Smuggler Archive

Thread: Anyone Keeping Master TK?

MathuCopon
Sat Apr 16, 2005 12:45 am
#14

Torn between Smuggler/TK or Smuggler/BH/Commando. Will try them out.



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RogueCloudwalker
Sat Apr 16, 2005 2:43 pm
#15

I may just keep the meditate side of TK so I can heal wounds. I am not too sure I'll ever find anyone to heal wounds again on my server!



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Zadioc
Sun Apr 17, 2005 12:45 am
#16

I'm keepin it, no sense re-grinding a ranged profession, it's not gonna make any difference anyways. The key to success in CU is just get your group level up, the skillsets are just eye candy.
AldaronTavish
Sun Apr 17, 2005 1:35 pm
#17



mrbleepbleep wrote:
I've never been keen on melee (I prefer ranged for the Star-Warsiness), so I won't miss TK. The idea of having armour protection without wearing armour is appealing for the sake of looks, but not enough. PS - Blixtev has confirmed that the 60 point protection at TKM is equivalent to 6000 points of worn armour, which isn't bad on a 1-10000 scale, especially considering the diminished returns at the higher levels.





Well then it's bugged. If it's equal to 6000 armor points that equates to about 50% damage reduction. In my tests last night it's more like 48% kinetic/87% energy.



Nirantani
Elder Smuggler

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mrmanta
Sun Apr 17, 2005 1:36 pm
#18

I'll be dropping it, but I'm not too bummed as I'm loving just being pistols on TC
Kesslan
Sun Apr 17, 2005 2:03 pm
#19

On the subject of armor for TKs (for those of you who may not have followed the armor conversion stuff on the AS thread) A master TK gets the benifits of having the best possible crafted and sliced armor. Without ever having to wear it. And considering that armor prices are going to at least double post CU due to massive increases in production time, risk in resource collection, and a MASSIVE increase in resource costs for making armor in the first place....


TKs get a sweet deal.



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