Ranger Archive

Thread: What am I getting into?

EBurki
Tue Dec 23, 2003 6:43 am
#1

Hello fellow Rangers!


Well I went and did it....I am dropping CH and Carbineer to master TKA, and will probably finish mastering Ranger (4,4,4,0).


My question is, has this combination been attempted before, and if so how hard is it?


Thanks!



BTW I love Ranger and everything we can do.....more traps would be nice though!

Mynroe
Tue Dec 23, 2003 7:02 am
#2

TKM Advantages



  • heal poison bleeding wounds disease through meditation

  • free self buff

  • get-out-of-incap-free special move usable once per hour

  • 500 dps barehanded at master against unarmored enemy (in autoattack, higher if using specials)

  • only cost 92 points, where a marksman would cost more b/c you would want the ranged support tree... this lets you be novice medic also and with good stim b's you can heal yourself in 1 or 2 shots

TKM Disadvantages



  • creature to-hit bonus does not apply to melee attacks (as per the description in game of the skill. this might be true, might not. devs don't like to answer ranger questions it seems)


Hope this helps you!




-=-=-
Jenyme Fujikuro - Starsider - Ranger 4344, Sharpshooter 1102
-fishing-- the only nerf-free pasttime left-
Mynroe
Tue Dec 23, 2003 7:19 am
#3






EBurki wrote:

My question is, has this combination been attempted before, and if so how hard is it?






Maybe I should just stick to the question...


There are alot of TKMR's, and it works very well. In fact, our lovable dosh correspondant is a TKMR. As far as how *hard* it is... TK is probably the easiest combat profession to master, assuming you advance the *power techniques* tree first.


And b/c i'm in a jolly mood today, I'll post a mini guide for you so you don't have to go to the TK forums and ask them!



  1. get speed sliced vibroknucklers. you won't be certified to use them, but you will still get the speed benefit from wearing them. your damage will be the same as if you had no weapon equipped.

  2. /berserk /berserk /berserk - until you get to TKN, you don't have any good specials for damage dealing, and are far better off just using /berserk and wailing on your targets

  3. fight chubas, nunas, and cappers outside any naboo starport to gain unarmed 1 through 3. they spawn 100s of creatures around the starport, just kill kill kill

  4. group with something. grouping with anything will net you a 1.25x xp modifier.

  5. for unarmed 4 and tkn you want to hunt critters that are level 11-14, any higher will take too long per kill (in my opinion anyway). critters this level should net you 500-1k xp per.

  6. once you get TKN, the hard part is over. /unarmedhit2 is your best move until you get /unarmedhit3, trust me

  7. each tier in the *power techniques* tree grants you more speed and higher damage. that's the one you want first! get power 4

  8. balance 2 gives you +15 unarmed toughness. here's what this skill mod is: +1 unarmed toughness = -1% melee damage. that's as simple as i can put it. balance 2 is the highest increase in toughness of the four, and is a good breakpoint for the balance tree.

  9. after you have balance 2 and power 4, get meditation line. here's how meditation breaks down: TKN can heal bleeding. meditation 1 can heal poison. meditation 2 gives you /powerboost. meditation 3 lets you heal disease. meditation 4 gives you /forceofwill and cure wounds. tkm lets you cure everything faster. i advise you go meditation 1 through 4 after you have power 4 and balance 2

  10. once you have /powerboost, use it. you should always be boosted, it's a free buff that increases your health, action, and mind by a value equal to 1/2 your base mind pool. so if your stats are 700 700 1000, you will /powerboost to 1200 1200 1500.

  11. also, once you get powerboost, you can afford to take points from health and action and put them into your mind stats. as a human TKM my stats were 700/400/400 700/400/400 1000/500/900. having as high willpower as you can will be veeeeery helpful, as you *will* get hit in the head, and it also lets you lets you stim more, as you recover faster

  12. /forceofwill is a move that gets you out of incap. if you successfully use this move, you can't use it again for another hour. sometimes you get wounds, sometimes you get bf, and sometimes there are no side effects at all.

Sorry if that's hard to read :/ but i hope it helps!




-=-=-
Jenyme Fujikuro - Starsider - Ranger 4344, Sharpshooter 1102
-fishing-- the only nerf-free pasttime left-
Fred_Skinner
Tue Dec 23, 2003 7:53 am
#4

I have TKA's in my little ranger troupe. I like the fact that he collects the mob's in one place for me to shoot cone attacks and hit them all at once . It's also nice to be right there where the critter drops to harvest.



Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


Squidwalker
Tue Dec 23, 2003 8:24 am
#5

I hunt with a few TKA/Rangers, and they rock. They do an awesome job of taking down the beats. whether solo or in a gorup. If we are grouped, they make incredible tanks. With the powerboost and great defences, they are hard to hit. If they get the dizzy/KD/Warcry in the creature is laid down for a while while the TK pounds on it.


The disad I see is that you have to get up close of course, and when on a lair with social creatures, it gets hairy. But at the higher levels of TK and TKM, you can handle it pretty well with the high defences.




Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Fred_Skinner
Tue Dec 23, 2003 8:28 am
#6






Squidwalker wrote:

...snip...


The disad I see is that you have to get up close of course, and when on a lair with social creatures, it gets hairy. But at the higher levels of TK and TKM, you can handle it pretty well with the high defences.



That's when you bring me along . Trust me, a team of TKM and MRM rangers canblaze the wilderness.



Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


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