Teras Kasi Archive
Thread: A TKM template from a PVPer's prespective
MagicalHAt wrote:
Terrain Nego?
Was great back before vehicles now its sorta useless IMHO.
In my experenices I have yet to fight in a hilly area.
ALL player citys were raids occur are flat.
Other fights occur for me in the major citys
Thats it.
I just killed your mount in 1 shot, or I just killed your vehicle in 1 shot, whichever you prefer. Now your locked in combat and im running up a hill spamming headshots on you.........any questions? I'm not even gonna touch the zig zag remark, I mean your not serious when you wrote that right?
MagicalHAt wrote:
st0nedpenguin wrote:
MagicalHAt wrote:
Terrain Nego?
Was great back before vehicles now its sorta useless IMHO.
In my experenices I have yet to fight in a hilly area.
ALL player citys were raids occur are flat.
Other fights occur for me in the major citys
Thats it.
You don't have Anchorhead or Bestine on your server?
Last time I checked, i.e. last night, both had large amounts of hilly areas that are favoured by both sides, no terrain negotiation is an absolute killer around the hilltop fort in Bestine, and also on the hill leading to Tosche cantina outside Anchorhead.
Sorry I never go to anchorhead and only to bestine as a jump gate.
Bestine its self is flat the surronding area is hilly
Same with anchorhead unless you wana be cute and not use the bridge's
Terrain nego lost much effectivness when vehicles/mounts were put in.
besides every body with out terrain nego knows they can zig zag up a mountain faster than running straight up it,
Message Edited by Jedi-scout on 07-19-2004 09:42 PM
Message Edited by LILRobert on 07-29-2004 05:59 PM
Jedi-scout wrote:
MagicalHAt wrote:
sorry for uping this post but I am looking for some opininons on this template now that docs are getting area cures and innocs.......
Also how is this against jedi
As for the doc section you asked, we will have to wait for it to go live or get further info from TC to see just how effective these will be and what the requirements on the doctor tree will be. As for jedi read above.
Awsome post jedi-scout I will defintely be keeping my eyes on this template. Just gana wait to see what the doc changes are like
The latest figures showd 6/20 poisions landed with 148 potency (ouch!)
LILRobert wrote:
Or go TKM CM 4004 and Doc 3000 u can heal ur poison and throw poison more efectively and Disease too!
Message Edited by LILRobert on 07-29-2004 05:59 PM
Granted you will have a higher effectiveness rating for your poisons with a longer range. You will not cure a decent dot with that doc template however. You will be stuck in a cure loop trying to cure the same dot more than once.
Magichat, this is a seriously effective template vs jedi. If you get a jedi kd'd with a dizzy (use intimidate to get the posture changes to work) and do dizzy poison stack as mentioned, start spamming headhits. Their force pool will be in serious trouble in no time. The true key is to keep them intimidated, jedi's are severly succeptable to it and it will lower their dmg and def. Food is a huge factor in this equation. Check this out:
43-45% synthsteak has a 1 hour timer take it when you are getting buffed. 10 min in, your food pool is back at zero. Meaning you have full use of your food pool and are still under synsteak influence. Thakitillo upon encountering a jedi to stay on your feet, and you will still have room to use another synthsteak. Assume you have pvp migrated stats( 400 health action and secondaries for humans,1k to 1100 mind with focus and willpower set at your needs)dancer buffbrings you to 2200 mind, say u had 800 foc, 900 will, those are now doubled with music buffs,add 550 for PB, now at 2750 mind, with a double stack brandy, lets say a 400, somewhat low but as an avg, you now have 3350 mind for 10 min and you haven't even touched a muon yet. Adding a 2200 avg doc buff this is how you look:
Hea: 2750 Act: 2750 Min: 3350 for 10 min, should your PB wane, you are still left with pretty high stats for a melee with the highest toughness rating going up against a melee profession like jedi. Take off your armor if you are solo, and your regen rates are sick. Worse comes to worst, after battling for some time he eventually gets to you (remember you can heal all states/damage so dont forget to) you have 1 huge back up. Force of will. And trust me if he gets you to the point that you have to FOW, when u get back into it he won't have the force pool to stop you. At that point in the fight, it is truly over for the jedi. I've done it countless times and it works.
MagicalHAt wrote:
sorry for uping this post but I am looking for some opininons on this template now that docs are getting area cures and innocs.......
Also how is this against jedi
As for the doc section you asked, we will have to wait for it to go live or get further info from TC to see just how effective these will be and what the requirements on the doctor tree will be. As for jedi read above.
MagicalHAt wrote:
Jedi-scout wrote:
MagicalHAt wrote:
sorry for uping this post but I am looking for some opininons on this template now that docs are getting area cures and innocs.......
Also how is this against jedi
As for the doc section you asked, we will have to wait for it to go live or get further info from TC to see just how effective these will be and what the requirements on the doctor tree will be. As for jedi read above.
Awsome post jedi-scout I will defintely be keeping my eyes on this template. Just gana wait to see what the doc changes are like
The latest figures showd 6/20 poisions landed with 148 potency (ouch!)
Yeah, I am very curious as to how this will all play out. The innoculations are more of the concern than the area cure's. Either may be a master doc requirement. If this does become an issue, I do have another template in mind with similar aspects shown here. Should the need arise, I will post a new thread on it.
Jedi-scout wrote:
I have viewed several ideas expressed on this board in regards to tka templates. As a long running tkm, I have dabbled in many different hybrids to try to establish a stronger pvp template with TKM in mind. After several drafts, I have come to the conclusion that aside from having a PVP template, it's important to know the weaknesses and limitations, as well as strengths of the template you choose. With that said, the following is my template along with an explanation of the benefits of such a template.
TKM, 4 0 3 0 Doctor, 0 0 0 4 Combat Medic,
points remaining: 0
Just a thought...
Master Brawler (lunge2, intimidate2, warcry 2... etc...)
Teras Kasi Master (toughness, kinetic damage, meditation... etc...)
Fencer 4,4,4,0 (Stun batons, Knockdown defenses, melle mitigation...etc...)
Swordsman 0,0,4,4 (blast damage from powerhammer, counter-attack, knockdown and posture change defenses, etc..)
Pikeman 0,0,4,0 (DOT's from NightSister lances, Area knockdown, some more melee mitigation, etccc...)
This leaves 8 SP's to do whatever with.
All together I believe this gives you...
- Defense vs Knockdown +105
- Melee defense +166
- Ranged Defense +139
All sorts of nice stacks going in this one. Personally I'm a TKM/Doc not much of a PvP'er but I can take care of myself pretty well.
Just a thought
MagicalHAt wrote:
Jedi-scout wrote:
MagicalHAt wrote:
What do you mean defenses dont stack?????
Mine are stacking right now.....
This is actually a big error on my part, for some reason I was thinking of toughness rating. Yes def mods will stack until cap is reached.
And I would be weary of CM as it seems its to be nerfed in the near future.....
Any future changes won't occur until after JTL
You could do
TKM/Doc 4000/Fencer 4430 that gives you massive defense and the cures still...
You would be difficult to KD or posture change, your melee def is overcapped, you have zero def vs ranged, you have zero terrain neg. Where is the damage coming from in this template?
Any good doc can make Med use 55 Poision and disease cure b'swith janta blood.
Even with janta blood, all the points spent into bringing it to 55 med use would really make the cure useless.
Or
TKM/Doc 4030/Fencer 4400
That gives you the med use and the extra defenses.
This makes more sense to me, however there is still an issue with damage and for that matter accuracy in fencer.
Message Edited by MagicalHAt on 07-18-2004 08:45 PM
I like the defensive aspects of either template, the costs for melee def take away any ranged def or attacks. Damage also becomes a serious issue. Granted there are dot fencer weapons out there, but there is also a 3 second timer on weapon switching, as well as an issue on accuracy. You would tank for sure, but there wouldnt be much damage behind it if any.
hm hm with the stacked defenses you have 114+ ranged defense and 136+ meele defense
I think I am going to go with the last template I menitioned to you.
TKM/Doc 4030/Fencer 4400
That gives you the med use and the extra defenses.
Terrain Nego?
Was great back before vehicles now its sorta useless IMHO.
In my experenices I have yet to fight in a hilly area.
ALL player citys were raids occur are flat.
Other fights occur for me in the major citys
Thats it.
Your over rating Fencer and Underating TKM imho
99.9% of pvperes today are wearing STUN suits
No stun baton is AP 1 so its reduced by 50% right there.
The rest is 36% stun and then with a 50% stun gen.
The base is 66% and VK's are AP1
The damage comes from outlasting your opponet and from Head hit.