Teras Kasi Archive

Thread: The Teräs Käsi Template Question Thread, Part Two

meediummshoww
Fri Jan 14, 2005 8:56 pm
#40






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.




Meediummshoww Wookie Jedi - Mayor of Talath, Rori
Boomstick - Master Structures Trader (vendor 3629 3475 Talath, Rori)
obiwan137
Sat Jan 15, 2005 12:33 am
#41

After a little bit here's what I got.
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



-------------------------------------------------------
Cpt Spock
Bria : New Solah
"Live long, and prosper."
"If you eliminate the impossible, whatever remains, however improbable, must be the truth."
meediummshoww
Sat Jan 15, 2005 1:07 am
#42

Looking for some input on this template... I'm switching over to a more PVP style template but I still need to be able to harvest creature resources so I have to keep scout in the template.


TKM

Fencer 4440

Pistols 0040

Medic 0030 (to get stim C's)

Scout 1000


This gives me:


Def vs Blind +90

Def vs Dizzy +85

Def vs Intim +20

Def vs Knockdown +120

Def vs Posture down +100

Def vs Stun +55

Def Acuity +96

Dodge +100

Melee Def +131

Range Def +116


Any thoughts or suggestions on changes?



Meediummshoww Wookie Jedi - Mayor of Talath, Rori
Boomstick - Master Structures Trader (vendor 3629 3475 Talath, Rori)
FieryDeath
Tue Jan 18, 2005 4:13 pm
#43

Thank you Meediummshoww and Mankind00, yes and I think that was a typo on my post for medi 4/4/0/0...supposed to be 4/0/4/0, I was going to do master fencer, but I might consider pikeman 0/0/4/0 since like you said Mankind00, this would give me better state defenses. Thanks!

(This is RfileMaster on my other account :smileywink





-=-=Krypt Lightning=-=-
PeteCJ1970
Tue Jan 18, 2005 10:26 pm
#44






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



Nakim Rekal - Imperial Colonel - 100 Badge Club
TKM - MDoc - Swords 0130
scottishp1mp
Tue Jan 25, 2005 6:01 am
#45

Hi,

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 :-)



~ You cant be an@l rententive if you dont have an anus~

Crippled; sore and bruised...but still getting more than you ;-)
TravonLepen
Tue Jan 25, 2005 7:11 am
#46

I've got a template question for you all.


Has anyone played with an all melee stacker template? One like in the FAQ's, like...


Master Brawler

Master TK

0/4/4/0 Fencer

4/0/4/0 Swordsman

0/0/4/0 Pikeman


What are your thoughts if you have used this template?

Or would I suffer too much from a lack of ranged mitigation?



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- Make no MYSTake, the Bears are going to the Superbowl!!

MilleniX
Tue Jan 25, 2005 8:16 am
#47

no doc in pvp on tempest is a very hard life.


My template : TKM : 3000 Doc : 4004 CM


No Ranged mitigation is a pain, but in group pvp I don't encounter ranged as often as I should. Can tank all the insane swordsman, tank jedi, poison defense stackers, cure most poisons quickly, and throw area heals. Its not the best solo template, but its a great asset to a pvp group. Another template I'd recommend if you wanted to be purely support would be 3000 Doc 0404 Cm for the ability to mind heal. I'm still debating on sacrificing range on my ranged stims/poisons for the ability to heal my teammates mind pool.


I wouldn't say this is the best template, I just enjoy it as a support role.



_________________________________________________________

MilleniX : Bounty Hunter : Jedi
_________________________________________________________

"I have problems finishing things I..."


Mankind00
Tue Jan 25, 2005 11:08 am
#48

scottishp1mp


First, welcome to the Teräs Käsi.

Reading what your after I would recomend this:


TKM
Master Swordsman
Master Brawler
Fencer 3-4-0-0

Novice Medic

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.


However this template does lack Ranged Mitigation, your Ranged Deffence will be high however if you do take a hit from a ranged weapon you will feel it, but theres not really a great way to get both if you want high deffences.







Travon


Just to throw in my 2creds, while I've not played with a Melee Stacker template like that (I've always prefered double-master templates) I have played as Melee / Melee for a long time,I used to be Swordsman, TK, Brawler & with that I didn't have a great deal of problems, PvP if you do get you're self in to a bad position againest Ranged you will get your arse handed to you but if you get used to been ready to move a bit if you need it helps alot. One thing that would put me off that type of template though is the lack of other damage type, while it's not a huge problem personly I like to have that bit of extra choice just incase.


If you are going for one like this though I might suggest a change like the following


TKM
Master Bralwer
Fencer 3-4-4-0
Pistoleer 0-0-4-0
Pikeman 0-0-2-0 or Novice Medic


I know alot of people have great sucsess with that one.







Hope those help.



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Ace Alliance Pilot
"It's time to prove to your friends that you're worth a damn.
Sometimes that means dying, sometimes it means killing a whole lot of people. "
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Ryutek
Tue Jan 25, 2005 11:40 am
#49

Travon,

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.



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
TravonLepen
Tue Jan 25, 2005 3:08 pm
#50

thanks guys. I'm primarily looking for something different for my alt to use, but still viable. just too many fotm templates out there right now, imo.


I had a lot of concerns about rifleman, but I have been getting used to PvP against ranged professions, so I might give it a try.


I'll let you know how it turns out.



___________________________________________
Imperial.TRA6ON.Officer¯
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯



- Make no MYSTake, the Bears are going to the Superbowl!!

lostgunman
Wed Jan 26, 2005 11:02 am
#51

Allright, now I am pissed...


Seems to me I took pikeman to get the extra bonus from the electric weapon and also the area hits...but most of their stuff is screwed.


I was looking for a good class to add to TK for an alternate good damage type and to max out my defenses as best I could.


I am Master Brawler, Master TK and WAS aiming at Master Pikeman...I would have had these stats:

Defense vs. dizzy +45

Defense vs. posture down +60

Defense vs. stun +65

Defense vs. Blind +30

Defense vs. KD +40

Melee Defense +107

Ranged Defense +75


If I switch to Swordsman, I get:


Defense vs. dizzy +25 (I lose 20 here)

Defense vs. posture down +40 (lose 20 here)

Defense vs. stun +65

Defense vs. Blind +20 (Lose 10 here)

Defense vs. KD +45 (gain 5 here)

Melee Defense +97 (lose 10 here)

Ranged Defense +65 (lose 10 here)

Defense vs. Intimidate +20* didn't have this before


The bonus? Well, I get blast damage instead of electricity...and it's also AP2 instead of AP1. any other bonus?

I am planning on making my decision when I next login. I just went and made 3/2/2/3 Pikeman, and wonder if it's worth finishing or should I switch to swordsman real fast?


I mainly run TK 95% of the time, I just want a backup damage for those creatures that are 100% resist to kenetic...




Bratak
.......:::: Proud member of Oasis ::::.......
.......:::: Soldier in the Imperial Army ::::.......
| Teras Kasi Master | Little bit o' Pikeman | Hunter |

It's all fun and games until someone loses an eye, then it's just fun.
Ryutek
Wed Jan 26, 2005 2:45 pm
#52

From what I understand Pike doesn't really become extremely useful until Mastery, but I've never used Pike (I preferred Swords and Fencer), so I'll have to let others comment on its viability.

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?



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
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