Teras Kasi Archive
Thread: Post-CU Jedi Killer Template?
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Spookibus
Tue Apr 05, 2005 8:12 pm
#1
Oopsie! Posted an empty post.
I was looking at TKM / Pikes x444 / BH 4000. It gets intimidate, stun, warcry, dizzy, and some nice polearm certs just in case. Plus, it keeps me protected without armor.
There are a LOT of wasted skill points, but I thought this combo looked pretty good.
Any thoughts?
I was looking at TKM / Pikes x444 / BH 4000. It gets intimidate, stun, warcry, dizzy, and some nice polearm certs just in case. Plus, it keeps me protected without armor.
There are a LOT of wasted skill points, but I thought this combo looked pretty good.
Any thoughts?
Message Edited by Spookibus on 04-05-2005 10:14 PM
Teioh
Tue Apr 05, 2005 8:23 pm
#2
I don't know, as TKA you won't be dishing out very much damage. If you'll want to dish out damage you'll need to switch to pikes which has two problems.
A) you'll need to have armor on because you'll lose your TKA defenses. Assuming the equip delay is on it means you won't be healing or attacking for a very long time while you try and get your armor on.
B) you're not master, so in armor you'll take a huge hit in speed and special abilities. Also your DPS will be much lower.
A) you'll need to have armor on because you'll lose your TKA defenses. Assuming the equip delay is on it means you won't be healing or attacking for a very long time while you try and get your armor on.
B) you're not master, so in armor you'll take a huge hit in speed and special abilities. Also your DPS will be much lower.
Flatlinedmemory
Tue Apr 05, 2005 8:50 pm
#3
TKM defense has been said to work as long as you dont have armor on. I dont believe this though. I have strong reservation that a TKM/combat prof will be royally F'd over because the lack of armor when you switch to a differnt prof
Mercurion
Tue Apr 05, 2005 9:31 pm
#4
TKM
4034 Swords
4440 Brawler
4000 BH
Novice Commando
I don't have the char builder in front of me, but I think that's the build I've been looking at. With it we get some of the good swordsman moves which we can use unarmed, we get an insane amount of speed, and we get improved deulist stance for extra defense. also unarmed+gen melee speed is at 95 I think, and unarmed+gen melee accuracy is around 205. again, I don't have the exact numbers but I think this template will be a beast to deal with.
why go for warcry and intimidate when we tank via avoidance? just keep COB and deulist stance up, and wail away w/ advanced crit strike, power attack, advanced combo attack etc. I feel this template will destroy jedi. I can't wait.
EDIT:
found the paper I wrote the stuff down on:
General + Unarmed = Total
130+75= 205 accuracy
30+65= 95 speed
155 melee def
130 ranged def
75 unarmed def
260 damage
all knuckler certs
adv armor break
adv dizzy
adv combo
adv legsweep
berserk
imp crit strike
imp power attack
lunge
melee strike
sword flurry
imp COB
imp deulist stance
4034 Swords
4440 Brawler
4000 BH
Novice Commando
I don't have the char builder in front of me, but I think that's the build I've been looking at. With it we get some of the good swordsman moves which we can use unarmed, we get an insane amount of speed, and we get improved deulist stance for extra defense. also unarmed+gen melee speed is at 95 I think, and unarmed+gen melee accuracy is around 205. again, I don't have the exact numbers but I think this template will be a beast to deal with.
why go for warcry and intimidate when we tank via avoidance? just keep COB and deulist stance up, and wail away w/ advanced crit strike, power attack, advanced combo attack etc. I feel this template will destroy jedi. I can't wait.
EDIT:
found the paper I wrote the stuff down on:
General + Unarmed = Total
130+75= 205 accuracy
30+65= 95 speed
155 melee def
130 ranged def
75 unarmed def
260 damage
all knuckler certs
adv armor break
adv dizzy
adv combo
adv legsweep
berserk
imp crit strike
imp power attack
lunge
melee strike
sword flurry
imp COB
imp deulist stance
Message Edited by Mercurion on 04-05-2005 09:41 PM
Teioh
Tue Apr 05, 2005 9:47 pm
#6
Flatlinedmemory wrote:
TKM defense has been said to work as long as you dont have armor on. I dont believe this though. I have strong reservation that a TKM/combat prof will be royally F'd over because the lack of armor when you switch to a differnt prof
Not all the defenses carry over. Some do, but the main ones that make TKA a super tank don't carry over when a pike is brought out.
Fellstaff
Tue Apr 05, 2005 9:56 pm
#7
The biggest problem is the 5 Jedi professions are basically taking the 4 elements from the profession diagram and putting them into 5 skill trees. MLS is a damage dealer, Master Defender gets some spiffy defenses (as good as TKM), Healer can heal, Powers and Enhancer get a split of crowd control and debuffs. Its likely the new flavor of the month will be Master Lightsaber, Master Defender and some enhancer or healer.
here are the stats pre skill tree for JEdi
MLS: +215 accuracy, +227 with FS skills, +120 speed, +132 with FS skills,
Defender: +235 melee defense, +255 with
starcrusher04
Wed Apr 06, 2005 11:43 am
#8
i know this isn't the jedi forum, but: did they add that jedi armor to the m. defenders because Imp Jedi were complaining about how good Force Armor is/was for Light Jedi Knights?
starcrusher04
Wed Apr 06, 2005 2:09 pm
#9
Here's my stab at a TKM/BH template. This is just a prediction/bet if you will. I'm not going to argue about it or put it up for much discussion because I'm not putting any stock in the idea that how combat is now will be the same as how it will be in a month:
TKM
Pikeman x x 4 x (Warcry/Intimidate/R. def 10/M def 10)
Medic x x 4 x
E. Ref. x 2 x x
and then the other skills that are prereqs
While TKM will not be a high damage dealer, its better than TK. I get intimidate/warcry in addition to TK's state recoveries and defenses. I was thinking maybe I could drop Inv. 4 down to 3 and use those SP for something else.
Fellstaff
Wed Apr 06, 2005 3:04 pm
#10
Its not just Master Defender. Jedi Initiate (pre padawan) gets +20, two lines of defender tree add a little for each box, then another +20 at master for +70 total (versus +60 for TKM). As for why, they added it to the skill tree at the same time as TKA Innate Armor, noone has had a chance to test the Force Armor in the CU so it was likely part of the plan all along.
starcrusher04 wrote:
i know this isn't the jedi forum, but: did they add that jedi armor to the m. defenders because Imp Jedi were complaining about how good Force Armor is/was for Light Jedi Knights?
Message Edited by Fellstaff on 04-06-2005 05:04 PM
TKMFelixx
Thu Apr 07, 2005 8:09 am
#11
im going to try TKM / MCM / smuggler 0/0/4/0 and force reflex for +15 melee def template will look like this when done.
TKM skills.... everyone knows
+75 melee def
+55 ranged def
+75 unarmed def
+85 unarmed speed
+135 unarmed acc
+330 unarmed damage
thats new lol
+60 unarmed armor..... thing I found interesting is TKM is the only profession that has improved CoB....
master combat medic brings with it.....
+50 melee def
+50 ranged def
+40 on movement up hill and burst run effectiveness
abilitys
paralyze
traumatize
posions
resuscitate player
disruptor pistol cert.... at this point you have 23 sp left too dabble with I picked smuggler
smuggler 0/0/4/0
+25 melee def
+10 ranged def
+45 unarmed acc
+25 unarmed speed
abilitys
feign death +70 good for that nasty nightsister elder 
lowblow melee action not ranged anymore
concustion shot
death hammer pistol cert.....
force reflex 3
+15 melee def
Message Edited by TKMFelixx on 04-07-2005 08:46 AM
ZanthosBlastshield
Thu Apr 07, 2005 11:31 am
#12
TKMFelixx wrote:
im going to try TKM / MCM / smuggler 0/0/4/0 and force reflex for +15 melee def template will look like this when done.
TKM skills.... everyone knows
+75 melee def
+55 ranged def
+75 unarmed def
+85 unarmed speed
+135 unarmed acc
+330 unarmed damagethats new lol
+60 unarmed armor..... thing I found interesting is TKM is the only profession that has improved CoB....
master combat medic brings with it.....
+50 melee def
+50 ranged def
+40 on movement up hill and burst run effectiveness
abilitys
paralyze
traumatize
posions
resuscitate player
disruptor pistol cert.... at this point you have 23 sp left too dabble with I picked smuggler
smuggler 0/0/4/0
+25 melee def
+10 ranged def
+45 unarmed acc
+25 unarmed speed
abilitys
feign death +70 good for that nasty nightsister elder
lowblow melee action not ranged anymore
concustion shot
death hammer pistol cert.....
force reflex 3
+15 melee def
Message Edited by TKMFelixx on 04-07-2005 08:46 AM
That's exactly what I'm doing except the Force Reflex 2 +15 Range def.
Phaylen
Fri Apr 08, 2005 11:37 am
#13
The primary issue here Ibelieve is how important will medic be after CU? 0040 medic under the current system is very important if you intend to tangle with a high level jedi....
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