Jump To Lightspeed Archive

Thread: Couple of questions...

MasterUmpa
Sun Oct 03, 2004 11:06 am
#14






NeoEcks wrote:





Paradisio wrote:


I am going for this build I saw posted:


Master TKA and Rifleman

pistoleer 0040

medic 1040


And I was wondering, in this build, would my primary damage be from TKA or rifle? And at what point should I start working on rifle?

Rifleman by far, thoughyou will be able to do quite a bit of damage with TKM as well.


I know I should probably ask on the rifleman board, butwhat is a good rifle anyways?

When you get to Novice Rifleman use a T21


Second, I hear about speed sliced vibro knuckle, but what is good stats after slicing? I got one on bazaar that said it had been sliced, it is 28-127, and 2.3 speed. I'm only at unarmed 3 currently.

you want your VKs to be about 1.5 to 1.7 when you are below Novice TKA


When does my damage really go up? At novice TKA?

YES! you will be astounded at the improvement when you become certified for your VKs


I am kinda confused on the armor bit currently, guides say Ubese, others say the encumberance isn't worth it. Any tips?

you doget unarmedtoughness as you advance through TKA, however notTHAT much in the beginning. ihave full sets of Ubese armor with 75% kenetic resist that i canwearentirely unbuffed. it all depends on if you wantto shop around or not. HOWEVER now that i am aTKM i rarely if ever use any armor at all.


How well does TKA transition to Jedi? I would really like to be one, eventually.

Unarmed XP is not the fastestXP toearn, though i find it the most FUNbyfar. Once you hit Meditation 4 you will never want to drop it. you will gain the ability tostop bleeding,cure poison and disease and evenheal your own wounds.all that on top of Power boost and Force of Will. there is nothing like it in the game.the unamredtoughness will helpwith the long leveling journyyou have ahead of you.


I see that rifleman/TKA/pistol gets mitigation and ranged/melee defense, how exactly do these work?

there are long discussions about what mitigations work,which ones don't seem to be working and exactly what they do all over the forums. however i would suggest you start with the FAQ both here and in the Rifleman forum. both places have a great explination.


Thank you


i will make one last suggestion. when you level TKA take the Balance and Conditioning line LAST. i know it does not sound right, but as you advance through the Balance and Contitioning line, you begin to lose XP per kill. that is to say a creature that gave you 3300 XP at TKA 1011 will give you LESS XP at 1111 TKA.


i would suggest you take thepower line first, filling in Precision Striking as you earn the Combat XP. then takemeditation linecontinuing to fill in Precision Striking and then lastly take Balance and Conditioning. if you feel like you cannot do without the famous Knock Down / Dizzy combination, then take Balance and Conditioning I and leave the rest for last.











/agree except ^




Zeric Frost |Gan[K]er
Pax Veritas"The Gank"

Paradisio
Sun Oct 03, 2004 5:44 pm
#15

2 more questions if I may...


1. What does meditate do exactly? Is it a heal of some kind?


2. As far as PVP pet soldiers go, how many can you have?
NeoEcks
Sun Oct 03, 2004 6:14 pm
#16






Paradisio wrote:

2 more questions if I may...


1. What does meditate do exactly? Is it a heal of some kind?

meditate is a heal and much much more. meditate allows you to stop bleeding, cure poisons, cure diseases, heal wounds and has the ability to give your HAM a mini-buff called Powerboost. in adition there is Force of Will, which (if successful) alows an incapacitated player to revive him or her self.


2. As far as PVP pet soldiers go, how many can you have?

not sure what you mean here, but i am assuming you mean Faction Pets. one can only every control one pet at a time, though this did not USED to be the case










In-game Name: Eclypse
Alt: BioTech
Fun Times
-= Boredome is the disease of the unimaginative =-


DarthMinos
Sun Oct 03, 2004 8:25 pm
#17

The advantage to Rifleman is that you can use 'cover' and hit an enemy several times before he or his buddies notice you. However, once cover breaks, or you are noticed, you can be in serious trouble. Rifles tend to fire really slowly until you get up the speed line in the profession, and then it doesn't matter so much.


A TKM/Master Rifleman combo would have the advantage of dealing a high amount of damage at range, and then being able to switch over to unarmed with the VK at close range to continue to dish out the punishment. I've been considering adding Master Rifleman to my template to replace Master Pistoleer.



Rieke Mysadwy--Pre-CU Jedi (MLS, MDef, Nov Healer, 3xx2 Enh) & Professional Scoundrel, Leader of CCEF
Davaj Knyghtsyde--Bounty Hunter
Trawwl--Wookiee Commando
Grewaulk--Rodian Structures Trader

Loot and Structures Vendor at: -2634 -9, Caldara Cove on Dantooine
groovysplat101
Wed Apr 06, 2005 6:48 am
#18

1. How do I land at the Rebel Outpost? I think I picked the wrong Squadron to get missions from there. Is there any way I can go and get missions from the guy there later, and thus be allowed to launch/land?

2. How many ships can I have in my datapad at any one time? Does the Vet Yacht count as part of that number? I never actually thought to check.

3. Is it possible to switch from one ship to another during flight? I know you can "dock" with a ship, but is that just for trading/transfer purposes, or can you actually invite people aboard your ship?

4. If someone has admin rights on your ship, can they manage/launch it from the right starport terminal, or can only you do that?



Groovysplat101 - The Original GroovyTrooper
"How many times have I told you? Don't get caught by the bad guys."
"Since when has 'Plan A' ever worked?"
TomedNor
Wed Apr 06, 2005 7:08 am
#19



groovysplat101 wrote:
1. How do I land at the Rebel Outpost? I think I picked the wrong Squadron to get missions from there. Is there any way I can go and get missions from the guy there later, and thus be allowed to launch/land?

2. How many ships can I have in my datapad at any one time? Does the Vet Yacht count as part of that number? I never actually thought to check.

3. Is it possible to switch from one ship to another during flight? I know you can "dock" with a ship, but is that just for trading/transfer purposes, or can you actually invite people aboard your ship?

4. If someone has admin rights on your ship, can they manage/launch it from the right starport terminal, or can only you do that?




1. Not sure
2. 3, and yes
3. No
4. don't know, but I don't think so, as the ships you can select to launch with have to be in your datapad... at least, I'm pretty sure that's how it works....



---------------------------------------
See you around, and happy trails,
- Tomed Nor
*walks off into the forest*
Corbantis ~ Master Ranger, Master Rifleman, CorSec Ace Pilot
groovysplat101
Wed Apr 06, 2005 7:41 am
#20

Okay. Thanks.

What is the point of docking with something, then? Is it just the space version of "Trade", or something?



Groovysplat101 - The Original GroovyTrooper
"How many times have I told you? Don't get caught by the bad guys."
"Since when has 'Plan A' ever worked?"
SickSix
Wed Apr 06, 2005 8:53 am
#21






groovysplat101 wrote:
Okay. Thanks.

What is the point of docking with something, then? Is it just the space version of "Trade", or something?



it's only for completing mission objectives. that's it. it as no Player-on-Player interaction value.




SickSix
MASTER INVISI-PUSS
HadesNNHellriders
You're supposed to sit here
and die while I poison you.

groovysplat101
Wed Apr 06, 2005 8:56 am
#22

Well that sucks.



Groovysplat101 - The Original GroovyTrooper
"How many times have I told you? Don't get caught by the bad guys."
"Since when has 'Plan A' ever worked?"
Page 2 of 2