Teras Kasi Archive
Thread: The Teräs Käsi Template Question Thread
Bashar29 wrote:I have a hard time deciding on my template. Im currently working onmy FS prgression and I find the Sith pirates and those Thugs pretty hard. Im currently a TKM and I surrendered Mdoc. Now Im hesitating between MBrawler/Fencer/Swordsman Or going with Commando. Of course, im keeping TKM forever.Im playing in PVE mostly, not too much interested in pvp yet. Im a soloist by nature too!Tx for looking!
It will really depend on what weapons you are interested in, as any combination of those will help. With swordsman you would gain tremendous Offensive Power, and with Fencer you would take care of your defenses (for the most part). Which way would you prefer to play? Take th opponent out faster but take more damage, or take your opponent out slower and take less damage? (not quite how it plays out, but a good way to think of it)
Here is a link for those who might have missed it:
http://forums.station.sony.com/swg/board/message?board.id=teras_kasi_artist&message.id=88227#M88227
Master Pike
TKM
pistoleer 0040
fencer 3000
With all the emphasis on defense nowadays, I decided to cap out melee and ranged defense with fencer. I get ranged mit.2 from pistoleer, along with 70+ defenses in everything except intimidate...which I might just get clothes for. Master Pike because I've always wanted to try it, and so far i really like it lol. Just having to spend a lot of time seaching for speed ca's/aa's.
Another template I've though of is:
Master Pike
Tkm
master brawler
medic 0040
scout 1000
extra speed and accuracy for pike from master brawler. heal lots of damage with stim d's, and terrain negotiation with scout.
Anyone have advice on which I should go? the second template would suffer from ranged opponents because of no mitigation and only like 70 ranged defense. but getting the terrain neg. would be good for kiters...
Ryutek wrote:
Most likely no one with the Jedi experience necessary to comment on that post has seen it yet. I know very little about the Jedi Templates so far (unfortunately).
Here is a link for those who might have missed it:
http://forums.station.sony.com/swg/board/message?board.id=teras_kasi_artist&message.id=88227#M88227
the force skills are a joke atm...ive dabbled into it...and 2 friends in my guild have mastered force wielder...its not worth the light show lol...besides you wont have the fp to do anything...cant remember all the costs off hand...but /ForceIntim2 costs 1k fp/use ...granted its a 32m area intim...but with master weilder your fp pool is going to be between 3-4k...and all the skills are like that...high cost for what they do...and yes lightning2 does massive damage (upwards of 7k+) in pvp...but its electricity damage...and whats comps one strong point?? let alone psgs? plus toughness? plus synth? that damage takes a real beating...very similar to commandos flamethrower damage
heres a breakdown of the various combos (imho remember) each one is tkm/master jedi skillset w/ 45 unspent sp
TKM/Healer: (essentially doc variant)
Pros: can heal all stats in one shot, can heal mind pool for 1500 in one shot (same with all pools), healtotal heals about 3k-4.5k to all pools at once, can heal you're own wounds and BF, can heal others INCLUDING their minds, stats, and wounds. can heal all dots on yourself (altho the heal flame dot is broken atm...but master lvl). can heal while kd
Cons: cant wear armor AT ALL. you cant use any activated specials in armor...cant buff like a doc. gain vis with each action. no extra defenses, cant rez others, you dont need stims...but you use fp with each heal...and forcepool is going to be 3.5-4k with bad regen. jedi heals are slow as well...no spd mods for healing so jedi heals are as fast as a novice medic.
TKM/Force Weilder:
Pros: ForceIntim2 is a 32m AREA intim...super high damage with lightning and throw...fkd2 is nice area smackdown.
Cons: ForceIntim2 is 1k per try...and lasts as long as intim1 (novice brawler)...lightning is offset by decent electricity resists...throw is resisted by kinetic...fkd2 is a parlor trick considering how well it works for cost...PLUS this is way more fp intensive than healer...and you have the same pool size (3.5-4k)...plus you cant wear armor at all either.
TKM/MLS:
dont bother...MLS is for knights...and hybrids arent knights...theres no reason to switch off the LS once you get MLS...just drop tk to 4304 and pick up other defense mods...
TKM/Enhancement:
Pros:Forcespeed (not like you need to speed up your attack spd) speeds up ALL your actions...combat...healing...switching weapons,Shield/Feedback/Absorb are all awesomely powerful defensive abilities against other force attacks (ie NS/SMC/Jedi), and armor makes up for the fact that you cant wear armor to activate these abilities. channelforce and forcemeditate are excellent ways to regen fp as well
Cons: Just as bad as healer...cant wear armor...technically...every1 one of the abilities is activated...but have long durations on the 2nd stage versions. Thus you could do the ability then put armor on. With the recent nerf to forcerun2/3 those arent as powerful as once thought...great for escape (if you have fp)..FR1 is great substitute for explore4...+33 TN mods and you speed up as if burstrunning (can keep pace with a bh burstrunning :smileyvery-happy
. meager FP pool (3.5-4k) but with channelforce you can regain it in combat (-250 to 350 to the MAXIMUMs of you HAM to get 250-350FP...it regens back in 30s or so). and meditate will regen it super fast...but like tkm meditate...you have to be out of combat.
TKM/Defender: (side note...this is what im working on)
Pros: its 100% passive skill mods...so no worring about armor interferring with activated skills. no fp used, so the 3.5-4k pool isnt a worry. you min def mods will be +65 BEFORE you add TKM mods to it...+100 force def mods. capped ranged/melee def mods. and the real kicker that NO other template can match. capped toughness mods. the overall toughness mod will be 80-90 (tkm toughness + (jedi toughness*0.4))...oh and cant forget /regainconsciousness...nothing like a self-rez ability added to our forceofwill...and just like FoW...its usable every 1/hr
Cons: cant heal mind like healer...cant have the mobility of enhancer...arent the walking light show like wielder...but you WILL be the badest tank on the server lol. armor + toughness + PSG + synth + intim = not a lot of damage to you. there might be other cons...but this one stacks soo dam nicely with melee profs...and TKM specifically (but that may be due to my 10months of bias lol)
final notes:
you can always spend the remainder 45sp to offset any of the cons...like get channelforce (22sp) to offset the low force pools. can pick up some healer to get the mind heals(16-26sp)...or novice medic (15sp)...or explore4 (29sp)for speed/TN...or FR1 (22sp)...or fencer(20-45sp) for more defenses. And forcespeed(16sp) will speed up armor/weapon changes...so would help with armor on/off issues. can get healer state heals
*shrug* lots of possibilities with the remainder...and for the jedi skills chosen.
and the one MAJOR downside atm...we dont do anything other than kinetic damage...which really hampers us. so wielder would be nice for the extra damage types...but the fp cost is extremely limiting...
i may be a masochist...but doing a MLS knight (unlocked back in may)...and doing TKM/defender on my main (tkm back in dec/jan)
Message Edited by ShadowoftheVoid on 11-02-2004 06:35 AM
Im currently close to mastering BH
and was thinking of using all the rest on TK
I'd have enough for 3 lines what would you suggest
Im thinking 4440 I really like convinience of mediate
I basically wanna hold my own in pvp and be able to solo higher level npcs
BH is likely to get alot better as it currently has low defenses accuracy and speed.
Flatlinedmemory wrote:
Hey guys
Im currently close to mastering BH
and was thinking of using all the rest on TK
I'd have enough for 3 lines what would you suggest
Im thinking 4440 I really like convinience of mediate
I basically wanna hold my own in pvp and be able to solo higher level npcs
BH is likely to get alot better as it currently has low defenses accuracy and speed.
too be honest as much as i love tk...its not the best pairing for mbh...id suggest pistols for defense and decent damage (eyeshot with geo or scatter) or carbineer for outright brute power and state attacks.
and if you're just going defenses with tk...id go 4304tk...
and if you do go melee...fencer has better defenses
I'm two boxes away from MBH(the profession I wanted to be on the first day game was released) Mastered scout in one week. I had to along sabatical and recently came back as of august. To find out I didnt havet to master scout anymore.YAY!!! But MBH also got alot weaker.
During this sabatical I read some stuff in EU TKM and really wanted that aswell.
I figured MBH was destined for a quick revamp and by the time I got it masterd I would fair well in pvp in pve. Still MBH (no other combat related skills) are horrible at both when they shouldnt be with 169 skill points used 30 or used in Markman 4004 which dont even help us.
And being a MBH means nothing when template based pvpers with out MBH can still hunt jedi and be overallmore effective inall aspects of the game (for the record I dont mind the TKM INV 3 templaters cause I think they desrves a role in the Jedi thing)
I also do not want an all pvp template and want to enganged in other aspects of the game while still fairing well in PVP and PVE
Most probly should have been posted on the BH board which has been many times
Any way with MBH , TK template what do you think I would be able to handle esp in PVE.(most jedi on my server explot anyway and the majority on my server are not very jedi like anyway and I can always kill them by going overt, I'd rather have the glory then the money)
If I decide to master TKM give up MBH all together how long do you think it'll take me to master TKM I have money for armor food and buffs weapons ect
sorry for the rant :/ Im not very happy with the entire situation