Teras Kasi Archive
Thread: All TKA's, lets do some work..
Since there hasn't been much action on the dev front lately, I figured we need something to do in the meantime. Many have suggest we create a TK FAQ and I think its a great idea.
Here are the top questions it seems like everyone is asking.
- What does meditation do?
- What is power boost?
- What is force of will?
- Where should I hunt?
- What is another good profession to mix with TKA?
Thats just off the top of my head. If you can think of more, please post them.
Now, instead of me writing all this out, Id like some help. Feel free to write up an answer to some of these questions and post it. Ill take a look at them all, cut, paste, edit or whateverand put them all in a post to float at the top of the forum.
Thanks!!
Heya Thunderwulf,
Here's what I can share:
1. Until level 4, Meditation provides the same 'regen' bonuses as sitting, but does slow/cure poison and bleeding. At level 4 Meditation heals your wound damage. Once I hit Med4 I also qualified for TKM, so I can't give number with Med4 exclusively, but I heal 18-29 wounds in a random stat every 3-4 seconds. And yes, that includes mind wounds (heals all 9 stat types).
2. Power Boost is more for entertainers and Medics than TKA. You must be meditating to execute it, it lasts 30 seconds, and it has given me a range of 30% to 80% mind wounds plus about 30 Battle Fatigue. During this 30 seconds it boosts your health and action pools...I think about 50%, but the duration is far too short to be of any use other than to the healing professions, as it gives them alot of wounds to heal (and XP for them).
3. Force of Will _can_ allow you to regain your feet after being incapacitated. It does not suceed every time. When it does work it will emty all 3 stat bars (so Health, Action, and Mind are all == 1) but it allows you to regain your feet and possibly run from the battle before you are deathblowed. In PvP it hasn't worked well for me, as I just get 1-shotted back onto my back (since other players always "retain aggro" heh) while they close the gap to DB me.....in PvE it's helped, but only when another group member distracts the critter enough to keep them from the deathblow so I can get up and back away from the fight enough to meditate and hope to rejoin the fight.
4. Personally I like Dath. Even 'boosted', the Giant Baz Nitches (at either outpost) are great lairs to hunt. They can be pulled singly with a little patience, have no armor, spawn in packs of 3, are worth 5k of a combat-profession's XP (500 general combat XP), 540 CH XP (for CL18 pets), roughly 465 scouting XP for harvesting, and their missions are worth 10k each. Granted, they are pack creatures, aggro at 15m, and deathblow.....but it's a good risk vs reward critter. As of the last patch their lairs have 61k worth of hitpoints, but the lair XP hasnt increased (still 3.5k to 5k depending on the character).
5. Two of the more popular combinations are CH and Doctor. Personally, I'm a TKM + CHM + Scout Master, with novice medic/FirstAid1. I switched since the last 'big' patch from a Master Brawler and have been very pleased since in the process I maintain Mask Scent better and now have minimal healing capabilities. I hear quite a few people go the Doctor route for the stat buffs and far better healing. I'm content with the Stim-Bs I buy from a Master Doc on my server (avg 200-500 heals with 340-rated stims). I also love being a CH. I fight along with my pets so they don't take a whole lot of damage (have only had 2 pets'die' since the vitality-patch....and they were my fault for REALLY bad pulls)and have a blast finding, taming, and raising new pets......and they are invaluable for faction missions since I don't have ranged capabilities and lunge/KD has become less than reliable.
That's my take, Good journeys all......
Xaniss, Naritus galaxy
1. Meditation heals one DOT orstat woundevery 5 seconds. Bleeding first, then poison, then disease, then wounds. It's not top to bottom with wounds like /tendwound; it's a random wounded stat. Seems to lean towards mind first; I've never hadHealth or Actionheal completelybefore Mind after an uncloned death. Meditation 4 heals an average of about 13wounds pet 5 seconds; master heals 20ish, even up to 30+ at times.
2. +350 action and health. The duration is random, up to about 2 minutes I think. It does give wounds, but at master TK the wounds are gone in seconds unless you had previous fatigue. Like all wound damage, it's worse with fatigue. I've given myself 400+ mind wounds with it before with 200 something fatigue. It's useful, if you can get a long duration boost. I've had them end as soon as they started multiple times in a row.
3. Force of Will pops you back up with 15 HAMs. It works for me all the time in PvP, less in PvE. I incap more in PvP so that's probably the reason. Works about 2/10 times at Med 4, probably 4/10 at Master(my personal experience).
4. Dathomir has moved up to #1 on my list of xp spots. Nyms are completely out of the picture, along with everything else on Lok(Thanks SOE?). Learning to pull monsters will help immensely, as will a high kinetic resist pet for sticky situations.
5. I'd go CH until you hit TKM. Learn to keep the aggro on your pet. Not taking many hits is just as good as having KD, the same effect is established. Doctor is a good choice, but I wouldn't give up Explore 3 for anything less than a speeder. Ranger is a good choice now if you like hunting big game, or are a CH in search of tames. Another brawlerprofession to boost your defenses would be another solid choice and options as far as attacks. As would mixing ranged and melee defense trees. All depends on what you want. You could make a character almost impossible to posture change for PvP.. or a very heavy +melee and +ranged defense character for hunting harder monsters and NPCs. Just remember to save 15points for Novice Medic ![]()
I wish I could tell you picking up a blaster is just as fun as brawling. But I've tried it and I don't like it. I'm going for Master Heavy Swordsman next, since neither Rifleman nor Pistoleer agreed with me ![]()
Also I have people ask me a lot
"Does Meditation heal battle fatigue?"
"Should I use Vibroknucklers or my fist?"
- What does meditation do?
Meditation cures poison status and allows the TK to regenerate HAM faster.
- What is power boost?
Power boost allows the TK to increase his action and health bars, but also lowers the mind bar.
- What is force of will?
Force of will can be used when the TK is incapacitated, but if it works, (about 50/50 chance) The TK's HAM bars are reduced to 1, and his incapacitation time turns to 0.
- Where should I hunt?
If i share this information, it will probably be nerfed but.... I was able to reach TK master in the first few weeks of the game by soloinf Pubams at the smuggler outpost on Endor. They give about 5100xp each and are easy to pull with a high aggro rate. This method will be slightly harder to do with the timer on knockdown, because I hunted these before the timer.
- What is another good profession to mix with TKA?
Creature handler and rifleman are great, my CH tree is 4/4/0/4 (former master) and my rifle tree is 4/0/0/4.
All of this constructiveness is nice, but the devs just don't listen and nerf everything. It's quite unfortunate...
All this stuff is great as I just recently got novice TKA (man that took forever). It does sound like meditation is great at the higher levels, but for those who don't know it's benefits at novice I will share what happend last night that made me a very happy TKA.
I was slicing terminals and running missions in AH on Tatt the other night and as I was running back to town (I was like 10m away from the entrance) when there was a surprise IMP attack and I was the first target. They tagged me with a bleed attack, but with luck on my side I burst ran my novice bum to the other side of town. Now for the fun part....I started meditating and even though I was close to death (incap), mediate kept me alive and the system messages that would come up saying the the bleeding was decreasing were great. I was all healed in no time....all on my own. Even as a novice, mediate was a life saver.
Nowthat I got novice I am thinking about heading out to the more advanced worlds to get my TKA skills up (to which I will use these posts as a reference..thanks all)
I have tested Powerboost quite a bit until it got broken for a me a few weeks ago and haven't been able to use it since, but this is what my testing shows.
Using powerboost will deal 10% of your mind pool in wounds, then you slowly gain twice that much in Health and Action. Once it reaches the max, it slowly fades back to normal levels. As an example, if you have 500 mind, you'll get 50 mind wounds and your health and action will begin to go up to get 100 extra in both pools.
I had tested this by doing the powerboost over and over, and I saw that the amount of wounds was going down the lower my mind pool got, and saw that the actual buff amount was decreasing as well. With the amount of wounds constantly decreasing as I got lower and lower, it took a LONG time before my mind finally reached 1.
(actual percentages may be off slightly as my memory sucks and I did this a few weeks ago)
I'm at work and don't have much time to write, but another common question that needs to be answered in the FAQ is the following:
What is the best skill progression from novice to master for Solo, solo and group, or group players.
Thanks ![]()
"Meditation cures poison status and allows the TK to regenerate HAM faster."
I believe the part about regenerating faster is a myth. Several folks have done some timing tests and report they see no difference in regen rates. Could others comment?
Elanae,
The order to advance isup topersonal preference, of course, but I went: Power Tech, Balance, Meditate, Master. The precision tree completes as you progress within the first 3 trees and I trained init whenever I happened to have enough combat XP.
I'm still hunting Datomir for XP, even though I have no more XP to gain. I have a hunting partner (a Pistoleer 0/0/1/1) who still needs good XP and I'm basically there for him when I'm not running faction missions. I just picked up a sliced set of composite armor and am _very_ pleased with it. The complete set, sliced, without boots or gloves was 150k and worth every penny. I don't know what the base-resists are for composite, but what I have is 40% resists across the board and I frequently see hits (from the Baz Nitches) that would have been 100+ get reduced to 19-26. I don't have the exact numbers, and I do tend to keep intimidate on as often as possible, but the armor has helped immensely.
After a fight I use a macro I created to remove all the armor and meditate. After a little bit I put it all back on and pull another mob.
Personally I started out to go for :
Teras Kasi Master / Pistoleer / Master Medic / CH
I then went for :
TKM / Doctor / Pistoleer
now I have surrendered all marksmen and all scout entirely and am going for
Teras Kasi Master ( already got it ) / Doctor 0/4/4/0 ( got it ) / Master Pikeman
I've given up trying to range entirely, and im hoping mounts are all that they hope to be since I am slow as a rock now; but suprisingly i'm known on my server as one of the few teras kasi masters to be feared; I take on bounty hunters and commandos any time I find them and normally win, my solution is setup a macro to lunge then knockdown, then stun then intimidate, this will make it so the next lunge you get they fall down; and the stun and intimidate will cut their damage in half; I was going for master brawler since the lunge has a longer range and keeps them on a knee longer, and the intimidate is also more strong; but I couldn't afford it and I really wanted to master pikeman.As for holding aggro, I use a cowardly gurreck, which is a 3,000 HAM non-ch pet that runs quite fast and can chase down ranged targets while you run for cover (I dont have to run normally, just a heal and /equilibrium in PvP will work) but CH is totally not necessary with all the fine non-ch pets (CGs are fast with lots of ham, and sand beetles are slow with light armor and lots of ham).