Creature Handler Archive

Thread: New CH player seeks advice

Tiowyn
Tue Jun 15, 2004 10:48 am
#1

Hello everyone, just havin a few difficulties choosing some profesions to assist me in my career as a CH.

At the moment Im thinking of going MCH, and MTK, with some of my remaining points going into the medical career, just enought to make stim-b's and such. I usually spend most of my time doing PvE and very little PvP, grouping and solo. Im not looking for the most powerful combo or anything like that, Im just having a hard time deciding on going with TKA, or would I be better off with a ranged weapon profession?
Id like to here what all you veteran players have to say about ranged vs melee before I make my choices.
Thanks in advance.

Tio-
Tiowyn
Tue Jun 15, 2004 10:50 am
#2

Sorry, forgot to mention that i play a wookie, if that makes a difference or not.
SioBabble
Tue Jun 15, 2004 11:31 am
#3

As a TK, you'll be a better tank than your pets, and be able to do more damage, too. It's sad, but even high level BE creature pets will not be able to absorb damage like a TKM nor deal damage like a TKM.




Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


TheLoneBowler
Tue Jun 15, 2004 11:39 am
#4

Rifleman does some serious damage, and you can use your pets to tank for you. However, as a TKM I can let my pets focus on specials and state attacks. This lets me solo fairly high level creatures that I cannot do as a TKM alone. The meditation/powerboostis very nice too. Overall it will come down to what you like.



Shree Lanka
7777Spec-Ops Arcas Legion8888
MasterY Medic Keeping SOAL Alive
"I tried being reasonable. I didn't like it."


Tiowyn
Tue Jun 15, 2004 1:15 pm
#5

Thanks alot for the replies everyone. I think I'll stick on the path to TKA then, which will still be a ways out. I just started playin again after nearly a year, and all the changes are overwhelming. I use to have a novice rifleman / novice CH before I stopped, so I was lookin to try melee this time around, and wanted to make sure it wasnt too bad of a choice to go along with CH.

Thanks again

Tio-
Eclipse
MrHawat
Wed Jun 16, 2004 6:02 am
#6


Well, I am MCH/MTKA. I have also been master pistol but dropped it. I find that I only use my pets to boost my mission level when I need the cash. I normally leave them in town. They provide no benefit and are more trouble than they are worth. They do not keep up with bikes, the call and store delay, running, and the host of other problems.


The big benefit to MTKA for me, besides the damage and defenses, is the meditation. I hunt rare pets. I am currently searching for a Skreecher. It has been 2 weeks now. The adults deal a nasty plague strike that can really leave you with some nasty wounds. The meditation not only quickly ends the plague but also heals the wounds quickly. Same with the Deaths Head Merrick I am looking for. They do poison. This is the main reason I keep TKM. The ability to cure my self in the field when there is not a doctor on the entire planet.


The big dissadvantage is that your damage is all kinetic. Pet specials are flakey and really do not do enough damage to have much of an affect on high end stuff. Alot of the good loot is dropped by NPC's that are either 100% immune to kinetic damage or have resists and HAMs that are so high, they might as well be. Most higher end MOBs also have high kinetic resists and I can not think of a single MOB that is vunerable to kinetic. When I was Pistol I would carry weapons that did different types of damage and attack a MOB with the type they were vunerable to. You can not do that as TKM you just have to pass on things that are 100% immune and take advantage of your high damage output to wear down the ones that have high resists.


When you build your TK work up the power tree first. Then get knockdown next and work towards unarmed hit 2. You get 3 at master. The last tree you climb should be meditation. You will want a good set of Ubese armor and probably a spare jacket. It is the first thing to wear out. Look at the TK FAQ for the current MOB to use to level. If all else fails do Pickets on Dant. They do not DB and give decent XP. You will find, with buffs and armor, that your mind is what you need to watch. So, migrate your stats to favor your mind and buy good brandy by the crate from a chef. Once you master you will probably find that you really do not need medic. I hung on to novice just to be able to use Stim B's in an emergency.
Tiowyn
Wed Jun 16, 2004 7:16 am
#7

Wow, thanks for the info, its much appreciated. Thats pretty much the same reason I hold onto medic also. My heals are not good enough where I can rely on them enough to save me in combat, though they have a time or two, its just nice for toppin off health after a fight, or gettin a few more HPs for my pets.

Tio-
Rorenikibi
Wed Jun 16, 2004 7:50 am
#8

The best advice is to be patient. Pets right now aren't the most effective combat tanks out there. The best are TKM tools in their 90% composite.



Once the revamp puts a hurting on their tankwear, they'll be back behind the meatshieldswith the rest of us.




Captain Janu Hull CFA-7
In the event of an emergency, this pilot's ego may be used as a floatation device.


MrHawat
Wed Jun 16, 2004 8:44 am
#9


Once the revamp puts a hurting on their tankwear, they'll be back behind the meatshieldswith the rest of us.


A TKM does not need 90% Composite to handle PVE. The rumor is that armor will be capped at 60% kinetic. Does that number sound familar? That is plenty for a TKM. I made master TKM using Ubese with resists in that range. Less of a strain on the mind and can be worn unbuffed. I will still be tanking away with 60 % armor. It all depends on what they do to the HAMs, buffs, and special costs. Since most fighting CH's have a combat skill that relies on these, we will be screwed along with the rest of them and still be stuck with less than useful pets. Ok, a pet can now tank better and we both now take an hour to kill a midrange MOB, the difference is I will not go running off, poof, wait 30 seconds after combat or 15 seconds before, and I can ride a bike to the next mission. With the way the Dev's treat us MCH's, I do not see them changing any of that soon. Frankly, I would not be surprised if the uproar from all combat professions, if they nerf them like they did us, causes them to back off the entire "Balance." Do you remember the Crafter "Balance?"
Ragemaster9999
Wed Jun 16, 2004 8:46 am
#10

Get high up in medic as you can, preferable master. Medic skills HELP ALOT with healing your pets for large amounts oh HAM at a time. Pet stims are expensive, and "player stims" are just as effective only cheaper. Also having decent medical skills will have the side effect of making you a good backup/secondary healer in a group situation.



Oiwik Kalmor the Rodian. Final profession pending.
I love the NGE... don't you?
SioBabble
Wed Jun 16, 2004 8:56 am
#11






Ragemaster9999 wrote:
Get high up in medic as you can, preferable master. Medic skills HELP ALOT with healing your pets for large amounts oh HAM at a time. Pet stims are expensive, and "player stims" are just as effective only cheaper. Also having decent medical skills will have the side effect of making you a good backup/secondary healer in a group situation.






0/0/3/0 medic is all you need for well crafted meduse 30 Stim-Cs. Stim-Ds do come in very handy for healing large pet damage, though, and you'll need 0/0/4/0 medic for that.


2/0/3/0 is probably the optimal configuration; it gives you bleed stopping ability which is very handy in those rare incidents when some NPC puts a bleed on you or your pet. The NPCs right now are pretty nerfed for special attacks, though.





Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


TheLoneBowler
Wed Jun 16, 2004 11:14 pm
#12






MrHawat wrote:


Oh, one other disavantage of being TKM I forgot to warn you about. There is no effective way to really disarm. So, get +25 taming clothes and learn to run. I lost a Death's Head baby because he aggro'd me 6 times in my 15 train attempts. You usually hit once before you can react and run. For a TKM, unarmed, that is still a bit of damage. Anyone else think Merricks are one of the toughest pets to tame? They are just plain boneheaded and fast.








You can keep a cdef in your inventory. Or even better one of the crappy looted rifles that has a speed of like 10.0. This is the art of 'disarming by arming.'



Shree Lanka
7777Spec-Ops Arcas Legion8888
MasterY Medic Keeping SOAL Alive
"I tried being reasonable. I didn't like it."


MrHawat
Thu Jun 17, 2004 12:08 am
#13


Oh, one other disavantage of being TKM I forgot to warn you about. There is no effective way to really disarm. So, get +25 taming clothes and learn to run. I lost a Death's Head baby because he aggro'd me 6 times in my 15 train attempts. You usually hit once before you can react and run. For a TKM, unarmed, that is still a bit of damage. Anyone else think Merricks are one of the toughest pets to tame? They are just plain boneheaded and fast.


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