the abilities in matching order so the Fkey abilites are above the numbered ability, for some reason I need this visual correlation. Sort of sucks that Bioware chose the top bar to be the primary toolbar because it requires alot of keybinding tweaking. The default seems backwards to me.
Anyway, thanks again for the guide and the podcast. Hope UI mods, or greater flexibily makes it into the game soon.
//EDIT: Ha! Just got to the missing part of episode: 108 where Sado laments keybindings. Personally, I would love to see this guide.
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Posted 1/5/2012 10:48:47 AMafter hitting 41 last night on my Trooper i came back to read this with a better understanding of the class.
I noticed in the build posted for medic that you opted to spend a point in both Combat Shield and Efficient Conversions instead of 2 in Cell Capacitor. Was the idea here to be slightly more effiecient in both PVP and PVE or do you just feel that Cell Cap. isnt as useful as you would have liked?
Because ill be honest, even at 41 i spam Cell Cap. on cool down (even in PVP). As was mentioned in a previous comment. Ammo usage is the biggest contributing factor to throughput in both DPS and Heals and i just dont feel that CS and EC are really worth the point at this point in my Troopers career.
My question for the author is , is your experience here different?
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Posted 1/5/2012 10:54:29 AMwow, i think i have 2 accounts and did not realize it. odd.
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Posted 12/22/2011 2:28:38 PMgreat guide i need to respec my trooper
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Posted 12/22/2011 4:41:01 AMGreat guide!! I told my buddy whos playing commando, about this and he said it helped him out bigtime. Im looking forward to seeing some Vanguard stuff.
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Posted 12/20/2011 3:37:07 AMNice info on the Commando. I hope we will see more AC guides in the near Future. Like Scoundrel since I'm gonna play that alot as Combat Medic.
Imperial Agent: Check,Trooper: Check,Bounty Hunter: Check,Smuggler: Check!!Who needs force powers when you got a Blaster at your side.
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Posted 12/19/2011 10:14:17 PMReally neat guide. I noticed on my commando that MK-4X is really squishy and Elara just doesn't cut it, I have trouble leveling with them. I prefer Aric even though he looks like a circus reject but he gets all my hand me down gear so it works. I definitely will update my rotation I did exactly what you did with single target but I wouldn't hammer shot and that lead to ammo regeneration issues but I will try it out when the servers are back up.
Thanks for the guide! X
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Posted 12/19/2011 1:06:54 PMdamn it no more room. I know this may sound preachy or even rude but I am saying this for everyone best interest. You need the realize this isn't WoW anymore, you're not running around with infinite mana supply, ressource managment is a very important part of your dps cycle, the most inportant part I should even say.
I know it's counter intuitive but if you compare a trooper with 50% crit and no alacrity vs a trooper with 30%crit and 20% alacrity then the fact is the crit trooper will fire gravity round and full auto MORE OFTEN than the alacrity one and obviously hit harder when doing so, that's just how the ammo system works.
The faster you realize that ammo regen speed rules over all other concern the quickest you can secure your place in a top raiding guild, hope these comment helps you all.
edit: okay I screwed up, didn't reply where I wanted to.
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Posted 12/19/2011 1:25:11 PMInteresting points. I will adjust the guide to reflect this. Thanks for the input.
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Posted 12/19/2011 1:04:41 PMvery cool guide for when i try commando. Are there more of these to come with different classes?
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Posted 12/19/2011 12:57:34 PMOk the last part of this guide is very wrong, a trooper should never have any alacrity, NEVER, it completly destroy the synergie betwen your casted ability and proc interdiction timer. Not only that but it does not give a steady increase of dps despite what's staded, it's impossible period. Our dps is based on cooldown and proc for the big hitter and ammo regen speed for filler, alacrity help neither, worse it degrades them, more on that below.
For short, what alacatry will do for you:
It will not increase demo round dps, it's a locked cooldown.
It will not increase high impact bolt dps, locked cooldown.
It will decrease your full auto dps because of the missed proc opportunity, see explanation below.
It will decrease your grav round dps because of missed crit shot ammo regen proc, more on that below
It will increase the dps from hammer shot because you got more time to wait betwen other skill and ammo regen....
I'll explain the proc issue real quick, these comment are limited: you fire 3 grav round back to back, first grav is a crit you get your free ammo, second grav is normal, third grav is also a crit and there lies the problem, with 0% haste you get another free ammo on the third shot, with even just 1% haste you will NOT get that free ammo because it's only been 2.9 sec since the last porc. Basically the 2 GCD long interdiction period turn into a 3 GCD interdiction period with any alacrity.Of course every 1% of alacrity you have is 1% less crit on your gear making the issue even worse.
same thing for curtain of fire proc, imagine this: you fire grav round it proc curtain, one hammer for regen, then you fire full auto and then another grav round, bingo it proc again, great. With any rating in alacrity you're screwed because the grav round following the full auto will happen less than 6 sec after the last proc, it can't proc again.
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Posted 12/19/2011 1:44:31 PMReally like your assessment on this, been wondering how beneficial (or detrimental) alacrity really is for the commando, and I think you're spot on with this. thanks!
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Posted 12/20/2011 10:11:37 AMHello, happy to be helpfull, btw I am not a native english speaker so I hope that I am not too hard to understand. I wanted to add that alacrity seem to works strangely with the GCD, when using instant cast ability alacrity doesn't change the GCD, it stay 1.5 second, however if you have enough alacrity to lower the cast time of an ability bellow the 1.5 sec mark then when you use that ability your GCD is shortened to mach the new reduced cast time, that is why it cause so much synchro issue with proc cooldown
So far alacrity seem to be purely a PvP dps stats for when you want to unload your entire ammo reserve as fast as you can for burst damage.
Still, I am angry at bioware for puting that 4% alacrity talent, it will seriously hurt the dps for new player who aren't as knowledgeable about game mechanics. they will think it help them when all it does is makes them miss important proc :/
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Posted 12/19/2011 4:23:35 PMI think Alacrity in general is poorly designed for DPS right now and they need to reassess and redesign what it does.
Gunslinger also has several skills and abilities that increase Alacrity without any real benefit. The main Gunslinger attack is Charged Burst, which has a cast time the exact length of the GCD. All of their attacks which would benefit from their 20% alacrity bonus cooldown have 15+ second cooldowns, so you'd basically have to coordinate using one after the other to get real benefit.
Haven't made a Commando yet, but when I do I'm planning on PvE DPS Assault simply because the large number of proc effects in Gunnery make it incompatible with the currently poor UI.
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Posted 12/19/2011 12:40:26 PMThis is an amazing guide! Please make one for the other classes asap! (especially Bounty Hunter)