Teras Kasi Archive

Thread: My idea for the ultimate TKA

Rush-GAT
Fri Oct 31, 2003 9:06 am
#27

Buddist I have to diagree with your build.
Of course I will give you my reasons why.

1. This build is for a TKA. I dont want to have to rely on any other weapons at all.

2. Combat equallibrium only protects you from a posture change. Not a KD. So its not really important.

3. In PVP you dont need a mind bleed. All you need is to knock them down and dizzy em. game, set, match

4. No need to use Stim Ds. No PVP fight should last that long enough to fully heal. BHs are taking people out with kyrat scatters in 2-3 shots. (thats if you have no armor) poor wookies. Use those points somewhere else. All you need is First Aid 2 and to find a doc who can make killer stim Bs. My doc makes a stim B that does 700 heal. Hell thats all you need.

5. Bleeds are really only good if your doin PVE. But you get so many specials as a TKA that you wont need bleed.

my 2 cents



Rush

Official GAT Smuggler
Buddhist
Fri Oct 31, 2003 9:59 am
#28

you come to my server and see how long i last in PvP, ill come to your server and do the same.






BUDDHABUDDHABUD
DHABUDDHABUDDHA
BUDDHABUDDHABUD
DHABUDDHABUDDHA
BUDDHABUDDHABUD
DHABUDDHABUDDHA
BUDDHABUDDHABUD
DHABUDDHABUDDHA


Rush-GAT
Fri Oct 31, 2003 10:55 am
#29

Vika
You get the same amount of dizzy, KD, posture change defence. But you also get -2 melee defence. Not a big difference right?

Except to get your mods you have to spend an extra 29 points on the marksmen pistle tree to get pistoleer and have your mods.

Doesnt pan out partner.
thanx though



Rush

Official GAT Smuggler
VikaLine
Fri Oct 31, 2003 12:05 pm
#30

Your right after I plugged it into a char build that pistoleer build takes 2 extra points, I still just think thats alot of investment to be good at trying to catch people and not have any backup skills. Im against this whole new Pistol/TK build starting to crop up b/c of the mods but it makes alot of sense to kick butt at range and melee. Just my 2cents


.. Oh ya btw Please dont call me partner, im not a cowboy hehe




Vikaline
-Master Doctor
-Tera Kasi Master
Rush-GAT
Sat Nov 01, 2003 8:37 am
#31

bump more opinions people ty



Rush

Official GAT Smuggler
LionsDen
Sat Nov 01, 2003 11:25 am
#32






PLCMartin wrote:

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.






I was here purusing the TKA forums to see what sort of changes and specs are upcoming for them... noticed this suggestion for a TKA spec.


Just for some clarification on the Medical side of things...


Dabbling in Doctor is something that can be done with relative ease - however, if using the same point distribution I would Go 2-0-3-0. This will give you the ability to cure poison and enough medical use to be able to use most quality buff packs (74), rez kits (55), the only major item that you will be denied is Cure C's for poison (94) Which require Master Doc.


Also for the CM spec. Combat Medic is not a profession to really "dabble" in.


All the lines tie in together and thusly unless you plan on being a support healer I would suggest spending the points in Doctor 2-4-3-0 allowing you to rez.


The reason being...


Line 1 of CM - Ranged Healing: This basically determines your ability to throw stims or poisons any sort of distance. The most basic packs have a range of about 15 to 17m so it's pretty much a waste as your basically in melee range at this point. As you increase this it will add in your ability to throw packs farther. Without it your very limited in the range to use poisons or heals.


Line 2 of CM - Ranged Healing Speed: Without advancing in this line the use healing/poison is almost negiable due to the delay between use.


Line 3 of CM - CM Crafting: About the only line that can be ignored - unless of course you wish Master CM which is necessary to really be effective.


Line 4 of CM - Combat Medic Support: This provides you with Combat Medicine Use and Terrain negotation. Herein lies the dilemma however. The only truly effective poisons/heals are Poison/Heal C's. For PvP purposes that is... This requires a CM use of 84 for area poisons. Taking this tier to lvl 4 will provide you with 75.


Pretty much by only taking this line of CM you have at most Poison/Heal B's. Now for healing purposes Ranged Stim B's aren't horrible. But in terms of poison A packs people will laugh off - b packs are easily cured by any doctor dabbler - c packs are the only ones that require effort to heal.


Thus to have any sort of "offensive" effectiveness as a CM you have to Master the Class. Which by the way takes as Many skill points as a Commando. And will leave you just shy of being able to master TKA. So it's pick and choose... MTKA and mild poisons/healing ranged... or MCM and more limited TKA abilities.







- Gornish Themad

"If there must be trouble let it be in my day, that my child may have peace."

- Thomas Paine
Raspi
Sat Nov 01, 2003 12:05 pm
#33

I think you're making a mistake dropping the entire Smuggler line. 0 0 4 0 makes sense to me for a great build.


Panic Shot is your ranged Warcry, Low Blow is your ranged knockdown, FD is an extra PvE skill.


Warcry 2 and Lunge 2 are all well and good but they don't address the fact that we need to get close.


Remember:


Duelling != PvP




Raspi Beeblebrox [ Doctor, Musician ]

Kinta Makeruna [ Blademaster ]

Phoenix Legion

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