Game Guides Archive
Thread: Basic Guide for MTK/MCM Template
Page 1 of 1
Kaylais
Fri Jun 03, 2005 9:22 am
#1
Below is my basic 'guide' for MTK/MCM players. It's my first attempt at a guide, so please be kind :-)
First, some details about the MTK and MCM...
Master Teras Kasi Artist
------------------------
Official description:
Teras Kasi Artist
Primary Role: Melee Tanking Specialist (Avoidance)
Secondary Role: Close Range Damage Dealer
Offense: Moderate (3)
Defense: Very Strong (5)
Crowd Control: Minimal (1)
Teras Kasi Artists are experts at avoiding damage. TKAs have several utility abilities to further help them survive standing toe to toe with the most powerful opponents in the galaxy. Their damage output is only moderate however making them less than ideal for taking opponents on their own.
------------------------
===Strengths/Main abilities===
-Improved Centre of Being (CoB) gives +500 to Melee & Ranged Defense. This is a lifesaver. Always use it when fighting....always.
-Innate armor. This is basically armor without actually wearing armor. It is equivalent to Battle Armour with a rating of 6000. This equates to 48% damage reduction.
-Advanced Combo Attack. The damage display for this attack is currently bugged and shows much less damage than it should. The attack really does approx 900-1100 damage against enemies of the same level as you.
-Advanced Dizzy. This does little damage but reduces the enemies defense and accuracy.
-Powerboost. Increases your health by 500 for 10 mins. It drains mind by 50%
-Armor break. Punches a hole in the enemies armor allowing greater damage to be done by other attacks. It lasts for only about 10 seconds though.
===Weaknesses/bugs===
-Combo Attack. Very high Action cost. You can use the attack about 5 times before running out of action.
-Centre of Being will only work if you are standing still for a few seconds. Also, in large scale pvp battles it can be very difficult to get this to activate. Lag really hurts.
-Powerboost. You must sit, then meditate for a few seconds before activating this or it will likely fail.
-Force of Will. This currently increases your incap time. It is meant to reduce it. Don't use it (for now)
-Lag can strongly affect the TK's ability to attack as it can result in "too far from target" messages even though you appear to be <5m from the target.
-Taunt. While this is quite effective at getting the enemy to attack you, it doesn't hold the enemies attention. The long cooldown means it's not as useful as it should be. Hopefully this will be made an Area Taunt at some point.
-Armorbreak. It can be extremely difficult to get this to stick. It seems to 'miss' about 75-85% of the time.
-Innate Armor is turned off when you wear armor. However, when you remove the armor, the Innate Armor does not always turn back on.
-TK Innate Armor cannot hold Armor Attachments (AA's)
Master Combat Medic
------------------------
Official description:
Combat Medic
Primary Role: Medical Combatant
Secondary Role: Combat Healing
Offense: Strong (4)
Defense: Weak (2)
Crowd Control: Moderate (3)
Combat Medics are the natural progression of Medics into the combat field. Their medical expertise turned to the goal of eliminating the enemy culminated in the creation of powerful medical weaponry that can quickly leave opponents crippled and powerless. They also have the ability to competently heal their allies while in the thick of battle.
Combat Medics will retain their healing abilities but they will always be secondary to the capabilities of a Doctor.
------------------------
===Strengths/Main abilities===
-Paralyse. Stops the enemy from performing any action (including moving) for 10-12 seconds. Any damage (including DoT's) will end the paralysis. Use when you need time to heal.
-Thyroid Rupture. Reduces the enemies attack speed, effectively reducing their DPS. 2min+ duration
-Electrolyte Drain. Reduces the enemies movement speed. 2min+ duration.
-Shock. Greatly reduces the enemies ability to resist other states. This almost always hits (95-100% hit rate)
-Bacta Toss. Throws a 'heal' unto yourself or other players. Heals in the 600-700 range without enhancers.
-Bacta Spray. Heals in an area of effect within 15m of you. Heals for about 450-550 without enhancers.
-Neurotoxin. Poisons the enemy for about 250-300 damage per tick. Ticks are about 1 every 5 seconds. Does not stack with other Neurotoxin hits, and damage can be increased with enhancers by 20%. It lasts a long time. Stacks with Dueterium fire damage.
-Dueterium Toss. Sets the enemy on fire. It does 250-300 damage per tick. Ticks are about 1 every 5 seconds. Does not stack with other Dueterium hits, and damage can be increased with enhancers by 20%. It lasts a long time. Stacks with Neurotoxin fire damage.
-4 ways of healing...Bacta Toss, Bacta Spray, Bacta Shot and Stims (self healing only)
===Weaknesses/bugs===
-Infect. Currently does nothing. Don't use (until fixed)
-Bacta Spray generates a huge amount of hate, which cause all enemy to attack you. Use carefully.
-Dueterium Toss and Neurotoxin damage is not very strong in PvE. They are far more useful against very high level enemies and in PvP. They currently give you zero medical xp when used in fights.
-Dueterium Toss and Neurotoxin do not stick very often until you reach Master Combat Medic. Many people report miss rates in the 60-80% range
-Heals can only used on people of the same status as you. So if you are 'on leave' you can only heal other players who are 'on leave'. There are also restrictions on healing players of the other faction, but I don't like healing Rebels anyway. :-)
-------------------------
Overall, MTK/MCM is very very useful in groups due to the ability to tank 7-10 enemy of the same level with ease. The Bacta Spray can be used as an Area Taunt, and is excellent at keeping the enemy away from other members of the group with lower defense abilities.
Any group members that are injured can be healed quickly using the 3 of the 4 heals available to you.
Most enemy of equal level only do about 90-100 damage to me when I have CoB running. And I can heal every 3-7 seconds depending on timers.
The CM poison/fire attacks supplement the relatively weak TK attacks. Though if you use the brawler Melee Strike attack and the TK Dizzy/Combo attacks together, you can hit quite often and increase the DPS you are doing.
---------------------------
==Note on Enhancers==
Enhancers increase the damage done with DoT's or increase the time that debuffs last. An Enhancer with an effectiveness rating of 1000 will give a 15% increase in damage (for DoT's) and duration (for debuff's)
Enhancers are used INSTEAD of the special and not in addition to them. When using enhancers, if you miss you do not use up an enhancer
Currently the are quite expensive and with the exception of the Bacta Enhancers, they are not very useful unless PvP'ing (longer duration of debuffs in PvP is useful)
---------------------------
==Brief Combat Guide==
- PvE :
Pull enemies from lairs using one of the DoT's. At most, this will normally pull 3-4 which is nothing for you to worry about. The enemy that is being targeted by the group should be hit with an knockdown/armorbreak as soon as possible.
Then cycle through targets and hit them with knockdown attacks (Leg Sweep & Lunge) & Dizzy. This helps keep them focused on you.
You can also throw a few Poison/Fire attacks. This will slowly kill enemy that are not even being attacked yet by the group.
And remember....always always always keep CoB up. Always.
- Solo :
This is a weak point for this Prof combination, but it can be done...slowly.
I suggests that you only agro 2 mobs at most. Hit the 2 mobs with Fire/Poison and Thyroid Rupture (reduces attack speed). You may first want to hit them with Shock first...especially if you are not master CM yet. Then go to work on the first with Dizzy, Armorbreak followed by combinations of Combo Attack, Leg Sweep, Melee Strike, then rotating between those last 3.
You can of course throw in a few more armor breaks, but they don't seem to stick as often after the first hit.
By the time you kill the first, the poison and fire damage on the 2nd mob should have reduced it to about 40-60% health..
Rinse & repeat.
As usual, keep that CoB up!
- PvP :
First and foremost...Paralyse! Then hit them with Thyroid Rupture, Electrolyte Drain & Shock. Paralyse again, and hit them with Haemorrhage. Refresh CoB or activate it now if you haven't already done so.
Next, hit them with Deuterium Toss. Then a knockdown (Leg sweep or Lunge). Hit with Neurotoxin next.
At this point, you should start hitting them with Dizzy and Armorbreak. Then alternate between Combo Attack, Leg Sweep and Melee Strike.
Remember that the Haemorrhage will greatly reduce their action regen so they won't be able to hit you with as many specials. That + CoB + the odd heal should keep you alive for a long time.
Keep at least a Dizzy or Armorbreak state on your opponent and stay close to them if they are ranged. If they are ranged and rout you, you can heal very quickly so don't worry about it too much.
If fighting against a ranged opponent, you can also use Line Of Sight to protect yourself (remember that the DoT's are still working away). Useful if your health get low.
Also, try to duel away from water (to protect the fire DoT)
And don't get so caught up the action that you forget CoB. It can be refreshed before it runs out, so a good time to reactivate it is when you knockdown your enemy.
====================
This is be no means a complete guide for this template, and I've probably made a few mistakes or forgot a few things (please feel free to correct me). I hope that it provides some useful information and encourages people to try this fun, complex and interesting template. This guide is geared more towards the new players so more experienced players may not find it as useful.
Any comments or corrections are welcomed. Thanks for reading!
First, some details about the MTK and MCM...
Master Teras Kasi Artist
------------------------
Official description:
Teras Kasi Artist
Primary Role: Melee Tanking Specialist (Avoidance)
Secondary Role: Close Range Damage Dealer
Offense: Moderate (3)
Defense: Very Strong (5)
Crowd Control: Minimal (1)
Teras Kasi Artists are experts at avoiding damage. TKAs have several utility abilities to further help them survive standing toe to toe with the most powerful opponents in the galaxy. Their damage output is only moderate however making them less than ideal for taking opponents on their own.
------------------------
===Strengths/Main abilities===
-Improved Centre of Being (CoB) gives +500 to Melee & Ranged Defense. This is a lifesaver. Always use it when fighting....always.
-Innate armor. This is basically armor without actually wearing armor. It is equivalent to Battle Armour with a rating of 6000. This equates to 48% damage reduction.
-Advanced Combo Attack. The damage display for this attack is currently bugged and shows much less damage than it should. The attack really does approx 900-1100 damage against enemies of the same level as you.
-Advanced Dizzy. This does little damage but reduces the enemies defense and accuracy.
-Powerboost. Increases your health by 500 for 10 mins. It drains mind by 50%
-Armor break. Punches a hole in the enemies armor allowing greater damage to be done by other attacks. It lasts for only about 10 seconds though.
===Weaknesses/bugs===
-Combo Attack. Very high Action cost. You can use the attack about 5 times before running out of action.
-Centre of Being will only work if you are standing still for a few seconds. Also, in large scale pvp battles it can be very difficult to get this to activate. Lag really hurts.
-Powerboost. You must sit, then meditate for a few seconds before activating this or it will likely fail.
-Force of Will. This currently increases your incap time. It is meant to reduce it. Don't use it (for now)
-Lag can strongly affect the TK's ability to attack as it can result in "too far from target" messages even though you appear to be <5m from the target.
-Taunt. While this is quite effective at getting the enemy to attack you, it doesn't hold the enemies attention. The long cooldown means it's not as useful as it should be. Hopefully this will be made an Area Taunt at some point.
-Armorbreak. It can be extremely difficult to get this to stick. It seems to 'miss' about 75-85% of the time.
-Innate Armor is turned off when you wear armor. However, when you remove the armor, the Innate Armor does not always turn back on.
-TK Innate Armor cannot hold Armor Attachments (AA's)
Master Combat Medic
------------------------
Official description:
Combat Medic
Primary Role: Medical Combatant
Secondary Role: Combat Healing
Offense: Strong (4)
Defense: Weak (2)
Crowd Control: Moderate (3)
Combat Medics are the natural progression of Medics into the combat field. Their medical expertise turned to the goal of eliminating the enemy culminated in the creation of powerful medical weaponry that can quickly leave opponents crippled and powerless. They also have the ability to competently heal their allies while in the thick of battle.
Combat Medics will retain their healing abilities but they will always be secondary to the capabilities of a Doctor.
------------------------
===Strengths/Main abilities===
-Paralyse. Stops the enemy from performing any action (including moving) for 10-12 seconds. Any damage (including DoT's) will end the paralysis. Use when you need time to heal.
-Thyroid Rupture. Reduces the enemies attack speed, effectively reducing their DPS. 2min+ duration
-Electrolyte Drain. Reduces the enemies movement speed. 2min+ duration.
-Shock. Greatly reduces the enemies ability to resist other states. This almost always hits (95-100% hit rate)
-Bacta Toss. Throws a 'heal' unto yourself or other players. Heals in the 600-700 range without enhancers.
-Bacta Spray. Heals in an area of effect within 15m of you. Heals for about 450-550 without enhancers.
-Neurotoxin. Poisons the enemy for about 250-300 damage per tick. Ticks are about 1 every 5 seconds. Does not stack with other Neurotoxin hits, and damage can be increased with enhancers by 20%. It lasts a long time. Stacks with Dueterium fire damage.
-Dueterium Toss. Sets the enemy on fire. It does 250-300 damage per tick. Ticks are about 1 every 5 seconds. Does not stack with other Dueterium hits, and damage can be increased with enhancers by 20%. It lasts a long time. Stacks with Neurotoxin fire damage.
-4 ways of healing...Bacta Toss, Bacta Spray, Bacta Shot and Stims (self healing only)
===Weaknesses/bugs===
-Infect. Currently does nothing. Don't use (until fixed)
-Bacta Spray generates a huge amount of hate, which cause all enemy to attack you. Use carefully.
-Dueterium Toss and Neurotoxin damage is not very strong in PvE. They are far more useful against very high level enemies and in PvP. They currently give you zero medical xp when used in fights.
-Dueterium Toss and Neurotoxin do not stick very often until you reach Master Combat Medic. Many people report miss rates in the 60-80% range
-Heals can only used on people of the same status as you. So if you are 'on leave' you can only heal other players who are 'on leave'. There are also restrictions on healing players of the other faction, but I don't like healing Rebels anyway. :-)
-------------------------
Overall, MTK/MCM is very very useful in groups due to the ability to tank 7-10 enemy of the same level with ease. The Bacta Spray can be used as an Area Taunt, and is excellent at keeping the enemy away from other members of the group with lower defense abilities.
Any group members that are injured can be healed quickly using the 3 of the 4 heals available to you.
Most enemy of equal level only do about 90-100 damage to me when I have CoB running. And I can heal every 3-7 seconds depending on timers.
The CM poison/fire attacks supplement the relatively weak TK attacks. Though if you use the brawler Melee Strike attack and the TK Dizzy/Combo attacks together, you can hit quite often and increase the DPS you are doing.
---------------------------
==Note on Enhancers==
Enhancers increase the damage done with DoT's or increase the time that debuffs last. An Enhancer with an effectiveness rating of 1000 will give a 15% increase in damage (for DoT's) and duration (for debuff's)
Enhancers are used INSTEAD of the special and not in addition to them. When using enhancers, if you miss you do not use up an enhancer
Currently the are quite expensive and with the exception of the Bacta Enhancers, they are not very useful unless PvP'ing (longer duration of debuffs in PvP is useful)
---------------------------
==Brief Combat Guide==
- PvE :
Pull enemies from lairs using one of the DoT's. At most, this will normally pull 3-4 which is nothing for you to worry about. The enemy that is being targeted by the group should be hit with an knockdown/armorbreak as soon as possible.
Then cycle through targets and hit them with knockdown attacks (Leg Sweep & Lunge) & Dizzy. This helps keep them focused on you.
You can also throw a few Poison/Fire attacks. This will slowly kill enemy that are not even being attacked yet by the group.
And remember....always always always keep CoB up. Always.
- Solo :
This is a weak point for this Prof combination, but it can be done...slowly.
I suggests that you only agro 2 mobs at most. Hit the 2 mobs with Fire/Poison and Thyroid Rupture (reduces attack speed). You may first want to hit them with Shock first...especially if you are not master CM yet. Then go to work on the first with Dizzy, Armorbreak followed by combinations of Combo Attack, Leg Sweep, Melee Strike, then rotating between those last 3.
You can of course throw in a few more armor breaks, but they don't seem to stick as often after the first hit.
By the time you kill the first, the poison and fire damage on the 2nd mob should have reduced it to about 40-60% health..
Rinse & repeat.
As usual, keep that CoB up!
- PvP :
First and foremost...Paralyse! Then hit them with Thyroid Rupture, Electrolyte Drain & Shock. Paralyse again, and hit them with Haemorrhage. Refresh CoB or activate it now if you haven't already done so.
Next, hit them with Deuterium Toss. Then a knockdown (Leg sweep or Lunge). Hit with Neurotoxin next.
At this point, you should start hitting them with Dizzy and Armorbreak. Then alternate between Combo Attack, Leg Sweep and Melee Strike.
Remember that the Haemorrhage will greatly reduce their action regen so they won't be able to hit you with as many specials. That + CoB + the odd heal should keep you alive for a long time.
Keep at least a Dizzy or Armorbreak state on your opponent and stay close to them if they are ranged. If they are ranged and rout you, you can heal very quickly so don't worry about it too much.
If fighting against a ranged opponent, you can also use Line Of Sight to protect yourself (remember that the DoT's are still working away). Useful if your health get low.
Also, try to duel away from water (to protect the fire DoT)
And don't get so caught up the action that you forget CoB. It can be refreshed before it runs out, so a good time to reactivate it is when you knockdown your enemy.
====================
This is be no means a complete guide for this template, and I've probably made a few mistakes or forgot a few things (please feel free to correct me). I hope that it provides some useful information and encourages people to try this fun, complex and interesting template. This guide is geared more towards the new players so more experienced players may not find it as useful.
Any comments or corrections are welcomed. Thanks for reading!
Kaylais
Fri Jun 03, 2005 9:27 am
#3
StringCheeseIncident wrote:
Nice Guide![]()
Wow you read fast....2 mins :-)
StringCheeseIncident
Fri Jun 03, 2005 10:33 am
#4
Page 1 of 1