Teras Kasi Archive
Thread: Teras Kasi Artist Templates: List them here.
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.
Master FENCER: defences
Maste Brawler; lunge2 warcry2 intimidate2
Novice medic: 1staid 2... when tuskens had their super bleeds... (nerfed)
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......
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...
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.
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
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
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)
Master Brawler.
Master TKA.
Master Fencer.
Swordsman 0,0,4,0
Pikeman 0,0,4,0
Only a few boxes away : }
Greegan K'thulu
TKM
Master Brawler
Explorer
Master Fencer
16 sp left over