Teras Kasi Archive
Thread: All TKA's, lets do some work..
I personally have decided to go with the following: TK Master / Master CH / Emergency Technician (Use stim c's). I was heading in the direction of Doctor until I realized 2 things: a) I was constantly being incapped on my mind stats, can't buff that. b) Pets are just too **edit** cool to resist! There's just something about going into Nightsister Battlefield with 3 Graping Spiders and cleaning house. I still can heal up to 2000 HAM with the best stims on the server, and I get great CH/TK XP.
I love hunting on Dathomir and Endor. Baz Nitches, Nightsisters, Bolmas, Ewoks... you name it.
I just have basically given up on PvP however. Unless i get to sneakup on a Commando... then it's party time!
--Barlok Shidoki-- Eclipse Galaxy -- TKM / Novice CH / Emergency technician.
Great list, the only other 2 things I can think of are the server lag/Out of Range and weapons.
For weapons I say lets dump the bloody Virbo Knuckles and have the bracers(Armor) turned into weapons for us.
Thunderwulf, on a side note, please remind the developers to fix the collision detection problems TKAs have when trying to fight larger mobs, like Bull Torturs.
Unless we are practically underneath them, we cannot make contact with our attacks andkeep getting the "That target is out of range" message. This is veryfrustrating because the dino-sized mobs continuously move out of our attack range when we try to move closer.
Fundamental gameplay problems like this shouldn't exist at this point.
Buddhist wrote:
; I was going for master brawler since the lunge has a longer range and keeps them on a knee longer, and the intimidate is also more strong;
err the lunge has the same range and is a kd. nothin about them on their knee longer. and the intimidate only lasts longer.
Ok on the issue of what profession to complment TKA....CH!
Well as you know Medic and Artisan are gimmes because you need Medic to heal yourself and Artisan to get your own resources to make meds and such...I also have entert. to heal my mind in the camps while in the field.
Why CH?
1. Example...the other day I was attacked by some pain in the rear Maurauders. Well I attacked my aggressor and while he Kited me to death, his buddies were steadily shooting me in the back!
Well, you can guess I had to burst the heck outta there.....needless to say I was frustrated.
ANSWER: Grand Wrix! After working my way up the CH tree....too a while I might add. I finally was able to tame a GW. This was a big help because there isnt a dern thing going to out run it! Now whent these jerks Aggro me. I sick my faster cat on them...this usually forces then to Melee combat, and when they do that...its arse for then on!
2. Get scout, medic, artisan and work on basic enter. skills...and as I said above CH.....you will be ok.
I am still ticked off at the fact that the higher in level I get the more HAM it costs to perform a special move!
As a martial artist i know that the whole purpose of getting higher in level is to get better! A martial artists whole reason for advancing is to be able to overcome a enemy with little or no effort the better he gets. I have a 68 year old instructor who is way weaker in strength than I am, yet can take me without getting out of breath or really exerting any real effort. Why? Because he is a Jujitsu Master. He is supposed to be able to use high level moves without exerting himself..
Why is it then that with Teras..the higher you get, the more cost there to your HAM with each new move...and dont even get me started on Knockdown! Doesnt make sense, logically or otherwise......
DEVs, I know Commandos that take 3000+ with certain Melee moves....why are they more powerful at Melee than a profession that specialzes at it?! Please take a hard look at this...I dont like it at all. Besides the fact that they have overwhelming ranged weapons they can take most TKMs I have seen at Melee combat......SOMETHING WRONG HERE!
1. what does meditation do?
a. I am certian you need to obtain master TKA for this to be benefitual.
i. meditation at Master TKA lvl heals HAM (health, action, mind, and subgroups i.e. consitution, strenght) and subsides poison, but to sure about other ailments, i.e. dizzy. Maybe some1 can confirm this..![]()
2. what is power boost.
a. personally opinion, absolutely a watse
b. supposedly it suppose to enhance. What it enhance, no idea.
3. What is force of will?
a. force of will allows the master TKA reduce the amount of time incapication to zero, which you stand up, but for this feature to work; in which, it doesn't always work ( about 60% of the time it would work).
b. your character needs some mind left, no mind no force of will.
c. this feature only works when incapicated not dead![]()
4. Where should i hunt?
a. this inadvertenly resorts to lvling up or mega xp![]()
i. hunting grounds, 1st you need to by and advance MSE droid,
ii. 2ndly, you would like to group, b/c this little droid allows you to get bonus xp, or group xp.
iii. all that is needed of the droid is to stay a save distance from you within 80m, then go back and type follow me, F., follow, or what ever you set your commands.
b. Hunting places.
i. Dantoonie is a great place to get xp: huurtons match the lvl your characters is presently at. What i mean by that iis there are several speices of Huurtons. Low lvl, i.e. novice TKA should hunt regular huurtons, no specific title except maroons, once you feel confident you can move up to howlers Huurtons, then to huntresses hurtoons, then finally Stalkers Huurtons, which i averaged about 4-5k xpwhich equates to 400-500 combat xp.
ii. huurtons are aggressive, which is good. All you need to do to pull a (meaning 1, uno)
is run close to it and ran AWAY from the lair and other huurton, and once you are at save distance, kill it, then repeat this pattern until their are no more huurtons,
iii. The lair: once you have taken care of the surrounding huurtons, srtike the lair and quickly run away to spot to about 15-20m, which the lair will spawn usually one 1st which will follow you, then a 2nd which stays at the lair.
note: howlers, huntresses, and stalkers there are only two per lair, well unless you keep mindlessly beat the lair, then you have a whole family reunion attacking you
Maroons there's usually 4 or 5 per lair. And remember store your data at the cloning fauclity. It might take once or twice to get this method of hunting huurtons.
5. What is another good profession to mix with TKA?
a. medic, doctor, combat medic.
i. seriously, your going to need it, especially at low level TKA, once master TKA then you can meditate, but remember you can't meditate while fighting, always good to have a stim pack ready..Huurtons like to bite ![]()
b. scout,.
i. you would want to make camp. one to call your pets or droids (mse)
secondly, to heal.
ii. another reason why, harvesting, huurton hide quality is high something 800 or 900, which rock. and you'll get about 7-11k hide if you stay out their. Artisan's, tailors, doctor love to buy ranging from 4-10 credits per unit. Times that by 11, you could getting any where from 65k -110k credits, not bad![]()
I am done typing for now, phew...GL
Choprsis Chopin
Ahazi
Master TKA, and doctor.
I don't think meditate is actually helpful in terms of straight HAM regeneration, but losing the wounds every time you meditate is very cool.
Forceofwill will indeed return you to consciousness, but unless you think you're about to die, don't bother with it. If you have any HAM left, it's more efficient to wait to wake up on your own, or you'll lose it all when you force yourself to wakefulness.
Powerboost needs some work. I agree with the concept wholeheartedly, but I can sip one tatooine sunburn and blow away the bonus from even a master-level powerboost, and suffer only a small, temporary focus loss. I don't really mind the wounds associated with the boost, but they should come _after_ the boost, and the boost should be worthwhile. It should also last longer. Mine never exceed the time it takes to heal the damage done, and that's about 45 seconds.
Armor/Noarmor... I have been experimenting, and my results are as follows:
Armor lowers your overall pools. You will hit slightly less hard, you will have fewer points to spend on specials, you will in effect wear _yourself_ out faster (though the HAM costs are interchangable with nudity). You will however take much less damage. I recommend Chitin or Ubese for animal hunting, Ubese for blaster-oriented opponents. My technique is to open combat in streetclothes, perform any costly specials, then slip into the armor. When in the armor I don't usually special. I also put the armor on when I'm running, or when I'm fighting numerous small opponents, since I can't possibly block all of them, but I can dampen their overall effects.
-FL
meditation: heals wounds at master meditation, and even more wounds at the master TK, passivly, thats all it does
power boost: gives like 500 health 500 action for random amounts of time, but no more then 30 seconds, costing random amounts of mind wounds, anywere from 450 to 200, worthless please dont bother using.
force of will: if you have nearly full mind, and incaped it will remove your incape timer and restore you to your feet, by steeling every single point of mind, health, action you have, minus 1 point in each. unstable usualy does not even work at all.
were to hunt: 5k mobs or lower, for the bonus to exp from aggro, find mobs that are not resistant to kinetic (our dmg type) sugestions: post novis, desert squills, tuskens outside of the tusken baracks, female razor cats, narl lair on nabo, nice and red, and 5kish hps, perfect for training past novis.
what to lvl first: power, then balance, then meditation, stricking raises it self.
combinations of class's: explortion 4 isn't bad, master brawler isn't bad, smugler dirty tricks line is nice, CH isn't bad, comando isn't bad demolitions, and flamethrower seem populare.
I went master TK, master brawler, and dirty tricks 4, aswell as 1 tier each in fencing, pikemen, and swordsmanship.
I find it interesting to see the many authoritative posts about what a skill does .. when so many clash.
Perhaps the correspondent can compile a single listing of what a skill actually does, and test the abilities himself to confirm they are accurate, or ask a trusted Master to test those skills above his level.
For example.. I am pretty sure that the +'s to Meditate (which total +100 at Master) are a bonus to the regeneration stats (Constitution, Stamina, Willpower) while meditating, resulting in faster regen. I have not done time trials to confirm this. But it should be shown one way or the other in testing by the one person who is representative of both Sony and the playerbase.
We should get actual numbers (and factors that contribute to variations) for the Force of Will ability, including mind wound damage, and the duration and magnitude of Health and Action cap increase. Also wether skill boxes or battle fatigue or whatever else may have an affect.
In addition to the objective assessment of the skills, the correspondent can include suggested uses for the skill (e.g. using Power Boost to give Entertainers their wound treatment xp).
I have begun a fairly inclusive and accurate FAQ:
http://forums.station.sony.com/swg/board/message?board.id=teras_kasi_artist&message.id=17916
Also, meditation has been tested time and time again, and has NO effect on regeneration, at all. It's not included in the description, and for once the description fits.
Additionally, numbers differ too much based on stats(and the fact that there are literally millions of stat combinations) to be of any significant help. Damage displays are buggy right now, among other things that would make it difficult to be accurate/fair.