Teras Kasi Archive

Thread: Is Tanking Possible in SWG?

Freon77
Wed Sep 03, 2003 4:46 pm
#14

Muon Gold-400+ to all mind stats.
Angrak Fishak Suprise +550 Mind.
Another food I can remember+400 mind.

Muon is a spice, lasts for 13 minutes, food lasts much longer.
Add doctor buffs of +2000 per melee stat.

Allowed me and a TKA Master to 2-man the tuskan bunker down to the king room.

Me a transdon master medic/tka in training 900 mind base and fight and heal.

Expensive? yes.
But the solution is in the game.
Its called a doctor or medic with stims that stays out of combat.
or one in combat that uses buffs/spices/food,
Gosoo
Fri Sep 05, 2003 2:00 pm
#15

no.



why?


1) No matter how many ppl u have in ur group, only 1 person can success or fail any Posture Change move for 30 seconds. (well actually 2 - Lunge/suppression and KD series )


2) Melee has no advantage to avoid MIND pool dmg.



dont bother tanking. You will just prove urself how gimp melees are.




Gosoo Teras Kasi Master in Scylla
Jal'ssonda (future) Master Carbinier in Flurry
MalibuBrooke
Fri Sep 05, 2003 4:18 pm
#16

'Tanking' isn't really realistic to begin with. Then again neither is cloning, or surviving a round of blaster fire, or taking more than one strike from a teras kasi master without being incapacitated. Tanking is possible, but you just can't do it forever. Any by the way, there are player-crafted stim packs that heal mind pool damage (in addition to health and action). I think they take a master doctor + combat medic to craft, but I am not certain. I am certain that I bought a bunch relatively cheap on a bazaar that were made by two master doctors that I know of.



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
FlameWulf
Sat Sep 06, 2003 12:52 am
#17

Well Holo said something about a "TANK" command, so I hope that helps this whole issue..


There was also something mentioned about the MIND problem actually being a problem because medic's were supposed to be able to heal mind at one point, but found that to be too exploitable.


I have some idea's for special moves that will are interesting, but am starting a new post for that.





Krystai
huntr
Sat Sep 06, 2003 12:00 pm
#18

those are damage stim packs you are talking about. i dont think any medic class character can make those as of yet. you find them from npc mobs and they are 50 health/50 action/50 mind. i always save these and use them for people i play with that got a mind incap (only useful way to use these).



So for healing your mind dmg, they should allow medical crafting of Damage stimpacks...they should be able to heal as strong as any of stim.




IGN: Ca'
Page 2 of 2