Combat Medic Archive

Thread: TKM/MCM?

wranglerguy76
Sun Sep 25, 2005 6:15 pm
#1

What do you all think? Did the Geno Caves with a group of friends and seemed pretty damned good. I was able to jump in and heal as well as CM attacks and Melee attacks. Also makes aawesome tank being able to heal yourself and not having to wear armor or have a weapon.

I love it. What do you guys think? Where should i throw my extra points to make it better?
Revan117
Sun Sep 25, 2005 9:33 pm
#2

This is a very good template. Great for pvp and pve, I used it for quite a while before going tkm/pike/doc so I could spin for the rest of my 2nd FS grind. I would recommend using the extra skillpoints on 2440 medic for the +20 healing eff and stabilizers to cure intimidate and other states. Or novice pikeman for the little added defense and the area KD from xxx4 brawler. Another option would be some scout for the TN, but as a tkm you could just get some UD/TN bio clothesto throw on when you need to run up something steep. Anyway have fun with this temp, the gameplay is actually a lot like jedi.... just without the force and a lightsaber.






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wranglerguy76
Sun Sep 25, 2005 10:15 pm
#3






Revan117 wrote:

This is a very good template. Great for pvp and pve, I used it for quite a while before going tkm/pike/doc so I could spin for the rest of my 2nd FS grind. I would recommend using the extra skillpoints on 2440 medic for the +20 healing eff and stabilizers to cure intimidate and other states. Or novice pikeman for the little added defense and the area KD from xxx4 brawler. Another option would be some scout for the TN, but as a tkm you could just get some UD/TN bio clothesto throw on when you need to run up something steep. Anyway have fun with this temp, the gameplay is actually a lot like jedi.... just without the force and a lightsaber.





Thanks, I'll test those out.
Revan117
Sun Sep 25, 2005 10:32 pm
#4

Np, if you have any ?'s feel free to ask. Also, I recommend putting an ADK on a 100% speed sliced Knuckles of the Katarn with a low sac pup as your primary and secondary weapon, as TKM with no added combat speed mods, its the only way to go. My only other advice is to remember that combo attack is bugged and does more dmg than the combat spam reports, and to remember even your low lvl skills, especially in pvp (armor break, stabelizers, ect...).






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Revan117
Mon Sep 26, 2005 8:54 am
#5






Gillik wrote:
Some guys go TKM/MDoc. Mostly for the ability to buff themselves anywhere.





That is a good "stay alive" template, but lacking as far as damage. Without the crowd control and dot's of CM I would recommend getting a double melee mastery and just the healing line of doc. Something like TKM/MSwords/4000 doc is great as a dueling/tank temp consideringyou can hold up 1000 points of defense with food and bio clothes if you keep COB and Sword Flurry active. You also have a very high dps with your katarn knucklers and all the powerful attacks of swordsman, use advanced armor break and your golden. Another option is pikeman instead of swords, that gives you spin attack and an area kd, along with intimidate and warcry, has good offence, but not as good as swords. That's a good temp for grinding FS, group pvp, or big pve raids. TKM/MCM if played right can easily hold up to either of those templates, just watch your mind pool. As for TKM/Mdoc... I would stick with one of the double meleew/ 4xxxhealingunless you plan on almost always fighting CM's.






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Revan117
Mon Sep 26, 2005 9:02 am
#6


Oh, as for the ability to buff anywhere, there is a fencer based temp that makes use of that for the addrenal boost to get a very high mdps using something like the acid sword, only big weakness is you need armor (which can be a good thing if you can afford a full AB slice and a lot of ADKs, or just new armor every so often)... Its Master Fencer, Doc 4004, Sword 0034, TKA 0400. Very high dps, and good defence + ability to buff.

Message Edited by Revan117 on 09-26-2005 09:07 AM






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iijin
Mon Sep 26, 2005 9:07 am
#7

I was MCM before I decided to get the 0031 in swords dropped a little CM...I'm not CL80 but eh who cares I hit harder then I ever thought I could...about twice what I could do before....



Iijin Myriiv | DFR
Phantom Wing
|
88th Imperial Fighter Squadron

SkySpear Industries
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-1966, 2704, contacts: iijin - venya - bladestorm - cyx
Revan117
Mon Sep 26, 2005 9:21 am
#8






iijin wrote:

I was MCM before I decided to get the 0031 in swords dropped a little CM...I'm not CL80 but eh who cares I hit harder then I ever thought I could...about twice what I could do before....






Being CL 80 in pvp is only useful for the little extra health it gives. In pveit makes finding a grind group a little easier and helps when soloing high lvl mobs. Other than that, CL doesnt mean much if you have a good temp and know how to use it.


... man, I need to get out of this thread, lol

Message Edited by Revan117 on 09-26-2005 11:09 AM






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Gillik
Mon Sep 26, 2005 12:24 pm
#9

Some guys go TKM/MDoc. Mostly for the ability to buff themselves anywhere.






Drax'el - 2nd Imp MBH of Ket - Retired
Reznik - Smuggler
Ruarc - Elder Jedi
Kobrakai_Force
Tue Sep 27, 2005 2:10 am
#10

Have you looked at MPikes, 4x44 CM, 22xx TKA? -80 speed debuff, gonna hurt jedi with there speed already broken and intimidate so when they do hit, its for alot less than normal., 2 minute snare, paralyse, good heals, Traumatise to kill the mind regen. I Cob, +500 health from power boost. Stunninb blow to reduce defense. Sounds pretty good.

Message Edited by Kobrakai_Force on 09-27-2005 02:13 AM

Brainplay
Tue Sep 27, 2005 2:55 am
#11

The only real downside to TK is its lack of damage. Even with katarn knucklers its damage output still doesn't hold up to its cousin melee professions. TK is meant as a tanking class which means more support/tanking than damage. If you're willing to go that route then it will work out fine for you.





Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

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