Teras Kasi Archive

Thread: Serious template help needed

fritz300
Fri Aug 20, 2004 4:58 am
#1

Okay I'm wanting to do a new template but I don't want to have to change my current one around too much. I came up with a couple of things but first off here is my current template (its not complete, I was going BH 3/0/0/0, Pistoleer 0/0/4/4, TKM):

Master Marksman
Scout 4/0/0/0
Brawler 4/0/0/0
Tera Kasi Master
Pistoleer 0/0/2/3
Novice BH

At first I was working on BH/Pistoleer but decided to go TKM so I could kill jedi easier... But the investigation grind is just killing me and not worth it, plus it seems alot easier to find overt jedi then it is getting a bounty on them. Any ways I don't care about killing Jedi any more I just really like TKM and want to get a good template without having to make drastic changes to my current

Here is a template I came up with, I really need help with it cause I suck at template building...
-----
Brawler 4/0/0/0

Scout 4/0/0/0

Novice Medic

Marksman 4/4/0/0

Tera Kasi Master

Pistoleer 0/0/4/4

Rifleman 0/4/4/0
-----

I get 3 left over skill points... Thats my lame attempt for a template but State defense isn't horrible and I end up with 102 melee defense and 104 ranged defense, I keep the scout for terrain negotiate so I can go up hills quickly and of course I got novice medic incase I need to heal.. Talked to some friends they said my template is a mess and it needs help. I also know that if I get rid of scout I'd be able to get Rifleman 0/4/4/3 and get alot more melee defense and have 20 points left over(so if I do that, what do I do with the 20 points?)... I don't want Rifle Abilities 4 (0/4/4/4) because thats way over the melee defense cap and a waste of skill points if you ask me but like I said I suck at this any ways I'm just ranting

help me with my template!!

Regards,
fritz




OH EM GEE...
I'm playing Guild Wars!
[ Fritz Xanthius R/Mo ]

LordMaxx
Fri Aug 20, 2004 5:43 am
#2

well first you should try concentrating less skill points into lots of different profs...you can drop the 4th box in scout, it gives you no terrain negotaition, then drop the entire pistol combat line and take up to rifle abilities 4 giving you the same melee defense of 102...and maxing out your rifle speed (unless you master)

The only thing that worries me, is you will not be very proficient with your rifle seeing as how your accuracy will be +55...not very good. You could go down to scout with exploration 1 (some terrain negotiation) and that would allow you to master rifleman...so the template could be:

TKM
Master Rifleman
Scout 1000
Pistoleer 0040
Novice Medic

That would make you both a deadly rifleman, and should your target close with you...pop out the VKs and finish the job.



Maxx Wolfe
"I...I...I...I...Im not your steppin' stone!" - The Monkees
Leader of Team Desert Eagle and Founder of PATGWNIWNU a offshoot of RATGWNIWNU!
Chilastra/Valcyn/TC
Kyodor
Fri Aug 20, 2004 5:46 am
#3






fritz300 wrote:
Okay I'm wanting to do a new template but I don't want to have to change my current one around too much. I came up with a couple of things but first off here is my current template (its not complete, I was going BH 3/0/0/0, Pistoleer 0/0/4/4, TKM):

Master Marksman
Scout 4/0/0/0
Brawler 4/0/0/0
Tera Kasi Master
Pistoleer 0/0/2/3
Novice BH

At first I was working on BH/Pistoleer but decided to go TKM so I could kill jedi easier... But the investigation grind is just killing me and not worth it, plus it seems alot easier to find overt jedi then it is getting a bounty on them. Any ways I don't care about killing Jedi any more I just really like TKM and want to get a good template without having to make drastic changes to my current

Here is a template I came up with, I really need help with it cause I suck at template building...
-----
Brawler 4/0/0/0

Scout 4/0/0/0

Novice Medic

Marksman 4/4/0/0

Tera Kasi Master

Pistoleer 0/0/4/4

Rifleman 0/4/4/0
-----

I get 3 left over skill points... Thats my lame attempt for a template but State defense isn't horrible and I end up with 102 melee defense and 104 ranged defense, I keep the scout for terrain negotiate so I can go up hills quickly and of course I got novice medic incase I need to heal.. Talked to some friends they said my template is a mess and it needs help. I also know that if I get rid of scout I'd be able to get Rifleman 0/4/4/3 and get alot more melee defense and have 20 points left over(so if I do that, what do I do with the 20 points?)... I don't want Rifle Abilities 4 (0/4/4/4) because thats way over the melee defense cap and a waste of skill points if you ask me but like I said I suck at this any ways I'm just ranting

help me with my template!!

Regards,
fritz




I'm not very experienced in Melee/Ranged stacking templates but I got this which may be of some interest:

Template:

- TKM
- Fencer 4/4/4/0
- Pistoleer 4/0/4/4


Result:

Combat Equilibrium+55
Defense Acuity+81
Defense vs Blind+90
Defense vs Dizzy+85
Defense vs Intimidate+20
Defense vs Knockdown+120
Defense vs Posture Change+100
Defense vs Stun+55
Dodge+145
Meditate+100
Melee Defense+166
Ranged Defense+116
Unarmed Speed+115Unarmed Toughness+57







Logic
Grammar
Ratification

Got Coherence?

fritz300
Fri Aug 20, 2004 6:14 am
#4

Hmm I like that template alot, but I see you have the last line in pistoleer which gives melee defense... Is that really needed? Without it you get 131 melee defense and thats over the cap... I thought any thing over 125 didn't matter?... and if I do that I get some extra skill points which I can throw into scout for terrain negotiation




OH EM GEE...
I'm playing Guild Wars!
[ Fritz Xanthius R/Mo ]

Ryutek
Fri Aug 20, 2004 6:38 am
#5

Both LordMaxx and Kyodor have some really good suggestions, and one other option would be:


TKM
Master Pistoleer
Fencer 0-4-4-0

Medic 0-1-0-0


This would allow you to effectively use Pistols if need be, and you would end up with:


Combat Equilibrium +55

Defense vs. Blind +90

Defense vs. Dizzy +85

Defense vs. Intimidate +20

Defense vs. Knockdown +120

Defense vs. Posture Change (Down) +100

Defense vs. Stun +55

Defensive Acuity +96

Dodge +195

Melee Defense +127

Ranged Defense +67




Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
FallenLore
Fri Aug 20, 2004 7:11 am
#6

BTW, if you dont master rifleman then dont point any points into it. Rifle skills without master are horrible and the difference between a rifleman with 4-4-4-4 and master rifleman is like night and day.


Only reason to maybe dabble in it is to get ranged DB



Master Rifleman |
TKA | Fencer | Pistoleer Dabbler
Yay CM changes!
fritz300
Fri Aug 20, 2004 10:50 am
#7

Okay I was thinking about something like this...
TKM
Master Fencer
Pistoleer 4/0/4/0

The Master Pistoleer idea is great but I don't really want to use ranged at all


This is a great template, I get 116 Ranged Defense, 136 Melee defense and 185 Dodge...

But I have a question, is there a cap on dodge? If so I'm going to be wasteing skill points... I really don't want to go over my caps since it is kind of pointless and just taking skill points that I could invest in something else so I guess if there is a cap it is probably 125 so how would this be:
TKM
Master Fencer
Pistoleer 1/0/4/0
Medic 3/2/0/0
(1 skill point left over)

Should I ignore the cap and go with 185 dodge? Would it be useless or not?

Regards,
fritz




OH EM GEE...
I'm playing Guild Wars!
[ Fritz Xanthius R/Mo ]

Mankind00
Fri Aug 20, 2004 10:57 am
#8

If I were you I'd go for the version with the Medic skills as once you are over 125 any extra dodge does nothing exept eat your skill points.


IF you felt you would be ok without Medic you could take Smugler 0040 insted for feigndeath & some more pistol skills if you ever did need to use one,then you could even move that up to 0140 smuggler so you can help in base take downs should you be needed.



___________________________________
Mankind / Karka Nay'fey - REJEK
Ace Alliance Pilot
"It's time to prove to your friends that you're worth a damn.
Sometimes that means dying, sometimes it means killing a whole lot of people. "
Galactic Senator
FarStar Pilot Helper List -- The Friday Night Hunt -- FarStar Space Event (Ep4)!


Valor
Fri Aug 20, 2004 11:09 am
#9

another good one i made on tc2 the other day:
TKM
Master fencer
0100 medic
0040 pistoleer
0020 smuggler

melee/ranged def is capped
def v kd is like 120
and u have feign death


but if u want a decent ranged/melee, do the path ryutek laid out.
rifle is cool and all, but it gets boring imo





LordValor/LadyValor/DukeValor
.......:::: Proud member of Oasis ::::.......
.......:::: Lt Colonel in the Imperial Navy ::::.......
.......:::: Vendor: East Crystal Oasis, Dantooine -2965 6673 ::::.......
| Master Smuggler; Master Pilot/Elder Dark Jedi Master/Architect-Shipwright |
Valor
Fri Aug 20, 2004 11:11 am
#10



fritz300 wrote:
Okay I was thinking about something like this...
TKM
Master Fencer
Pistoleer 4/0/4/0

The Master Pistoleer idea is great but I don't really want to use ranged at all


This is a great template, I get 116 Ranged Defense, 136 Melee defense and 185 Dodge...

But I have a question, is there a cap on dodge? If so I'm going to be wasteing skill points... I really don't want to go over my caps since it is kind of pointless and just taking skill points that I could invest in something else so I guess if there is a cap it is probably 125 so how would this be:
TKM
Master Fencer
Pistoleer 1/0/4/0
Medic 3/2/0/0
(1 skill point left over)

Should I ignore the cap and go with 185 dodge? Would it be useless or not?

Regards,
fritz




yeah there is a cap, i think it's all capped at 125? or is it 115? it's one of them

but remember dodge doesnt work when TKM, even if you have it maxed.





LordValor/LadyValor/DukeValor
.......:::: Proud member of Oasis ::::.......
.......:::: Lt Colonel in the Imperial Navy ::::.......
.......:::: Vendor: East Crystal Oasis, Dantooine -2965 6673 ::::.......
| Master Smuggler; Master Pilot/Elder Dark Jedi Master/Architect-Shipwright |
ArsonistSavior
Sat Aug 21, 2004 12:40 pm
#11

master brawler, master rifleman, TKM, exploration 1


Defences arent maxed but melee and ranged are close to cap

you get a ranged kd to use while unarmed

intimidate 2 is one of the most usefull skills you can haveand it can be used while holding a rifle at like 30m or something like that (I havent tested the max range)

Master rifles or don't do them at all, especially after the combat nerf/balance

if you don't want to master rifles go up the fencer defence tree instead, you will be capped on melee and ranged defence and you will use alot less skill points


but really, it's all about what you enjoy using, I have tried many things with tkm and with rifles and found that this template is what I use best. You don't want to put skill points into something you will rarely or never use and I think if you don't master rifleman you will end up sticking to tkm all the time


another thing, with this template you can have novice medic but you won't really need it, you might be better off to get a few lines in fencer anyway or else get exploration 1 for those hills, there is not really a huge difference in exploration 1 and 3 other than mask scent.


With this template I can solo a krayt with no medic, of course I am zabrak and have that equilibrium which helps in a rough situation.


good luck




NArsonistSaviorN
Master Rifleman/TKM Chilastra


Jagged-F3l
Sun Aug 22, 2004 8:04 am
#12

In my experiences, in order to have the defenses you obtain with Pistoleer, you need to equip a pistol. Same is true for defenses that you obtain with Rifleman. In other words, these defenses don't stack with the defenses you obtain with a melee profession.



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Nalndra
Sun Aug 22, 2004 10:59 am
#13

Melee and Ranged defense does stack. So does the State defenses (eg Def vs KD)

If you want an all out TKM combo, I suggest this template.


TKM

Master Brawler

Fencer 2/3/3/0

Swordsman 3/0/4/0

Pikeman 0/0/4/0

Novice Medic


or


TKM

Master Brawler

Fancer 4/4/4/0

Pistoleer 0/0/4/0

Marskman 0/4/0/1

Medic 0/1/0/0


They are more less the same, Im too lazy to dish out the stats and explaining the difference lol




Arjunas Kiyani | ORION |
Teräs Käsi Master Rifleman


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