Teras Kasi Archive

Thread: When making a template, what do you consider....

Neomonk
Thu Oct 06, 2005 9:18 am
#14

I'm getting Master Brawler because I'm dabbling in every elite melee profession. So the 6 skill points for Master Brawler seems like a great idea.


I didn't want this to be a specific template thread, but here is what I am going for.


Teras Kasi Master

Master Brawler

0034 Swordsman

0004 Fencer

0440 Pikeman

0030 Medic


Which gives:

General Melee Accuracy +250

General Melee Speed +40

Healing Efficiency +20

Innate Teras Kasi Armor +60

Meditate +100

Melee Defense +195

One-handed Melee Defense +40

One-handed Weapon Accuracy +90

One-handed Weapon Speed +35

Polearm Accuracy +65

Polearm Defense +40

Polearm Speed +35

Ranged Defense +140

Two-handed Melee Accuracy +80

Two-handed Melee Defense +40

Two-handed Melee Speed +35

Unarmed Accuracy +75

Unarmed Damage +360

Unarmed Defense +75

Unarmed Speed +65


And I will have access to the following skills:

Advanced Armor Break

Improved Binding

Strike Improved Center of Being

Improved Combo Attack

Improved Critical Strike

Improved Leg Hit

Improved Spin Attack

Improved Warcry

Intimidate

Melee Assault

Parry Riposte Stance

Sweep Attack

Sword Flurry

Sorry for turning this into another typical template thread.

Message Edited by Neomonk on 10-06-2005 09:37 AM



__________________________________________________________
Knomoen Neomonk - Jedi Padawan Cancelled
Pnomoen - Bounty Hunter / Carbineer Cancelled
Gnomoen - Armorsmith / Architect Cancelled
Nomoen - Master Brawler / Teras Kasi Master Cancelled
iijin
Thu Oct 06, 2005 11:17 am
#15







Neomonk wrote:


If it was possible, I would take no medic at all and be all offense. But we all know that that isn't possible these days. To be honest, I don't want to waste the skill points to get doc when I think (hope) I can get by with just some medic.






AHEM!......no medic in my template




All I do is large scale PvP, specialising in guildwars

STIMS FTW!!!

Message Edited by iijin on 10-06-2005 02:23 PM



Iijin Myriiv | DFR
Phantom Wing
|
88th Imperial Fighter Squadron

SkySpear Industries
- Talus, Imperial Outpost, Just off the Corellian Run in the Core Worlds Sector
-1966, 2704, contacts: iijin - venya - bladestorm - cyx
Neomonk
Thu Oct 06, 2005 11:48 am
#16

I only do PVE, mostly in a single group or even solo. No Medic would be suicide. And its sad that that is the situation. Pre-cu was suicide with no buff, post-cu its suicide with no medic.



__________________________________________________________
Knomoen Neomonk - Jedi Padawan Cancelled
Pnomoen - Bounty Hunter / Carbineer Cancelled
Gnomoen - Armorsmith / Architect Cancelled
Nomoen - Master Brawler / Teras Kasi Master Cancelled
iijin
Fri Oct 07, 2005 12:17 am
#17






Neomonk wrote:

I only do PVE, mostly in a single group or even solo. No Medic would be suicide. And its sad that that is the situation. Pre-cu was suicide with no buff, post-cu its suicide with no medic.





I feel ya there....I PvE'd to death though, I will do it every once and a while to get some kind of loot or something



Iijin Myriiv | DFR
Phantom Wing
|
88th Imperial Fighter Squadron

SkySpear Industries
- Talus, Imperial Outpost, Just off the Corellian Run in the Core Worlds Sector
-1966, 2704, contacts: iijin - venya - bladestorm - cyx
Srasef
Sat Oct 08, 2005 11:40 am
#18

Well, lately when considering a template I've started to think about how well it will help a group. Post CU its still possible to solo through content, but I find that it's more fun to do it with a group of friends. Especially if you're in a guild that uses Vent, you'll find it much more fun to play alongside your guildmates especially when tackling high end content such as Necrosis or the Avatar.

That said, I've started leaning away from the end-all be-all super ninja damage templates, and into more group friendly ones. Right now I'm TKA (working on master), and Master Combat Medic. This template is in my opinion a very effective support and healing template. The skills from MCM allow you to heal and rez your friends, while also being able to put some very strong debuffs on the opponents you're fighting. The benefit of having TKM is that healing draws tremendous aggro post-CU, and its advantageous to have such a strong damage mitigation template.

As far as being ranged along with CM, I found that the heal I used most often, was Bacta Spray, which has a limited range. So, it did me no good to be out at range, when my most effective heal required that I be fairly close to my targets. So, I've found that beinga TKA has meshed well with the CM skill set.

As far as solo'ing, its true that I don't kill things quite as fast as a pure melee template. However, if I use my skills properly, I find that I can solo very effectively by using my CM skills to debuff and DOT my opponent, and my TKA skills to take them down.

People often say that going CM with TKA is a waste because you have to put points into the Marksman tree. That's simply an opinion however, and like I said, I enjoy the TKA/CM template quite a bit. And, in the end, it all comes down to what you enjoy doing. I enjoy not having to wear armor, and feeling useful because I add a lot of benefits to a my group. I like being able to help my friends enjoy themselves better, moreso than being able to kill any given enemy 20 seconds faster.

Another side benefit is that TKM/MCM leaves 23 SP open to play around with. In my case, I'm using those SP to fill in FS branches. It gives me the option of continuing to "level" my character even after I complete the TKA mastery. For me that's important, because I like the idea of being able to continuously improve my character.

My .02!



Srasef Gitago, Proud Member of 'Valor' and supporter of the NGE
Stomis
Sat Oct 08, 2005 8:40 pm
#19

If your offense is TKM your automatically not FoTM. I would be more concerned about fitting armor break in and at least 2000doc for heals. The rest is up to you as what you wanna hit with and do you want debuffs, snairs, or another hard hitting attack...



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