Teras Kasi Archive
Thread: Having trouble with a MCM/TK template
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Taurant
Sun Aug 08, 2004 10:40 am
#1
Greetings. I'm currently a MCM and I was going all out rifleman. But with my propensity to getting my butt handed to me and seeing as how I can't Conceal Shot and Poison/Disease without gaining aggro... I've decided to switch my combat skills to TK.
The only problem is I'm not sure which tree's to gain. I can get 3 full tree's and that's it. Could anyone help me out with recommendations? I'd like Meditate 4 to clear my heal mind damage as I go. But the other tree's I'm not sure on. I was considering 4044 but that would lose the Mitigation tree. But the 4440 loses the Melee Def tree.
Plz help.
Qi-zen
Sun Aug 08, 2004 11:02 am
#2
As it stands now for MCM until next patch...the least important tree to take is the powerline.
I would go 4/4/0/4 , then wait & see what happens after the patch cuz you mite be better off dropping Master CM and taking TKM all the way...just my opinion and goodluck !
0={Qi-zen shin}=> BoC Radiant
TKM/CM ultimate killing machine
Atama
Sun Aug 08, 2004 11:05 am
#3
Here's my advice, do 4224 (that will give you exactly 0 skill points left). I'll tell you why.
You will never be a powerful TK. But you are a CM and thus deadly on the battlefield. Your TK skills should be designed to complement your CM abilities.
There are two things that will really help you as a CM. Unarmed head hit, and meditate. Master meditation will let you meditate off all wounds, especially mind wounds, and as you already said that's crucial. And as a CM you will probably be going after other people's mind pools with your poisons/diseases, so you probably want to target that pool with your unarmed skills too. Master precision striking will give you an attack that targets their mind directly.
Now you have balance and power left. Both are important, since balance has some really handy special attacks and power determines your offensive ability (both damage and speed). You don't want to neglect either, but luckily you have exactly enough points to go halfway up each. At advanced balance conditioning you will have Knockdown1 (which combined with unarmed dizzy gives you the ability to do the infamous KD+dizzy strategy), some extra unarmed toughness and combat equilibrium, some state defenses, and melee mitigation. At advanced power techniques you will get unarmed dizzy (whose importance I mentioned before) and +30 to damage and speed.
I think that will give you the most important TK abilities without sacrificing too much.
You will never be a powerful TK. But you are a CM and thus deadly on the battlefield. Your TK skills should be designed to complement your CM abilities.
There are two things that will really help you as a CM. Unarmed head hit, and meditate. Master meditation will let you meditate off all wounds, especially mind wounds, and as you already said that's crucial. And as a CM you will probably be going after other people's mind pools with your poisons/diseases, so you probably want to target that pool with your unarmed skills too. Master precision striking will give you an attack that targets their mind directly.
Now you have balance and power left. Both are important, since balance has some really handy special attacks and power determines your offensive ability (both damage and speed). You don't want to neglect either, but luckily you have exactly enough points to go halfway up each. At advanced balance conditioning you will have Knockdown1 (which combined with unarmed dizzy gives you the ability to do the infamous KD+dizzy strategy), some extra unarmed toughness and combat equilibrium, some state defenses, and melee mitigation. At advanced power techniques you will get unarmed dizzy (whose importance I mentioned before) and +30 to damage and speed.
I think that will give you the most important TK abilities without sacrificing too much.
Qi-zen
Sun Aug 08, 2004 11:42 am
#4
Atama's suggestion is a very good compromise, but i just can't give up the Denfense vs States line (balance)...its too important - plus you get the KD 2 ... which provides the dizzy state as well.
o={Qi-zen shin}=> BoC Radiant
TKM/CM ultimate killing machine
SmuuthAzz
Sun Aug 08, 2004 11:48 am
#5
It all depends hwo much your gonna use tka and for what if you want to use if for battle and such and still have some good combat ability the 4224 idea is great but if ya want if for defense only 4404 is the way to go. If i were you id give up cm all together and do tkm/doc.
SmuuthAzz
Sun Aug 08, 2004 11:50 am
#6
This is a correction to my first post If you want tka for combat and also have soem decent defense teh 4224 idea is the way to go.
Happymob
Sun Aug 08, 2004 3:20 pm
#7
Not quite. It takes half your base mind stat (minus wounds) and adds it to health, action, and mind for 10 minutes. Mind buffs (food, spice,and dancer) have no effect on this amount. if you have mind of 1000, for example, it's effectively a free 500 point buff to mind, action, and health. There is no downside, other than the fact that you must be meditating to activate it, so you can't trigger it in combat.
Taurant wrote:
One question tho. I don't know much about your prof as far as what Power boost does. I'm told it's a mind pool increaser? Is that correct? And does it have a cap?
Taurant
Sun Aug 08, 2004 4:05 pm
#8
Faaaaan-freaking-tastic. Exactly what I wanted to know. No wonder there's like half the population of SWG being a TK. THanks dood.
Happymob wrote:
Not quite. It takes half your base mind stat (minus wounds) and adds it to health, action, and mind for 10 minutes. Mind buffs (food, spice,and dancer) have no effect on this amount. if you have mind of 1000, for example, it's effectively a free 500 point buff to mind, action, and health. There is no downside, other than the fact that you must be meditating to activate it, so you can't trigger it in combat.
Sovi-FFO
Sun Aug 08, 2004 5:55 pm
#9
Anyone else but me remeber when TKA took your full mind stats? (buffs included) Same with dancer buffs 
Qi-zen
Mon Aug 09, 2004 12:07 am
#11
<< Greetings. I'm currently a MCM and I was going all out rifleman. But with my propensity to getting my butt handed to me and seeing as how I can't Conceal Shot and Poison/Disease without gaining aggro...>>
Basically he's talking about pve, not pvp combat. So the suggestion to drop it compeletly doesn't make anysense.Besides there will becouple of tweaks in the comingweeks involving the CM/ Doctor professions.
0={Qi-zen shin}=> BoC Radiant
TKM/CM ultimate killing machine
Taurant
Mon Aug 09, 2004 12:59 am
#12
Thank you very much for your suggestions. That 4224 way is probably what I will do. I didn't think Ihad enough points for that but that's perfect for a nearly TKM template with MCM. Gives me the ability to kill with science and have near supernatural killing abilities and Meditate.
One question tho. I don't know much about your prof as far as what Power boost does. I'm told it's a mind pool increaser? Is that correct? And does it have a cap? For instance if I'm Double brandied and Mind buffed around 2900 mind pool for me. Do I get the same amount of increase for it? I assume the skill is based on your meditation skill mod but I'm not sure.
Again Thanks for all the info you've been most helpful.
Atama
Mon Aug 09, 2004 1:25 am
#13
I don't know if TKMs are that popular, at least on Corbantis I don't see more than a couple in big PvP fights, but it seems very popular to mix some TK into to most combat templates (especially meditate).
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