Teras Kasi Archive

Thread: Teras Kasi Artist Templates: List them here.

brunnhilda
Mon Feb 16, 2004 9:52 pm
#27

Its an odd one:


Master TK, Master Brawler, Fencer 4/0/0/0, Medic 0/0/3/4 (Just enough for med stim 3s (30)),Scout 4/0/4/1 and Novice CH (For the lvl 12 helper from a BE). 1 point left over.


I have to keep the scout for the CH. I have to keep the Medic skills. I Love the fencer ranged/melee defences. I know the Novice CH is goofy, but me and myCH petdid Act 3 by ourselves (No buffs), just good stims and good tactics. I'd like to pick up 4/4/0/0 in Fencer but...what to lose? btw...the 1 in scout is for forage for myself and Mr.Whisky.


As you can see there are sooooooo many different kinda Teras Kasi Masters. Whatever works for you.


Imperial Attache Brunnhilda Fenriswolf <GRRL>


The best advice I can give is get bio-enhanced melee def/stun def clothes. Add skill enhancers. Stir untill fully mixed. Bake for 25 mins at 350d.


nicmo
Tue Feb 17, 2004 7:34 am
#28

Master TKA: you know why
Master FENCER: defences
Maste Brawler; lunge2 warcry2 intimidate2
Novice medic: 1staid 2... when tuskens had their super bleeds... (nerfed)
BlackEdge
Tue Feb 17, 2004 9:07 am
#29

Just about everyone on my server that pvps frequently are Master TKM/Rifleman now. Least from my pvp experience hehe.



Pokko - Council Member of Star-Gazers
Professions mastered to unlock: 31 (Merchant) July 16, 2004
Professions mastered after unlock: 32 (Master BH)
Archly626
Tue Feb 17, 2004 9:19 am
#30

Teri Kasi Master:

I'm a Trandoshan, it's what I do


Master Smuggler:

Nothing better then havin your own supply of Moun Gold and Sliced Armor on hand.


Scout 1-0-0-0:

Bike decons way too often to not be able to set camp


Medic 2-0-0-0:

Meditate doesn't heal everything and squad mates always seem to Bleed.


Artisan 0-0-0-4:

'Eh thumping skulls may bring in the cash but nothing wrong with making a little extra on the side, also helps with Smuggeling.
EcadMistflier
Tue Feb 17, 2004 10:25 am
#31






BlackEdge wrote:
Just about everyone on my server that pvps frequently are Master TKM/Rifleman now. Least from my pvp experience hehe.





Another reason the "Nerf Bat cometh" for the poor ol' riiflemen......



Ecad Mistflier
Force Wielder and Old School Disturber of the Peace
:: Ex Master Smuggler :: DEC 15 = BYE BYE SoE :: Ex SWG Jedi ::

"There is more stupidity than hydrogen in the universe, and it has a longer shelf life."
Frank Zappa
Gnuut
Tue Feb 17, 2004 10:49 am
#32


TKA 4404: Meditation, Balance and Accuracy trees. I let my poisons do the brunt of the damage and then use my TKA skills to clean up.

Master CM: Poisons at long range and heals to support my group. The TKA ability to heal my mind wounds is very useful with my /healmind ability.



Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

Sosstuborx
Tue Feb 17, 2004 10:56 am
#33







TKA 4404: Meditation, Balance and Accuracy trees. I let my poisons do the brunt of the damage and then use my TKA skills to clean up.




Do your wounds heal at 4-4-0-4?


The FAQ says they don't until you hit master, but I'm just looking for first hand confirmation...







Col. Cristos Diaz
-------------------------------
Gnuut
Tue Feb 17, 2004 11:01 am
#34




Sosstuborx wrote:

Do your wounds heal at 4-4-0-4?


The FAQ says they don't until you hit master, but I'm just looking for first hand confirmation...



Actually Bleeds heal at Novice, Poisons with the first box, Diseases at the second box, and Wounds (all kinds) at the fourth box.






Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

BlackFlagg666
Tue Feb 17, 2004 12:57 pm
#35

Well I'm still working on getting to novice TK, heh...and have been thinking of several differen ways to go. One I'm looking at now is TKM/Master Smuggler/Medic up to First Aid/Pistoleer 3/0/4/4, that takes up every credit...also thinkig of few changes that could be made to that, like maybe no going Master Smuggler and going either 0/4/4/4or 0/4/4/0 or 0/0/4/4 depending on which I'd rather be able to do, make my own spices or slice my own equipment. Then putting some more skill points in medic to use some higher stims and maybe novice scout for camps.



Also thought about TKM/Master CH/Medic 4/3/4/0



Also thought of TKM/Master Doc/Novice Scout



or TKM/Doc 0/3/4/0/Pistoleer, either 4/0/0/0, 0/0/4/0 or 0/0/0/4 probably the last oen for the extra melee mods



But I'm not even at novice TK yet so I have plenty of time to think about it, heh




Lockheart - TKM/MD
Bauer - Swordsman
Axyl2167
Tue Feb 17, 2004 2:59 pm
#36

Teras kasi master - Great melee choice since sword and pike are gimped for now.


Master Brawler - 60 sec intimadate / 20 second warcry / 20 meter KD also that I can use warcry and intimadate while using my rifle.


Master Rifleman- powerful area ranged attacks / area Dizzy and Stun / Mind shots , mind bleeds ect.


Medic 1 0 0 0 - seemd like a sensable choice as being able to heal yourself could be the diffrence in living and dying.


Xael <A> Tarquantis


GreenGrassHoppa
Sun Feb 22, 2004 9:52 pm
#37

TKM-duh


Master Brawler-lunge, warcry, intimidate


Doc 3440- healing easily,buffs, rezzing (hoping my master doc friend doesnt drop master doc becuz w/ this temp i have to buy my med stuff)


95M3
Sun Feb 22, 2004 10:09 pm
#38

Master Brawler.


Master TKA.


Master Fencer.


Swordsman 0,0,4,0


Pikeman 0,0,4,0



Only a few boxes away : }


RunemonIV
Sun Feb 22, 2004 10:20 pm
#39

Greegan K'thulu


TKM


Master Brawler


Explorer


Master Fencer


16 sp left over





Day one Veteran of the game.. just a little fed up.. /tiny
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