Game Guides Archive
Thread: TKA or Swordsman
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Xanevae
Sat Nov 13, 2004 8:09 am
#1
I am currently a master of both, and i'd like the advice of people that have had both and put them to the test a good while.
I'm going to have to unleard one of them completly, and i find it a hard choice. I love TKA for its style and the meditation, but scythes...
the only reason i ended up with both in the first place was because i wanted to tank for my guild on expaditions and to help the inexperianced out a bit, but it seems like combat is a none issue for some, especialy at the moment, so for now, im taking up the mandoviol and heading into the wild blue yonder 
Anyway, i'd just like some pro's and con's when comparing TKA to Swordsman by those that have been there, if its going to be your only combat proff, which is it?
cheers,
Xan
I'm going to have to unleard one of them completly, and i find it a hard choice. I love TKA for its style and the meditation, but scythes...
Anyway, i'd just like some pro's and con's when comparing TKA to Swordsman by those that have been there, if its going to be your only combat proff, which is it?
cheers,
Xan
Auhal
Sat Nov 13, 2004 8:50 am
#2
If you want more damage output take swordsman, you can kill pretty much anything in the game with it. It is somewhat lacking in defences though.
TK is cheaper to play, you don't really need armour unless you are going against bigger mobs (atm - combat upgrade may change that) and if you choose you don't even need a weapon! You won't be able to touch anything with 100% kinetic resits though. It also is nice to be able to heal your own wounds and cure diseaser if playing solo.
I can't advise on what to drop, but I hope that helps a little.
TK is cheaper to play, you don't really need armour unless you are going against bigger mobs (atm - combat upgrade may change that) and if you choose you don't even need a weapon! You won't be able to touch anything with 100% kinetic resits though. It also is nice to be able to heal your own wounds and cure diseaser if playing solo.
I can't advise on what to drop, but I hope that helps a little.
jassi007
Sat Nov 13, 2004 10:04 am
#3
I'd say swordsman, just to drop yourself from that 99.9% of people that have TKA.
Xanevae
Sun Nov 14, 2004 5:55 am
#5
i'll probably go with TKA to be honest, i love swordsman when im in a fight, but the advantages of TKA for a pilot are too good to miss, wound healing... 
and when you are out in the field with no doc and you get poisoned or diseased or badly bleeding, you've got that covered too...
AND... my new profession being musician/entertainer it means i can smack things around with a mandoviol!
and when you are out in the field with no doc and you get poisoned or diseased or badly bleeding, you've got that covered too...
AND... my new profession being musician/entertainer it means i can smack things around with a mandoviol!
YuuKnow
Sun Nov 14, 2004 7:24 am
#6
Ya, for some reason I find it EXTRODINARILY diffucult to giveup my TKM. The uber cool meditation, the wound healing, the fast and furious kicks and the eye-candy moves......
Swordsman rocks, but it gets 0 style points because the animations are boring as heck to watch.
So I'ld say if your about praticality, swordsman, but if your down with Style points and eye-candy, TKM. The games got to be interesting doesn't it?
KenzoDarkron
Sun Nov 14, 2004 1:00 pm
#7
tough choice...but I would say keep TKM....meditation, speed, toughness and defense rock. 100% kinetic resists suck though...just bring friends. TKM has a mind hit too....
Halloweenchild
Sun Nov 14, 2004 3:28 pm
#8
and dont forget powerboost !
Anyways i had them both at one time ,but keeping swordman with tka meditate would be great ,but you said you need to drop one completley *shrug*
HardwiredXMan
Sun Nov 14, 2004 4:22 pm
#9
I've been a master swordsman, TKM, master brawler, fencer 0-0-2-0, medic 1-0-0-0 for about 6 or 7 months now.....I can really understand the advantages and disadvantages......couple weeks ago I had to make a choice on which to drop for my FS grind.....basically I took up commando again, so I can zip through the xp grind with nades....make 200k FS xp per buff session.
Anwyay, I found that having medic is a must if you don't have TKM if your the soloist type of person like myself. Powerboost, healing wounds, healing poison and disease and more importantly the wide variety of defense that tkm provides (you can block, counterattack, dodge)....plus TKM takes the least damage in most situations do to the high toughness they get......you don't need a weapon or armor and thus you don't need the super buffs since you'll suffer from no incumberance.....last but not least, tkm saves more time than any other profession....you can fight unbuffed if you want and still dominate...especially if you have medic and some mind food
TKM limitations are few for the most part.....the biggest limitation by far is the lack of damage types and the game has so many high kinetic resist mobs, sometimes it takes forever to kill them....and in some cases you can't scratch some mobs at all.....certain types of kungas and nightsisters have 100% kinetic resist and might be a few more out there.
Swordsman's only limitations are not being able to have the benefits of the meditation line like TKA and low defense and speed. speed and defense can easily be compensated for through SEA's, BE clothing, Chef foods, FS skill mods...etc.
As a swordsman, though, defense rarely becomes a problem because you kill your targets so fast that you don't take a lot of damage. The biggest problem defensively is low defense vs dizzy, stun, intimidate....but even when intimidated the shear power of the KD/head hit 3 combo with a power hammer is unmatched. It takes a very high blast resist on a mob for me to have a long fight...I'm stalking like 70% and up....
However, after the fight....medic is a must just so you can heal your own wounds....you don't even have to go to the hospital if you have a medical droid you can whip out...I have 4 medical droids that are also combat capable for those times when I didn't have TKM or medic.....but I make it a rule to keep one or both TKM meditate line or medic in any template......to me time is much more valuable than an extra line of offensive specials and such from another profession.
Basically though, it depends on what you plan to do with your character after dropping one of the professions....if your just gonna be grinding and doing low - mid level missions and content...TKM is best for it's speed in not only fighting but healing as well.
Now if your gonna be doing the FS village, Geo caves, DWB, corvette, nightsisters....any high level content....swordsman is best....it's even a better tank than TKM for the high content....simply because you can kill your enemy faster than a TKM could because all high level mobs have 90% kinetic resist hor higher while the blast resist tend to rarely reach 80%....plus the PH is AP2 and you only take a penalty to your damage when your target has Heavy armor rating.
So grinding, low level - mid level content, saving time healing.....keep TKM
Hunting the high level content, looking for acklay bones or great loot.....keep Swordsman and pick up some defense mods somewhere.
Right now I dropped swordsman because all I'm doing is grinding my last bit of 1 million force sensitive xp....and the healing from TKM is more important than the damage of swordsman.....But if I wanted to go to the hard POI's, well I would probably need to group with someone....
So it all depends on what you want to do...
Oh yeah, keep in mind that the apprencticeship points needed to master a profession is dropping to 300 in update 11.2So picking up a profession you've dropped won't be too hard if you feel you dropped the wrong profession for what you want to do.
twc
Mon Nov 15, 2004 1:14 am
#10
I like TKM better thats why I droped swordsman for it. You have powerbost plus heal wounds and loads of other cool crap
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