Teras Kasi Archive
Thread: The Teräs Käsi Template Question Thread, Part Two
Pitri
Thu Feb 10, 2005 8:26 am
#92
Well all valid questions, umm
My ultimate goal is to be a Jedi however in the mean time i would like to be decent at fighting those krayts, elders etc. while being able to defend our bases. I hope this helped clear it up a little bit. I might just have to create two accounts and make on PvE and one PvP.
Ryutek
Thu Feb 10, 2005 8:51 am
#93
Well, defensively playing the TKM/Doc/Fencer variations will be quite formidable, you just will not necessarily be able to do large amounts of damage to everything you encounter (be it due to 100% resists or having to use a Stun Baton on armored opponents, it still comes down to low damage output on some things). However, it is definitely a tried and true option for staying alive in a battle.
Any variation of TKM/Commando seems to do well, but a key thing to remember is that anything with high Kinetic resists normally has high heat resists, meaning most of your damage would come from the Flame DoTs against those particular opponents (provided you added the Flamethrower line). Either way, both options work well, and really just come down to deciding whether you would like to play Offensively or Defensively.
I'd recommend:
TKM
Commando 4-0-4-0
Master Combat Prowess and Enhanced Reflexes as you describe
Fill in Remainder with Medic or Scout 2-0-0-0
(Mainly this adds access to the Flamethrower for better damage output, or if you cannot damage something as a TKM only)
or
TKM
Master Brawler
Master Fencer
Fill In Remainder with Medic and/or Scout
(Master Brawler helps a lot in pure Melee templates)
Now to see if I still beat Mankind, even with my screwup of closing the browser window and having to retype
(Not to mention how our opinions compare
)
Any variation of TKM/Commando seems to do well, but a key thing to remember is that anything with high Kinetic resists normally has high heat resists, meaning most of your damage would come from the Flame DoTs against those particular opponents (provided you added the Flamethrower line). Either way, both options work well, and really just come down to deciding whether you would like to play Offensively or Defensively.
I'd recommend:
TKM
Commando 4-0-4-0
Master Combat Prowess and Enhanced Reflexes as you describe
Fill in Remainder with Medic or Scout 2-0-0-0
(Mainly this adds access to the Flamethrower for better damage output, or if you cannot damage something as a TKM only)
or
TKM
Master Brawler
Master Fencer
Fill In Remainder with Medic and/or Scout
(Master Brawler helps a lot in pure Melee templates)
Now to see if I still beat Mankind, even with my screwup of closing the browser window and having to retype
Mankind00
Thu Feb 10, 2005 8:51 am
#94
Pitri
To me three main templates come to mind. One you have suggested but two others.
TKM - Master Doctor -- This makes you a very self suficent tank, however high end PvE you will have little damage output. But as a tank you would be great. You have a few ways of geting FS Xp for differnt trees also, & this is a very viable PvP template.
TKM- Master Swordsman - Master Brawler(dabled in Medic) -- A great PvE template that is also very usful on base raids (taking down turrets for example, if you're Reb taking down AT-STs as well). With swords you can be a good damage dealer in high level PvE & can hurt Elders (AP2 Blast Damage Hammer).Master Brawler gives you a few extra skills which can be very usful in both PvP & PvE, Intim2 is probably worth the skill points alone in my opinion. In PvP you have two strong proffesions however you would possibly find yourself fighting as a TK in PvP more as mitigation & speed can be a downer for swords.
TKM - Master Riffleman - Master Brawler (dabled in Medic) -- Very much like the swordsman template however a few differnces. For Krayts & other high level PvE you are either a Tank or a damage dealer, you can't do both. However this gives you more damage types & also very usful in Base Deffence if your turrets are still up.
Both the Combat / Combat templates are also very effective for gaining Xp for FS conversion. In a 3hr session you should easily make 1.8mil Weapons Xp & 180k Combat Xp (which in total is around 120k FS Xp) deppending on spawns etc (when I am doing FS Xp I always use wild spawns as I find it more fun so base my information on that).
Those would be my recomendations & then it comes down to your own playstyle, whether you prefer melee to ranged, or if you like the choice of both, or if you like to be able to play suport. etc etc.
I hope that helps a bit. I know it's not really going with your templates that you mentioned however this would be my veiw on it.
Mankind00
Thu Feb 10, 2005 8:52 am
#96
Bah you beat me again Ryu. I had to go change a plaster on my foot & get a fresh drink. Next time....
Ryutek
Thu Feb 10, 2005 8:54 am
#97
Excuses, excuses
I even messed up and closed my browser window and had to retype (one of the few times I didn't do it in an external program and copy/paste)
Mankind00
Thu Feb 10, 2005 9:03 am
#98
Next time Gadget! Next time... 
Actully it worked out well, as I thought you would you typed just based on his template thoughts so I just thought I'd throw in some other alternitives.
TheRealKraus
Sat Feb 12, 2005 9:55 am
#100
Hey guys, how does this sound:
Master Rifleman
Master TKA
Fencer 0-4-4-0
Medic 0-0-1-0
I know that the Medic is wimpy but I get nice skill mods:
Defense vs Blind +60
Defense vs Dizzy +55
Defense vs Intimidate +20
Defense vs Knockdown +70
Defense vs Posture Change +110
Defense vs Stun +25
Melee Defense +117
Melee Mitigation +5
Ranged Defense +132
Ranged Mitigation +3
I see that the mitigations suck too
And by the way, at Master TKA I get +245 to unarmed damage, do I really have +245, cuz I know that the cap is +125.
Tell me what you think, thanks.
Master Rifleman
Master TKA
Fencer 0-4-4-0
Medic 0-0-1-0
I know that the Medic is wimpy but I get nice skill mods:
Defense vs Blind +60
Defense vs Dizzy +55
Defense vs Intimidate +20
Defense vs Knockdown +70
Defense vs Posture Change +110
Defense vs Stun +25
Melee Defense +117
Melee Mitigation +5
Ranged Defense +132
Ranged Mitigation +3
I see that the mitigations suck too
And by the way, at Master TKA I get +245 to unarmed damage, do I really have +245, cuz I know that the cap is +125.
Tell me what you think, thanks.
TheRealKraus
Sat Feb 12, 2005 10:15 am
#101
I found some other templates that I would like you to comment on please:
1)
Brawler 0-4-4-4
Master Swordsman
Fencer 4-4-4-0
Pikeman 0-0-4-0
Medic 0-0-4-0
Then I have 33 skill points left that I have no idea what to use on.
2)
Master Brawler
Master Swordsman
Fencer 4-4-4-0
Pikeman 0-0-4-0
Medic 0-0-4-0
Leaves me with 13 skill points.
Thanks.
1)
Brawler 0-4-4-4
Master Swordsman
Fencer 4-4-4-0
Pikeman 0-0-4-0
Medic 0-0-4-0
Then I have 33 skill points left that I have no idea what to use on.
2)
Master Brawler
Master Swordsman
Fencer 4-4-4-0
Pikeman 0-0-4-0
Medic 0-0-4-0
Leaves me with 13 skill points.
Thanks.
Bighoog
Sat Feb 12, 2005 6:45 pm
#102
Iam working on TKM once that is complete I am going to climb one of the other trees. I am not sure which is best though. I PvE hunt often with another TKA (future master) and I want to have an alternate damage source. Also, I would like to be good in PvP combat although I have never done that. Any suggestions on which of the three I should master to best compliment my current template.
Master ID
TKM
Medic 1/0/0/0
and
Master Fencer, Master Swordsman, or Master Pikman
Please, someof you wonderful TKers out there, give me your opinion on this.
FieryDeath
Sun Feb 13, 2005 6:37 am
#103
Ok, got another template question--
I am going for a melee stacker type template, looking to do hunting, PvE, and PvP.
How does this sound-
TKM
Master Swordsman
Master Brawler
Pikeman 0/0/4/0
Fencer 0/0/4/0
OR
TKM
Master Swordsman
Master Pikeman or Master Fencer
OR
TKM
Master Swordsman
Master Brawler
Fencer 4/4/3/0
Any suggestions on these ideas?
Mankind00
Sun Feb 13, 2005 5:57 pm
#104
TheRealKraus
TKM - MRiffleman -- The template you said would be very good, I've recomended it a few times recently, one thingI would comment on though, I'd go for 0-1-0-0 Medic on this one& not 0-0-1-0, +5 Med use isn't really a huge help, where as a touch of extra healing speed is always nice. Also if you go for this one don't forget to get some BE clothes to cap that melee deffence.
Out of the next two I'd say go for the second one, if you're going to use Swordsman that extra +5 speed from MBrawler always helps. Also I'd consider 4-0-0-3 TK. This would make you a bit more self dependent in terms of healing & also cap your melee deffence & improve your ranged deffence nicly. & also I'm just throwing that in as this is a TK forum after all. 
Also just to throw in another option for you:
TKM
Master Swordsman
Master Brawler
Medic 0-0-4-0
Scout 1-0-0-0
TKM
Master Swordsman
Master Brawler
Medic 0-0-4-0
Scout 1-0-0-0
That would probably suit you as well so you might like to look in to that one.
Bighoog
To start with you're not going to get another Elite Master along side TK as long as you have Master Image Designer, you simply don't have enough skill points.
If you are wanting to keep both ID & TK I'd suggest just picking up Master Brawler, though this won't give you any new damage types or anything it will enhance you as a TK & make you an even better tank then you are as a normal TK.
If you don't want to keep ID then I'd suggest picking up Master Brawler & Master Swordsman to go along side TK, I've mentioned it many times before in this thread but it probably is the best choice for PvE at the moment, it's only real downsides are that you don't have any Ranged Mitigation & that you have no ranged attacks, with this though you could also pick up a bit more Medic.
Another option would be to again get Master Brawler (I bring this up alot as I find it to be a very good adition to any template) & just trade off ID for Riffleman, this is not unlike what I just said about for swordsman, however the diffrences are, you get Rangedattacks & Ranged Mitigation, you hav access to many damage types, & you get an AP3 weapon. However you can't tank while fighting as a riffleman, this is probably the key factor that people pick swordsman insted of riffles if they PvE alot.
FieryDeath
Based on what you seem to be after I'd go for:
TKM
Swordsman
Master Brawler
Swordsman
Master Brawler
3-4-4-0 Fencer (Or some scout & medic)
3-4-4-0 Fencer is simply more efficent on skill points in my opinion so I've made that little change. However I feel this is more versitile then the others as you have a couple of damage types, a couple of levels of AP, & a strong pure tank ability. Though you could get another damage type if you went for 3 Elite Masters you wouldn't get Master Brawler, personly I think this is a must for any Melee/Melee template (idealy in any template, but this type especialy).
Personly (& this is just my opinion) I feel that Pikeman & Fencer are more suited as primary proffesions & swordsman is the only one that can easily be used as a secondry one, while they are all very good proffesions I think it very much comes down to your own fighting style, swordsman mearly becomes a good secondry one as it's easy to fight as a offence proffesion at the moment.
I hope those help guys. Remember though they are only my opinion & I am a bit bias towards my own fighting style so they may not be the right template for you. Hopfully that information will help you pick what suits you.
Sorry if I've been a bit breif in any areas, if you want more opinions on any thing just shout up, I just wanted to make sure you guys are geting your replies. 