Teras Kasi Archive

Thread: Anyone pick thier template yet?

jahlad
Sun Apr 10, 2005 2:09 pm
#27



been messing with a few ideas but so far i facny this one best...its a little erm 'radical' call me daft if you will but i kinda like the idea


master tk

master enhanced reflexes

combat prowess xx44

master defender

force powers 4xxx


leaves me 3 points over according to the template builder i just been playing with


major tanking skills......jedi armour and tk armour if i understand it correctly work on the same system so will stack or at worst work along side each other as i will be unarmoured. eather way it would seem it would grant the best defences in the game...the TRUE master tk

force powers - i may play about with this but this is the line that gives force lightning...always liked it in the films and i figure it will be good to pull that one out of the bag in a crisis and to shock thepoop out of people in pvp...they think they are taking on a tka *evil grin*

as i am not equiping a lightsaber i shouldnt find myself all over the bh terms (once i have done with grinding the jedi stuff), also using tka skills will not drain force in combat so shouldnt cause probs.

yes i know ill have to drop a part of tka to grind it then re do the tk part but as long as i keep the meditate part i shouldnt have a prob.


anyone think im mad?




Jahlad: Jedi waster
Jah'lad: death watch bunker wannabe


TKMFelixx
Sun Apr 10, 2005 7:04 pm
#28

no your not mad ive thought of going master force weilder just dont know how much damage lighting and choke do realy or force KD........ but im lazy dont know if I want too bother with force crap when I can just be a pure TKM and have combatmedic too throw posions with.....



your jedi mind trick won't work on me!
only money !
MarlonB
Mon Apr 11, 2005 5:04 am
#29


TKMFelixx wrote:
im going to try TKM / MCM / smuggler 0/0/4/0 and force reflex for +15 melee def template will look like this when done.
TKM skills.... everyone knows
+75 melee def
+55 ranged def
+75 unarmed def
+85 unarmed speed
+135 unarmed acc
+330 unarmed damage
+60 unarmed armor...
master combat medic brings with it.....
+50 melee def
+50 ranged def
+40 on movement up hill and burst run effectiveness
abilitys
paralyze
traumatize
posions
resuscitate player
disruptor pistol cert .... at this point you have 23 sp left too dabble with I picked smuggler
smuggler 0/0/4/0
+25 melee def
+10 ranged def
+45 unarmed acc
+25 unarmed speed
abilitys
feign death +70
lowblow
concustion shot
death hammer pistol cert.....

force reflex 3

+15 melee def






Dude .. exactly what i planned ... except my remaing 3 will go in Luck ... hope that even works

Edit: Arrrgghh .. just read they changed the PreReqs .... i was really looking forward to this template ...

Message Edited by MarlonB on 04-11-2005 02:08 PM



.
.
*********************
MarlonB - Farstar
*********************

TKMFelixx
Mon Apr 11, 2005 5:37 am
#30

yea I was disapointed also also read on the CM fourms they took out terrain movment from that skill set just have too wait and see what the Dev's do in the final CU version couse it keeps changing.....


was looking at commnado also couse they are getting +95 melee def that is strange we only have +85 lol

would think they would have real high ranged def like rifleman and BH would .... I think 1h would be better for commando anyway as a prequal give them the stun baton and make it do electrical damage lol ive always thought commando'sare the armored juggernot's of the gallaxythat do massive damage with missles and heavy weapons and can even wear space assalt armor and attack and board ships.....

just my thoughts on the proffession ive been master commando before when it was real broke looks like it may be worth picking up again if you dont lose your unarmed def if you equip a flamethrower.....



your jedi mind trick won't work on me!
only money !
MarlonB
Mon Apr 11, 2005 5:41 am
#31

Yeah ... been trying many combo's ... but it keeps coming down to the same question ... can we equip nother weapon without loosing defenses....if that is the case ... then TKM is not really a viable option for anything anymore .... except for maybe MCM or MB... they both don't have weapons ..

I also am still uncertain if stats like unarmed speed and generel melee speed add up ....



.
.
*********************
MarlonB - Farstar
*********************

HOTDOG
Mon Apr 11, 2005 6:09 am
#32






MarlonB wrote:




TKMFelixx wrote:


im going to try TKM / MCM / smuggler 0/0/4/0 and force reflex for +15 melee def template will look like this when done.


TKM skills.... everyone knows

+75 melee def

+55 ranged def

+75 unarmed def

+85 unarmed speed

+135 unarmed acc

+330 unarmed damage

+60 unarmed armor...


master combat medic brings with it.....

+50 melee def

+50 ranged def

+40 on movement up hill and burst run effectiveness

abilitys

paralyze

traumatize

posions

resuscitate player

disruptor pistol cert .... at this point you have 23 sp left too dabble with I picked smuggler



smuggler 0/0/4/0

+25 melee def

+10 ranged def

+45 unarmed acc

+25 unarmed speed

abilitys

feign death +70

lowblow

concustion shot

death hammer pistol cert.....

force reflex 3

+15 melee def








Dude .. exactly what i planned ... except my remaing 3 will go in Luck ... hope that even works

Edit: Arrrgghh .. just read they changed the PreReqs .... i was really looking forward to this template ...

Message Edited by MarlonB on 04-11-2005 02:08 PM




Um, You can still do the TKM/MCM part. This actually sounds like a really good temp. (where did you see that they change the pre-reqs by the way?)


I won't be doing it though- I got Master Smuggler/Master Commando/TK4000/Pistoleer 3000 on my mind.


I was hoping to see how well TKM tanks but I have to keep Master Smuggler and Commando's BFGs are looking better every day!!








TEVIN STARGUNNER | WASODO T'GADIE

Rogue | Desperado | Demolitionist Short | Dark | Handsome

Master Smuggler | Master Bounty Hunter | Commando 0400 | Rebel Capt. Smuggler | Teras Kasi Artist | Unaffiliated
Mankind00
Mon Apr 11, 2005 6:19 am
#33






MarlonB wrote:
Yeah ... been trying many combo's ... but it keeps coming down to the same question ... can we equip nother weapon without loosing defenses....if that is the case ... then TKM is not really a viable option for anything anymore .... except for maybe MCM or MB... they both don't have weapons ..

I also am still uncertain if stats like unarmed speed and generel melee speed add up ....






If I've said it once I've said it a thousand times (& it's in the FAQ).


You keep (nearly) all your deffences when you switch to another weapon. Including your Innate Armour.


& Speed should stack, keep in mind the speed forumla has changed though.




___________________________________
Mankind / Karka Nay'fey - REJEK
Ace Alliance Pilot
"It's time to prove to your friends that you're worth a damn.
Sometimes that means dying, sometimes it means killing a whole lot of people. "
Galactic Senator
FarStar Pilot Helper List -- The Friday Night Hunt -- FarStar Space Event (Ep4)!


TKMFelixx
Mon Apr 11, 2005 6:27 am
#34






HOTDOG wrote:



Um, You can still do the TKM/MCM part. This actually sounds like a really good temp. (where did you see that they change the pre-reqs by the way?)








we seen the pre-reqs on the CM fourms you now have too have range support line instead of pistol line so that shuts out any smuggler if you want master combatmedic in the template......


I realy wanted FD for higher lvl PVE also lol have too wait and see how good the CM Dot's and stats are later on when people get higher lvl in the proffession couse they have a lvl 4 for attack compared too our lvl 3 and they have lvl 3 mezz compared too TKA lvl 1



your jedi mind trick won't work on me!
only money !
MarlonB
Mon Apr 11, 2005 6:39 am
#35



Mankind00 wrote:


MarlonB wrote:
Yeah ... been trying many combo's ... but it keeps coming down to the same question ... can we equip nother weapon without loosing defenses....if that is the case ... then TKM is not really a viable option for anything anymore .... except for maybe MCM or MB... they both don't have weapons ..

I also am still uncertain if stats like unarmed speed and generel melee speed add up ....


If I've said it once I've said it a thousand times (& it's in the FAQ).

You keep (nearly) all your deffences when you switch to another weapon. Including your Innate Armour.

& Speed should stack, keep in mind the speed forumla has changed though.






Has this been confirmed ? If so, i stand corrected
Read the faq a few times, couldn't make it up out of the faq...


Heaving no speed cap means we can go below 1 sec ?



.
.
*********************
MarlonB - Farstar
*********************

MarlonB
Mon Apr 11, 2005 6:42 am
#36



TKMFelixx wrote:


HOTDOG wrote:

Um, You can still do the TKM/MCM part. This actually sounds like a really good temp. (where did you see that they change the pre-reqs by the way?)




we seen the pre-reqs on the CM fourms you now have too have range support line instead of pistol line so that shuts out any smuggler if you want master combatmedic in the template......
I realy wanted FD for higher lvl PVE also lol have too wait and see how good the CM Dot's and stats are later on when people get higher lvl in the proffession couse they have a lvl 4 for attack compared too our lvl 3 and they have lvl 3 mezz compared too TKA lvl 1






Not only that, Smuggler 0040 also added a lot the unarmed stats



.
.
*********************
MarlonB - Farstar
*********************

Mankind00
Mon Apr 11, 2005 6:43 am
#37

I never said there isn't a speed cap just that there is a new speed formula.

& As for the FAQ, second post down, look at it & then try & tell me honnestly that you can't see the information about when TIA works for any weapon...



___________________________________
Mankind / Karka Nay'fey - REJEK
Ace Alliance Pilot
"It's time to prove to your friends that you're worth a damn.
Sometimes that means dying, sometimes it means killing a whole lot of people. "
Galactic Senator
FarStar Pilot Helper List -- The Friday Night Hunt -- FarStar Space Event (Ep4)!


MarlonB
Mon Apr 11, 2005 6:49 am
#38

Yes ... honestly ... still don't see it ... must be my lack of IQ, or the knowledge of the Enligsh language



.
.
*********************
MarlonB - Farstar
*********************

TravonLepen
Mon Apr 11, 2005 6:51 am
#39

It's very hard to pick a template and we don't even know how all the professions work right now.



___________________________________________
Imperial.TRA6ON.Officer¯
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯



- Make no MYSTake, the Bears are going to the Superbowl!!

Page 3 of 4