Teras Kasi Archive

Thread: (Read me before posting) Got a template question? Put it here!! Teräs Käsi Template Thread

Eijas
Mon May 02, 2005 7:13 am
#40


Well i have a jedi alt on a server i dont really play on anymore thus i dont play o the jedi much anymore. I didnt want to grind him anymore so i thought id do a hybrid template. Ive respeced to TKM / Swords 0004 / M Brawler / Healer 2000 / Enh 1002 .... I can do okay damage with that line in swordsman for critical strike or whatever it is, and you wouldnt believe how well i can heal. I was thinking of doing 2002enhancer and novice healer... might not be as viable but force running sounds like fun... ideas ???



+=+=+ Eijas - Leader of -XeX- +=+=+
Carbineer & Bounty Hunter
+=+=+ Keeth (Scylla) +=+=+
Roleplaying Jedi
HiroBlack
Mon May 02, 2005 9:05 am
#41


The template I have been blasting around all ten planets with this weekend on my alt account:


MTKA / Master Smuggler / Pistoleer 0/0/0/4 / Commando 3/0/0/0


With a Blasterfist equiped and some BE enhanced clothingI have a Melee/Ranged defense of around 285/295. I ran around armorless, unbuffed, and alternately mezzing/beating everything in sight all weekend. The only thing better than being solo was working in a group and being able to provide damage/tank/mezz as the dynamics of the group called for it.


Example: Using a Renegade pistol, I would agrro a Black Sun Assassin (using a shot that would lower his defenses) and then duck behind a tree once he started shooting back. Having lost line-of-sight, the BSA would run up on me. In the few seconds it took him to cross the distance I'd switch to a Blasterfist and wait for him to come around the corner, give him a quick dizzy/knockdown/combostrike, and run to another tree about 15m away. Rinse, repeat, occassionally switching to a pistol to do one of the Smuggler effects as appropriate to the situation. In particular it is hard to lay down the diz/KD/combo twice in a row, so either lowering the target's defenses or just rooting him and ducking behind a tree for a bit worked well. This tactic worked for a *lot* of the higher level stuff, and was certainly not the only strategy at my disposal.


It is a fun run/gun/beatdown template that is highly adaptive to your playstyle, tastes and situational needs. If you want a template that will make you grin from ear to ear, look no further.



ACROYEAR
LEADER OF THE GUILD OF DESCENDANTS
-=Acroyear Starship Restoration of Talus=-
Rebel Ace Pilot =|= Master Shipwright (+2 Engine Experimentation, +2 Weapon Systems Experimentation, +1 Chassis Experimentation)=|= Merchant
/waypoint 1730 -4350 SE of Dearic, on Talus in TALUSIAN TRADE CENTER in Tal'Alderaan
Never argue with someone with a lightsaber in their sig. They'll just drag you down to their level and beat you with experience...
jabjowie
Mon May 02, 2005 11:08 am
#42

HI everybody!

I have one question:

Is Medic necessary?

Really, has anybody tested this very much?
I am loving messing around with the respec, but here is my problem, with my current skills I can only get up combat level 57.
Rigth now I am:
TKM
MBrawler
Master Medic
Scout 4 0 0 0

I love it! But I was reading that with a high combat level, we can use decent instant-stims anyway. So, I was considering dumping Medic all together and using all those points to master another elite melee combat profession (I am addicted to melee at the moment).

Does anybody have good experience with this? Currently, I do very well fighting my level or slitghtly higher just using the bacta shot, heals for 300-400 each time and is all I need (of course, I am able to hit them pretty regularly). Are the stims used by non-medic comparable when at a high combat level?

Thanks for any help / advice. I can dump Medic now and test it, but I will still only be combat level 57, so I won't be able to know how well the higher meds work without somebody else telling me, which may be the deciding factor of whether I dump Medic to bump up my combat level.

Thanks very much for any help again!



::::::::::::::::::::::::::::::::::::
master nuthin
"It's just a game fuzz ball"
::::::::::::::::::::::::::::::::::::

jarius_craft
Mon May 02, 2005 1:58 pm
#43

I haven't been playing much as of late.. but I was Master Commando, and working my way up to TKM.

What are the advantages/disadvantages of continuing with this?

I liked the cool specials of commando, and the speed of TK... I'm 0,1,3,2 right now..

Suggestions?



Jarius Craft
Master Commando/Novice TK
Klinsek
Mon May 02, 2005 3:19 pm
#44

Trying out TKM, Pike 0440, Swords 0044

Loving it so far. Armor break and Intimidate is great. Trying to decide if its worth keeping the 4th line of Swords for the Scythe or not. I think I may do more damage if I pick up the pike speed tree and stick with pikes for weaps. I dunno.




Klin-sek Clydiarc - Crimson Six

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MsNiL
Mon May 02, 2005 5:56 pm
#45







After some testing on testcenter...



The Supreme Tank

(warning: this will most likely be nerfed)


Professions:
Master TKM
Master Brawler

Master Pikeman

0340 Swordman
2000 Fencer (Credit to Kodimoo for thefencer tip)


Skills:
General Melee Defense 240

General Ranged Defense 170

General Melee Accuracy 170

General Melee Speed 65

Unarmed Accuracy 75

Unarmed Speed 65

Unarmed Defense 75


Tanking Abilities:

Improved Taunt (Higher Range)
Improved Area Taunt

Improved Warcry (Queues the opponent, use often)
Improved Intimidate (Reduces damage made by opponent, use often)
Parry Riposte Stance
Power Boost
Center of Being (Use this on macro, it makes a massive difference)
Sword Flurry (Gives an additional defense)

Crippling Abilities:
Improved Armor Break (Use this to increase the damage the opponent takes)
Improved Stunning Blow (Use this to increase the damage the opponent takes)
Advanced Dizzy Attack
Advanced Leg Attack (or Sweep Attack) (This is an Area attack)

Damage Dealing Abilities:
Improved Impale (This is your most damaging attack)
Advanced Combo Attack
Improved Spin Attack (Area Attack)
Melee Assault (More damaging than Melee Strike but might have too high actioncost.
Bleed Attack (Even if weaker, always keep active. Free, extra damage that doesnt cost action)
Lunge (To stop runners and to knockdown)

Items:
* Skip the Massassi Pike. You loose your armor when using a polearm. Use a Razor Knuckler instead.
* Get yourself a Featherweight FWG5 and a Laser Rifle. Laser Rifle is good at picking down things on range, softening them up before they get close, or attract targets from a distance. FWG5 is faster at short range and break through PSG's if needed. Remember that you loose alot of defense when using them.

* Get +19md/+19rd BE wear if you can get it. It will give you a total melee defense of 391.
* For real overkill use Vegaparsine (+32-42md for 13-19,5min) to break the 400 border.

* Pikatta Pie might have additional impact on this build.
* Elshandruu Pica T. is the Ranged Defense version of Vegaparsine.

* Use action recovery powerups on the vibroknuckler.
* Take use of Poison/Disease buffs, Cho-Nor-Hoola and Corellian Brandy to protect from Combat Medics.
* Ithorian Mist vs Fire, Blood Chowder vs Bleed, if required.


Testing Results:

* Thiswas testedwithout using the items suggested.
* The only thing with capability to take this down are multiple ranged Carbineers and Riflemen freezing the character in place, or Combat Medics using everything they got.
* An Ancient Krayt couldnt hurt the template.
* got a Level 84 Nightsister down to half before I had to run.
* I used nothing but the Razor Knuckler, except a few times when players started to run from me, then I switched to FWG5.

Mixed in groupits invincible. I was standing in the middle offour imperials and two AT-ST's, attracting their attention, while a CM kept me healed. They didnt do enough damage to get me down until the CM left. Once the CM left me behind I was able to use simple stimpacks for two minutes to keep me up. Yes, the one-per-minute kind. It took four people, two AT-ST's, armor break and CM dotting to get me down.


I havnt lost a duel with it so far, except against DoT's when I do not have a buff.


Armor Break, Stun and Impale together do good damage, especially mixed with the little bleed from One-Handed IV.

Intimidate and Warcry are still as useful as they always where.

Most ranged fighters went down with Lunge and could often not get away after that before the Impale strikes did their job.

Message Edited by MsNiL on 05-04-2005 07:51 AM



--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
kodimoo
Tue May 03, 2005 2:36 am
#46

i am master pikes, master tk, master brawler, swords 0 3 4 0, novice medic.

erm im newish to combat and its fun haha. i beat someone in a duel.. he was a master pikes, master tka, master brawler as well. i think the swords defenses and armor break helped me win.

i think, if i drop medic.. which im very tempted to do, ill add fencer 2 0 0 0. that gives better defense than the template above.

i tank in the groups on dantooine and as long as i keep center up i can tank 2 or sometimes 3 mobs at once. i want to tank, and i love taunt!
MsNiL
Tue May 03, 2005 3:21 pm
#47

+50 Accuracy

Improved Critical Strike


vs


+15 Accuracy

+5 Speed

+20 Melee Defense

+20 Ranged Defense


I agree. 2000 Fencer might be a better choice.




--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
Bloodfin_Architect
Tue May 03, 2005 4:03 pm
#48

Mourfeous,


Are you sure about your innate armor going when you field a pistol? My template is basically TKM/BH with some scout thrown in. My innate stays in place when I'm carrying a firearm as long as I'm not wearing armor.


NoD





Crafters and Entertainers Anonymous
One Publish Closer to a Cure

Taigei
Wed May 04, 2005 7:40 am
#49






Bloodfin_Architect wrote:

Mourfeous,


Are you sure about your innate armor going when you field a pistol? My template is basically TKM/BH with some scout thrown in. My innate stays in place when I'm carrying a firearm as long as I'm not wearing armor.


NoD







Right. Only wearing armor negates innate armor.
Taigei
Wed May 04, 2005 8:00 am
#50

I wouldn't say this isthe best template, but it's note bad. I'm posting this for peeps who are interested in knowing pre- and post CU TK skill equivelants. It is ALMOST possible to replace pre-CU TK skills, but maybe not the most practical thing to do:

/taunt = Taunt [NovBrawler]
/berserk = Berserk [2xxx Sword]
/intimidate1 = Intimidate [xx3x Pike]
/warcry1 = Warcry [xx1x Pike]
/unarmedLunge1 [Riding Bantha] = Lunge [3xxx Brawler]
/centerOfBeing = CoB [1xxx Brawler]

/unarmedHit1 [Steel Hands] = Melee Strike [2xxx Brawler]
/unarmedStun1 [Screaming Squill] = Stunning Blow [xxx1 Pike]
/unarmedBlind1 [Aryx Slash] = Blind [xx1x Fencer]
/unarmedSpinAttack1 [Leaping Veermok] = Spin Attack [x1xx Pike]

/unarmedHit2 [Gorax Smash] = Melee Assault [Master Brawler]
/meditate = Meditate [NovTK]

/unarmedKnockDown1 [Sleeping Krayt] = Leg Sweep [4xxx Brawler]
/unarmedDizzy1 [Gundark Slap] = Dizzy Attack [xx1x TKA]
/unarmedBodyHit1 [Rancor Rising] = Body Hit [NovFencer]

/powerBoost = Power Boost [2xxx TKA]
/unarmedCombo1 [Shenbit Bonecrusher] = Combo Attack [xxx1 TKA]
/unarmedLegHit1 [Gronda Stomp] = Leg Hit [NovPike]

/unarmedSpinAttack2 [Dancing Dragonsnake] = Imp. Spin Attack [x3xx Pike]

/forceOfWill = Force of Will [4xxx TKA]
/unarmedKnockDown2 [Charging Wampa] = Imp Leg Sweep [x2xx TKA] but also Adv Leg Sweep [x4xx TKA]
/unarmedCombo2 [Forraderi Death Weave] = Imp Combo Attack [xxx3 TKA]
/unarmedHeadHit1 [Nexu Grin] = HeadHit [NovSword]

/unarmedHit3 [Spitting Rawl] = Adv Combo Attack ??? [TKM]


I know AdvCombo doesn't really replace UA3 since combo attacks are pretty sorry right now, but UA3 was 4x dmg attack which hit all pools with random damage distribution. AdvCombo is the closest thing to it IM[haven't tested]O.

To recreate the old TK skills you would have to have Master Brawler, TKM, xx1x Fencer, x3x1 Pikeman, Novice Swordsman. You'd have 70 SP remaining.


Pikeman is excellent to master with Imp Intimidate, Imp Stun, Imp Warcry and area attacks like Adv Sweep and Imp Spin. With Master Pike in the above template you'd have 30SP left over.



Spending another 5 SP (leaving you with 25sp using the above template and Master Pike) you could get: Imp Armor Break at xx1x Sword; - or- x1xx Sword for Area Taunt (for you true group tanks); -or- Imp Bleed attack at xxx1 Fencer (not sure how much dmg/tick)

For the additional 12SP (leaving you with 18SP with the above template and Master Pike): Adv Armor Break at xx3x Sword; -or- x3xx Swordfor Adv Area Taunt; -or- Adv Bleed Attack at xxx3 Fencer (again, don't know the dmg/tick).


Overall the above templates are better than pre-CU TKM alone because of the additional skills. Costs a lot more SP, though.

Wewa
Wed May 04, 2005 3:42 pm
#51

THERE CAN BE ONLY ONE



BEST TEMPLATE - TRIPLE MASTERY


BRAWLER 4-4-4-0


TERAS KASI MASTER


SWORDSMAN MASTER


FENCER MASTER


and you are left with 4 unspent skill points (my personal choice is melee defense from enhanced reflexes)


so here are some stats:


TKM - speed: 135, accuracy: 290; melee def: 320, ranged def: 245 (my favorite melee def. is 340 with enhanced reflexes)


SWM - speed: 140, acuracy: 315; melee def: 295, ranged def: 220 (take combat prowes melee speed you get152 speed.)


FNM - speed: 130, accuracy: 295; melee def: 285, ranged def: 210 (with examples abovewho need fencer)


Skills:


general melee accuracy: +205


general melee speed: +65


melee defense: +245


ranged defense: +170


Rest of the stats are same as you master any one specific profesion.


Well that is all from me. I tried this template and with CoB macro set on 45 seconds in every melee duelmy oponentsmissed me between 15 and 20 times (all level 80)



Now imagine if you can get some melee speed skill tapes for swordsman or unarmed damage or defense for TK, you can tank anything.


Good luck people, this is lecture from:


Grand Master Wing Chun


Krayt Dragon School of Teras Kasi


on Europe Chimaera


Wewa
Wed May 04, 2005 3:43 pm
#52

double posting s***s

Message Edited by Wewa on 05-05-2005 12:45 AM

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