Teras Kasi Archive
Thread: My idea for the ultimate TKA
im near positive that defense only works if you have a weapon from that profession equipped. TKAs only recieve the defense mods from our profession with VKs or no weapons equipped, we get fencer mods when we equip a sword.
To test this, take a master tka, with no fencing skills, and shoot him with a gun with his VK equipped, then have him equip a sword. In all my tests the TKM went down much faster with the sword equipped.
ok serious now,
i dont think TKMs or any other proffession besides the scout line should get terrain negotiation.otherwise there would be no reason to take scout unless your going for ranger,BH,or CH.being a master martial artist doesnt mean you can climb a hill faster then somone that is just good at running.
Yes the stats and numbers I posted do stack. There an *ss load of stat that you get that will only work with that classes weapon. But the defensive mods are what Im talking about. I was just reading the CH changes and non CH chars likes me will not be able to use there cowards anymore. Non CHers will have to use a level 10 pet. This is why those defensive mods are so important.
Im not even a TKA master yet. So I wont have any factual eveidence for some time. I think ill have a fun time finding out.
Your build looks petty good, but I would include the fencer's stances and grips into your build. On TC they currently give 69 to melee and ranged defense. (And every 2 points of defense adds 1% chance to an attack missing (noules00 (sp?) on the pistoleer forum found the forumla for "to Hit"). He did not see much block/dodge/CA in the testting, but he did not have alot of + (and he was unarmed to test it out, i've heard Counterattackd does not work at all unless your enemy is in range of your current weapon. But I dont know if this applies to dodge and block)
Looks like a good build, esp when the TC changes come in, it should give you 75+ to block, dodge and counter attack, PLUS the new TKA abilty defense acuity. (mixture of all 3). If they do stack together, then that should give you over 300 in active defenses (assuming the 110 tka gets at intermediate is infact a mistype. instead of 15 [ if it is they get 100 acutiy instead of 195]).
Also about terrian neg, IF the devs state they dont plan to do anything major about kiting, maybe they should give master melees +10 ( which with explore 3, would give them +50 the max that affects running). This would hlep considering 99% of the Non-BH , non-rangers and non-CM dont have more than +40.
--Rorrimot
I think after the defensive mods are fixed (currently on TC) this char could really be a scary sight.
as far as his need for doc, he doesnt need it when I am around. My master doc/master CM makes the strongest meds on the server.
I love that this char is not even close to finished yet and still with a little strategy he is probably a 4:1 ratio in PvP. And not killing artisans or entertainers. Against BH's, commando's, and other fighting classes. So many people complain that melee sucks and yet I see Rush solo rancors, unbuffed, no pet and kill ranged attack PvPers.
Its nice to see a meleer kick some butt.
agerg wrote:
those bonuses are only with X weapon equiped, isn't it?
Equipped Polearms, give only Pikeman defense mods, no?
Yes, and none of you have stopped to realize that. If you're looking at dodge bonuses for a fencer, they will not apply unless you have a one-handed weapon equipped. Same with all mods in all trees - they only work for that tree. Dodge mods in Fencer are not the same as Dodge Mods in Pistoleer, and vice-versa. They may stack in your mods list, but they don't stack in game. Ponder that notion.
I went MTKA, Doc 0-2-3-0 that gave me enchement ds and CM 0-0-0-4 that is poison 4 and terain neg.
That way you are buffed and can put all your stats on mind and i got cm for the people who try and run.
agerg wrote:
those bonuses are only with X weapon equiped, isn't it?
Equipped Polearms, give only Pikeman defense mods, no?
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Yes, and none of you have stopped to realize that. If you're looking at dodge bonuses for a fencer, they will not apply unless you have a one-handed weapon equipped. Same with all mods in all trees - they only work for that tree. Dodge mods in Fencer are not the same as Dodge Mods in Pistoleer, and vice-versa. They may stack in your mods list, but they don't stack in game. Ponder that notion.
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Ok, Once again let me state that you DONT HAVE TO HAVE A FENCER CLASS WEAPON TO GET THE DEFENCIVE PROPERTIES OF A FENCER.
This goes with all brawler weapons. Please go to your skill tree and read the mods and definitions. I posted in THE FIRST THREAD about the fact that you will have a bunch of mods you cant use. And they are not needed. I dont need 2 handed sword toughness because I dont plan on using a 2 handed sword. (I will have to level using a 2 handed sword to use those mods)
Once again. They do stack.
Thinks for all the input so far.
Thats a great build. Force them to come to you.
Hmmmmmmmmmmm
very very clever with the poison idea
I like this build, and am working towards something similiar myself. I visit swgcb.yogn.net often to play with numbers, but I also agree that RP'ing and having fun is the key to longevity in this game.
Basically, I had to decide between a support role or a combat one. Currently I'm TKA/Ranger. I love to hunt, so I won't be dropping Ranger, but I don't need to Master in it yet as most of it's lines have little benefit now. The benefits to attaining Master Brawler though seem quite large. So, I'm dropping back down to the Brawler line and filling the boxes. Surprisingly, it's a lot of fun! My character will be:
Master Brawler
TKM
Medic/Ranger
This Trandoshan is a ton of fun to play. He's very comfortable away from the city, but also can mix it up in raids. I can solo fine, but I'm also a great asset in groups (/turns on Ranger title).
better build
MTK
0440 medic (can still use full heal stim D's at a relatively fast pace)
MB
0004 swordsman (after using warcry2 and lunging them use a few of the mind hit 2's and you have yourself a 800 per 5 second mind bleed, even if they run, the fight is over.)
0404 fencer for defense (the farthest to the right gives combat equilibrium plus a nice health bleed, stackable and it would be easy to setup a macro to rotate bleeds between the two) if you want to not fall down forever to a KD dizzy, get more combat equil.