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Old October 3rd, 2012, 12:54 AM   #1
xrahrahmanx
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Default Commando Class Mod Guide

I didn't see a guide like this up, so I thought I would take a look through the mods and see what kind of builds they favor. Disclaimer: I haven't finished the game, but I played up to level 50 with all 4 characters in BL1 and I'm enjoying the 2nd one greatly. With that said, some of this info could be wrong and I won't take it poorly if anyone corrects me. I welcome feedback & lively discussion!

A note about skills: I don't include any exact builds in this guide, just some suggestions. There are some skills that are neglected however. First among these is Double Up. I think this is Axton's most powerful 26-point ability (slag without switching weapons, mmm), but it isn't included in my guide. This doesn't mean you shouldn't use it (or any other skill you love). The guide also assumes 3-skill mods, but the 2-skill variety (+5/+6) are viable and can significantly change your build options. Axton's best skills vary, but there are some constants: Double Up, Metal Storm, Onslaught, and Battlefront are probably hands down Axton's best damage skills. He has amazing defensive options in Willing, Able, Do or Die, and numerous skills in the Survival Tree, especially Quick Charge. His turret skills are awesome, and can significantly add to your damage. Because of this, Axton is one of the most flexible characters in the game. He can fill almost any role except group healer, (Maya has that one on lockdown) but Tactician is still viable for increasing group survivability. He has perhaps the most devastating self-damage buffs in the game, without being locked into any specific weapon. When he does specialize, with a mod-specific loadout for skills and weapons, he can reach broken levels of damage.

Links:
Class mod list: http://www.bl2wiki.com/Class_mods#Commando_Mods
Skill calculator: http://www.bl2skills.com/commando.html
HEEGZ Center For Kids Who Can't Play Good: Commando Redux Edition (Leveling guide, Class Mod bonuses, excellent skill analysis): http://forums.gearboxsoftware.com/sh...d.php?t=146362

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SOLO MODS
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Engineer: +Cooldown Rate%, +Battlefront, +Resourceful, +Sentry

This mod will have you split between 3 trees, but only requires you to reach level 3, 4, and 1 to get the +skill benefits. This allows for a lot of build diversity within the mod constraints. I recommend a balance of Survival skills, with 5 in Quick Charge and 1 in Resourceful; this will make you quite tanky and make sure your turret will be up for every encounter. With that said, the turret enhancing Guerilla skills synergize powerfully with the mod's main ability, cooldown reduction. I recommend leveling guerilla for scorched earth and Onslaught (cuz it's awesome!) and filling gunpowder up to 3 Battlefront, letting the class mod do the rest. Worth noting that since Battlefront boosts both Guns and Grenades, it affects Torgue gyro guns twice. If you are using these guns, max Battlefront for huge damage.

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Grenadier: +Grenade Damage%, +Explosive Resist%, +Steady, +Impact, +Grenadier

Awesome! With grenades so much more powerful than they were in BL1, this mod has some serious potential. You only need to be level 32 in order to get all the +skill bonuses from a 3 line mod. I'd recommend putting 4 more in Gunpowder and picking up Do or Die. This skill alone can greatly raise your survivability by making sure you never don't get a 2nd wind, depending how awesome your grenade mod is. Nothing in the Survival line really adds to our destructive payload, and you can pick up Willing and Able in the Guerilla line. I would max out Grenadier and Battlefront, and put the rest of the points in Scorched Earth and Able. I guess if you wanted to take the theme to the max you could level up to Nuke, but I wouldn't advise it. Edit, credit to Nat and ElecBender: Apparently the gyrojets (rocket propelled explosive rounds) fired by Torgue guns count as grenades. And Guns. Meaning you get bonuses from Metal Storm, Impact, Steady, Do or Die, and Onslaught, as well as the +Grenade Damage from the mod and double bonuses from Battlefront on every shot from a Torgue. Huge. The biggest bonus is the doubled Battlefront, so keep this in mind.

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Pointman: +Max Health, +Health Regeneration%, +Grit, +Pressure, +Last Ditch Effort

If only Grit were better... You can build a seriously tanky Axton with this mod, however, none of these skills are his best skills in the tree. This is one of those mods that you use to pick up big bonuses in skills you wouldn't necessarily use. With 25 points in Survival (in order to get full effectiveness with Grit, I'd recommend maxing it), You have only 20 points left to play with. I would go with Gemini and Scorched earth, leaving 8. Then go Onslaught, it's awesome. Able then makes you even more tanky.

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Rifleman: +Assault Rifle Magazine Size%, +Assault Rifle Damage%, +Impact, +Battlefront, +Onslaught

Here we go. This mod gives you huge DPS on Assault Rifles and gives you 3 solid DPS skills. Battlefront loves Longbow and Sentry, DPS loves Metal Storm, which puts you at 16 each in Gunpowder and Guerilla, or level 37. Overload is a blast with this mod, giving you precious seconds of DPS with your machine guns, or more bursts for precise firing. Duty Calls works too if you have a lot of non-elemental guns. You'll be able to take full advantage of the mod's skill bonuses at level 27.

Quote:
Originally Posted by Nat View Post
IMO Torgue AR's will benefit more from Rifleman COM then Grenadier, because one of they main drawbacks it's a low magazine size, rifleman mod bonus partially solves this problem. The bonus damage remains almost the same (if not even better)
Though Torgue weapons have low travel speeds, their ARs will own with this mod, due to Battlefront's double bonus to gyros. Just having your turret out will give up to +120% damage to Torgue guns. With expanded magazines and all the other DPS bonuses that you get, this build will make you forget such a thing as a Glorious Ogre ever existed.

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Shock Trooper: +Shock Damage%, +Shock Resist%, +Onslaught, +Metal Storm, +Quick Charge

Shock Damage is full against all enemies (except shields, duh), and the boost should negate the damage decrease elemental weapons tend to suffer. The skill boosts in this tree are AWESOME! After filling all these skills however (which you will definitely want to do), you're left with only 5 points left. I recommend Battlefront, the final big damage boost skill, to become a shockingly effective killer.

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Specialist: +SMG Accuracy%, +Forbearance, +Ready, +Duty Calls

Lackluster main bonus, ditto skill choices. Duty calls at high levels is a powerful bonus, however. I'd say skip it, unless you have some seriously powerful non-elemental guns. A +6 Duty Calls mod is probably the best one, letting you ignore Survival for more Gunpowder and Guerilla skills.

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Veteran: +Magazine Size%, +Reload Speed, +Steady, +Pressure, +Last Ditch Effort

Marginal DPS boost from the main mod bonuses, and only decent skill bonuses. However, it only requires a splash (7 points) in survival, so you have plenty of options. I figure there must be a way to get the most out of this mod, probably low shot-count, high damage weapons like shotguns or assault rifles. I would probably tailor this build to the weapons I had available, were I to choose it. You can get full skill bonuses at level 23 here. I should probably mention here that this mod's bonuses synergize very well with the Tediore reload effect.

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TEAM MODS
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Gunner: +Team Fire Rate%, +Overload, +Steady, + Metal Storm

Good early-game, with all 3 skills available at level 16. It has a ton of versatility, because it only requires 11 points in Gunpowder to get all the benefits. So you can run whatever build is necessary while giving your whole team a DPS boost. In a 3 or 4 player game it is almost a sin not to have one in the team. I haven't tested to see if two Gunners stack, but I'm guessing they don't. As to which team mod to choose (Gunner or Tactician), it depends mainly on whether you and your team are having trouble surviving. If they aren't, Gunner is more versatile, with more offensive skill bonuses. As to how to build for this com, go for damage! If you can't get enough kills, focus on grenades, launchers, and Battlefront, or even keeping yourself alive. If you can get kills, go nuts with Onslaught.

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Tactician: +Team Shield Capacity%, -Team Shield Recharge Delay%, +Battlefront, +Preparation, +Resourceful

Solid defensive bonuses, skills ranging from decent to good. This mod can really be built many ways, depending on your equipment and team composition/power/goals. If you can't get kills, pick more supportive/defensive skills like Phalanx Shield and Able. If you can, shift to kill skills like Onslaught and Metal Storm and do even more damage. +Battlefront gives you some flexibility because it gives you great damage whether its maxed or not, and doesn't depend on you killing guys to get the boost. This mod is definitely viable in single player too.

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LEGENDARY MODS
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Slayer of Terramorphous: +Burn Damage%, +Burn Chance%, +Sentry, +Ready, +Impact, +Expertise, +Healthy

Wide open build options, favors fire weapons. Not sure how effective this one really is, but I'd say that the non-legendary mods are less gear dependent and have bonuses in better skills. Also, the fact that they're tier 1 means splashing isn't as powerful as it is for a skill like grenadier or Resourceful.

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Legendary Soldier: +Gun Damage%, +Fire Rate%, +Cooldown Rate%, +Sentry, +Ready, +Impact, +Expertise, +Healthy, +Preparation

The non-skill bonuses and +Preparation really set this mod apart from Slayer of Terramorphous. Wide open options, with a good boost in survivability with only a 2 point investment in Survival. This is probably the best all-around class mod, unless you're trying to do something very specific (like boost your Torgue guns with maxed out Battlefront, or maxed runspeed with Onslaught from Shock Trooper or Rifleman).

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Fin.

(credit: Nat for correcting me about Duty Calls and explosive weapons)
(credit: Nat and Elecbender for confirming that +Grenade Damage% and +Gun Damage% both affect gyrojets fired by Torgue guns.

Last edited by xrahrahmanx; October 7th, 2012 at 05:00 PM. Reason: Added legendary mods
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Old October 3rd, 2012, 03:38 AM   #2
kratosbinh
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Default Re: Commando Class Mod Guide

nice post, thank you. I'm using rifleman COM at the moment. I wonder: in 2.5 mode, our shield often depleted, that make skill Crisis Management works frequently. We can use this skill instead of battlefront, which only works when the turret is on the field, and make us depend on turret too much.
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Old October 3rd, 2012, 04:11 AM   #3
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Default Re: Commando Class Mod Guide

great post i usually go with anything with health regen for all my characters if i can
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Old October 3rd, 2012, 07:18 AM   #4
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Default Re: Commando Class Mod Guide

What ever happend to the Ammo Regen? Oh, how I miss it...
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For an easy how-to guide on Roland's COM-themed builds, their gear, and use, click on Ollympian's quote. One of:
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The Legends
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Old October 3rd, 2012, 07:28 AM   #5
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Default Re: Commando Class Mod Guide

Quote:
Originally Posted by kratosbinh View Post
nice post, thank you. I'm using rifleman COM at the moment. I wonder: in 2.5 mode, our shield often depleted, that make skill Crisis Management works frequently. We can use this skill instead of battlefront, which only works when the turret is on the field, and make us depend on turret too much.
You don't depend on the turret - the turret is supporting you. If you use a guerilla heavy build, just toss the turret when you get close to a fight, then run in and do the killing. With scorched earth and sentry it can be your artillery support and provide your damage boost while you take on all the enemies.

A commando should always have his sabre out.
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Old October 3rd, 2012, 07:49 AM   #6
kratosbinh
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Default Re: Commando Class Mod Guide

I mean: turret have long cooldown. Our dmg would be low without slag and battlefront buff. What would we do when cooldown is not over or the turret is destroyed ? try to survive and waiting for turret or we can kick azz by our self?
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Old October 3rd, 2012, 10:22 AM   #7
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Default Re: Commando Class Mod Guide

Quote:
Originally Posted by Webber View Post
great post i usually go with anything with health regen for all my characters if i can
Yeah, health regen is infinitely more valuable over BL1, because we don't have med-kits anymore.
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Old October 3rd, 2012, 10:25 AM   #8
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Default Re: Commando Class Mod Guide

Quote:
Originally Posted by xrahrahmanx View Post
Duty Calls works too if you have a lot of non-elemental or explosive guns (correct me if explosive is not effected).
Great post. Can someone test the above? I don't have access to Sanctuary at the moment so I can't do tests on Marcus' captured bandit

If explosive damage benefits from Duty calls you can make some wicked Torgue AR builds with the Rifleman COM
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Old October 3rd, 2012, 10:38 AM   #9
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Default Re: Commando Class Mod Guide

Cool first post. Welcome to the forums!

I plan on posting a guide like this in my thread once I have time to try out all the COMs. I'm really overwhelmed by the variety at the moment, lol.
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Old October 3rd, 2012, 01:12 PM   #10
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Default Re: Commando Class Mod Guide

Quote:
Originally Posted by kratosbinh View Post
I mean: turret have long cooldown. Our dmg would be low without slag and battlefront buff. What would we do when cooldown is not over or the turret is destroyed ? try to survive and waiting for turret or we can kick azz by our self?
In 2.5, having your shields down mean you'll be in FFYL very shortly after. Crisis management just isn't worth the points. While Battlefront only has uptime while the turret is active, it is a huge bonus which you can potentially have for far longer than Crisis Management.

That said, I prefer using the Grenadier mod. I prefer the consistency of +Impact and +Steady over the more situational +Battlefront.
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