Teras Kasi Archive
Thread: The Teräs Käsi Template Question Thread, Part Two
RfileMaster wrote:
Creating a new character and was wondering if this template sounded good,
TKM
Master Fencer
Master Brawler
Medic- 4/4/0/0
or dropsome Medic 4/0/0/0 and getCombat Prowess 0/0/4/4 (Melee accuracy +12 and melee speed +12)
or Enhanced Reflexes 0/4/0/0 (Melee defense, +20)
...leaves 4 pts left over, any suggestions? I'll probably be PvPing and some PvE creature hunting.
no one answered my post... so don't hold your breath.
I would take the pharmacology column of medic. This will let you use a stim D of around 1000 power. The speed column only effects your ability to heal others, best to leave that to the doc if you can. Also, what type of PVE? If you're looking to gather organics, you need some scout.
Teras Kasi Master/Master Brawler/Medic 4000/Pikeman 0020/Combat Prowess Master/Enhanced Reflexes 4400/Force Defender 0204
Skill Mods:
Defence vs. Blind: 20
Defence vs. Dizzy: 15
Defence vs. Knock Down: 30
Defence vs. Posture Change (Down): 40
Defence vs. Stun: 25
Melee Defence: 117
Ranged Defence: 105
Jedi Skill Mods
Force Defence: 20
All States Defence: 50
Jedi Toughness: 15
Ability to do a nice quick heal filling quite a bit of health and action back.
A Variant:
TKM/MB/Pike 0040/Fencer 0040/Combat Prowess Master/Enhanced Reflexes 4420/Force Defender 0004/Force Healing 1000
Skill Mods:
Defence vs. Blind: 70
Defence vs. Dizzy: 65
Defence vs. Intimidate: 20
Defence vs. Knockdown: 40
Defence vs. Posture Change (Down): 50
Defence vs. Stun: 35
Melee Defence: 137
Ranged Defence: 110
Jedi Skill Mods
Force Defence: 20
All States Defence: 50
Jedi Toughness: 13
Ability to heal all pools.
What do you guys think?
Message Edited by obiwan137 on 01-14-2005 11:43 PM
Ryutek wrote:
Realistically you would probably be best off going TKM, Doc 4-4-4-0, Fencer 3-0-0-0 (based on the information you provided about what interests you). If you are not that interested in Doc I would do TKM, Doc 0-0-4-0 (for self buffing), and teh rest in Fencer for Defenses.
I'm a TKM/Doc 3440/Fencer 4000 and love it. I had the Doc and Fencer first colums switched when I started as Ryutek suggests above but found that I almost never needed to cure diseases in battle (though I mostly PvE). I saw a noticable boost in ranged/melee defense when I took the 4th Fencer box instead. For my limited play hours I can't take time waiting in buff lines, so self-buffing is a must.
Of course, when the revamp comes out it doesn't look like primary defense stacking will be what it is now, so enjoy it while you can.
Message Edited by PeteCJ1970 on 01-18-2005 09:28 PM
First off am well impressed by the amount of effort you guys have put in. Hopefully u can give me a bit of advice.
First off i've been playing for a month, and am working my way to tkn, will be there pretty soon. From what i've been told in game, once you make Tkn is pretty plain sailing up the ranks to tkm. Now, its once i've got to tkm i'm trying to figure out. From what i understand, if your doing pvp then some kind of blast damage weap is usefull, however have zero experiance in that kind of fighting. What i basically am aiming to have is a, a very good melee attack/defence char with good ranged defence and the capability to do some kind of blast attack. Being new i've tried to figure this out, but am coming up short. Any advice from anyone is appreciated :-)
Master Swordsman
Master Brawler
Fencer 3-4-0-0
This gives you high deffences from Fencer, Swordsman gives you Blast Damage which is good for taking down turrets as well as very usful in 90% of high end PvE, for the 10% it's not usful in you are also Certed for the Scyth Blade which is AP2 Kinetic. Novice Medic obviously lets you heal your self a bit, Master Brawler gives you +5 2H speed which will help with swordsman as you do not speed cap without tapes for it, & they are expensive. Also you get a KD with Swords due to it & a 20m KD for TK. Intim2 is much longer lasting then Intim1 so is well worth it as well.
Master Bralwer
Fencer 3-4-4-0
Pistoleer 0-0-4-0
Pikeman 0-0-2-0 or Novice Medic
I've played variations of all Melee templates, and never had problems. I prefer one ranged and one melee profession most of the time, but it isn't something that you can't learn and be very effective with (meaning all melee).
Riflemen will give you the most problem, predominantly because of the higher AP capabilities of the profession. If you are used to dealing with kiters then you shouldn't have a big issue adapting those tactics to fighting with an all melee template though.
TKM/Swords is a great combo, but unless you have other skillpoints invested somewhere why not just keep what you have of Pike and try Swords to compare firsthand?