Teras Kasi Archive

Thread: Most effective Unarm Macros... what's yours?

Riddix
Fri Sep 19, 2003 6:01 am
#1

I have been gruelling out unarm4, and have decided to work on some macros so I'm not just "duking it out". Here's the only one I've been using:


/unarmedStun1;/unarmedBlind1;/intimidate1


I use /beserk1 from time to time, after I use the previous macro. The problem I find is the huge drain on my Action Pool. I have migrated, yesterday, to compensate, and have maxed out my Action, and its encumberance stats. I felt the most damage of the migration on my health, which as being a Trandoshan, I regen quickly with health/mind, slowly on action. I am going to be working on the meditative portion of TKA, but I'm finding the patience factor to be as hard as the fight for the xp. Any other effective, not so costly, unarm macros? Also I don't use VK... though I really should get a pair! lol




~Riddix~
Doshan
Teras Kasi Master
Combat Medic
Master Medic

Zoltah
Fri Sep 19, 2003 7:21 am
#2

Mine is pretty similar to yours, but i do the blind first.
ProLamer
Fri Sep 19, 2003 7:29 am
#3

I intimidate first because it lowers the mobs damage output the most.


Right now I am working on some PvP macros so that if anyone gets in my range I kill them very fast.


/KD2;/unarmedheadhit;/unarmedheadhit maybe something with more style, but still kills as fast.




Murr Durr, Zabrak ~ (Ahazi)
Teras Kasi Master
1/1/0/0 Creature Handler
4/4/3/0 Medic
0/0/3/0 Pistoleer
Riddix
Fri Sep 19, 2003 7:29 am
#4

Oh, and btw... my goal is not to just achieve unarm4, but to Reach Level 4 Meditation in the TK class.



~Riddix~
Doshan
Teras Kasi Master
Combat Medic
Master Medic

blazemore
Fri Sep 19, 2003 7:30 am
#5

I am sorta newb at TKA but my fight entermacrois..


/unarmedKnockdown1 /intimidate2 /unarmedstun1 /unarmedblind1



The reason i do my intimidate earlier is that it fails more often then not, so if it fails I can reque it before my stun and blind goes off without missing a beat...


Blazemor - Intrepid

Zoltah
Fri Sep 19, 2003 9:53 am
#6

does the KD actually last long enough to matter for you to even waste a move using it? When grouped I think it's great because it lets everyone else do more dmg for a bit, but I almost never get off another hit while the mob is on the ground. I'm hoping once I get dizzy I'll be able to use the two together and get back that nice few second delay where I can really dig in on a mob and do some hurt.
ProLamer
Fri Sep 19, 2003 9:57 am
#7

KD2 is effective in pvp... because it applies dizzy and your target can be pinned to the ground until dizzy wears off.


I never use KD in pve now, all it does is delay the creature for 5 seconds. But in PVP if you knock someone down the next hit you land does a lot more damage so it may still be useful, but I stick with KD2.




Murr Durr, Zabrak ~ (Ahazi)
Teras Kasi Master
1/1/0/0 Creature Handler
4/4/3/0 Medic
0/0/3/0 Pistoleer
blazemore
Fri Sep 19, 2003 10:14 am
#8

I usekd1 just because usually by the time the critter is back up and hitting my macro is finished so he is fully debuffed without getting any of his good hits in.


Blazemor - Intrepid

MalibuBrooke
Fri Sep 19, 2003 10:28 am
#9

These two got me through most of my TKA existance. This is from memory so I may be missing a 1 somewhere. For reference, toolbar slot 22 links my vibroknuckler.


F8:


/ui action toolbarSlot22; /intimidate; /unarmedStun1; /unarmedBlind1; /unarmedDizzy1; /unarmedKnockdown1; /pause 8; /ui action toolbarSlot22;



F9:


/follow; /berserk; /berserk; /berserk; /berserk; /attack;



At the tuskens camp I would run in a big circle and hit tab often, then F9 when I got a lock. Solo I would run up on my target and F8, F9, then decide what to do once berserk wore off. I never berserk in PvP, and don't do it for PvE anymore, though it is still on the toolbar. I should replace it with something else.




Teras Kasi Master
Master Squad Leader
Novice Rifleman

The definition of insanity is doing the same thing over and over and expecting different results. - Benjamin Franklin
MalibuBrooke
Fri Sep 19, 2003 2:38 pm
#10

I mentioned above that I planned to remove my berserk macro. In actuality, I had already replaced it a while before hitting Mastery with 20 unarmed hit 2's. Now it is a string of 20 unarmed hit 3's. Takes over 40 hits to knock out terrorist lairs since the patch. Since NPC lairs do not spawn more humans, they apparently decided that they should never benefit from the additional damage bonus to lairs that have spawned their last critter.



Teras Kasi Master
Master Squad Leader
Novice Rifleman

The definition of insanity is doing the same thing over and over and expecting different results. - Benjamin Franklin
OOSquishy
Fri Sep 19, 2003 2:41 pm
#11

/burstrun;/yell Ohh God he has a gun! Help! Help!
Setis
Sat Sep 20, 2003 12:14 am
#12

I don't use macros, I prefer the flexibility of being to say, /knockdown2, /unarmedhit3, /unarmedhit3, and then noticing the guy is at almost no action for sake of example, /unarmedleghit. Not to mention players have been resisting my KDs and posture changes more lately it seems.



Lt. Colonel Setis Dagre of the Rebel Alliance
Teras Kasi Master/Master Brawler/Master Medic
Tempest
RETIRED, currently residing in Vana'diel, Fenrir server
Darthlu69
Sat Sep 20, 2003 12:28 am
#13

first i macro state attacks, i.e. intimidate,blind etc. ending with a knockdown to give me a sec to decide whether or not i need to run it again or can go straight in to the damage macro


second macro is body,unarmedhit1,2,3


i get a progression of damage from 500-1400 without the knucks. this may not be helpful if u haven't made master tho...but i can spam it for a good number of times b4 ham becomes a concern.


i might do better just to spam unarmedhit3, but i would die from boredom


also having something besides hit3 as the start of the macro breaks that long kicking animation




"It may be logical, but that doesn't mean it works in reality"-Quoted by AynRand

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