Teras Kasi Archive
Thread: The Teräs Käsi Template Question Thread, Part Two
sexwax
Mon Feb 14, 2005 1:13 pm
#105
Bighoog wrote:
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.
Whatever you desire really .. as it was said by someone else, TKM and master swords is AWESOME for PvE. That's what I have going and I love it. TKM Master Swords Master Brawler and some Fencer defences. All day long grinding for FS no armor just destruction. 
TheRealKraus
Mon Feb 14, 2005 2:19 pm
#106
Mankind00 wrote:TheRealKrausTKM - MRiffleman -- The template you said would be very good, I've recomended it a few times recently, one thing I 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 1-0-0-0That would probably suit you as well so you might like to look in to that one.
ok thanks but all i want to know is which is the best of all?
Mankind00
Mon Feb 14, 2005 2:29 pm
#107
TheRealKraus wrote:
ok thanks but all i want to know is which is the best of all?
There are pro's & con's to both as I listed, there is no best, it's very much a play style option, thats something that only you can really pick. Hense why so many of the answers people give here will just give a bit more insight & little changes then still leave the main choice with the question asker, especialy when the choice left are between a Melee / Melee or a Melee Ranged template.
Ryutek
Mon Feb 14, 2005 2:35 pm
#108
Roarscream wrote:Are the makers going to change Kari tasi Artist to a lower lvl or just lvling out ranged skills with it in the C.U.Also willthey change the special attacks with Kari tasi artists? if they agree that it is too strong compared to Rifleman and other proffessions.Thx,Roarscream
First, it is Teräs Käsi Artist
What is known about the CU as it pertains to us is in the sticky entitled "The CU/R/B & Teräs Käsi - What we know V1.0 (Discussion & Information thread)." (LINK)
Roarscream
Tue Feb 15, 2005 1:18 am
#109
Are the makers going to change Kari tasi Artist to a lower lvl or just lvling out ranged skills with it in the C.U.
Also willthey change the special attacks with Kari tasi artists? if they agree that it is too strong compared to Rifleman and other proffessions.
Thx,
Roarscream
Sznake
Tue Feb 15, 2005 9:17 am
#110
Kind of a Melee Stacker, but hey, I like it. 
Any suggestions? Gives the ability to use special Crafted Stim E's (and Quick Heal in emergencies), and can fall back on a Stun Baton if needed. Can heal rather well with BE clothing.
Teras Kasi Master
Fencer 4440
Pistoleer 0040
Medic 4040
Combat Prowess 0020
Enhanced Reflexes 2000
90 Defense vs. Blind
85 Defense vs. Dizzy
20 Defense vs. Intimidate
120 Defense vs. Knockdown
100 Defense vs. Posture Change
55 Defense vs. Stun (w/o BE Clothing)
131 Melee Defense
126 Ranged Defense
Message Edited by Sznake on 02-15-2005 10:18 AM
Bighoog
Tue Feb 15, 2005 5:33 pm
#111
OK I went to this site http://swgcb.yogn.net/swg-cb.php?setB=1and learned that after I get TKM and MID I will have 66 points left. I am going to do a lot of PvE and a little PvP. I am not sure what getting force sensitive points is about so its not my concern at the moment. I will probably be hunting with oneanother TKM or Solo most of the time.
So I am thinking I might need....
An alternate damage source
master brawler
Medic skills for self preservation
Scout for terrain negotioans
A
TKM & MID
Master Brawler
Medic 1/0/0/0
* Everyone like Master Brawler so it must be fun and useful but I dont know why, yet.
* self heal ability.
B
TKM & MID
Master Brawler
Scout 1/0/0/0
* Master brawler advantages.
* Some terain negotiaions
C
TKM & MID
Medic 1/0/0/0
Scout 4/0/4/0
Novice Creature Handler
* Novice creature handler might be fun and provide alternate damage type while I tank.
* I get both self heal and terrain negotian and some hunting skills
D
TKM & MID
Fencer or Swordsman 4/0/0/0 (any one skill tree)
Scout 1/0/0/0
Medic 0/0/0/0
* Alternate damage souce.
*self heal and terrain negotian
Wow this took me a while to type out I realy hope some of you can help.
Andelos
Wed Feb 16, 2005 4:50 am
#112
Hey Fellas
I was hoping to get some advice on a template not really a min/maxer just something I want to do.
I currently am
Mpistoleer
bh 0040
novice tk
smuggler 0040
combat prowess 0200
and want to change to
Mpistoleer
TKM
fencer 3440
combat prowess 0200
reflexes 0004
any suggestion or help would be greatly appreciated
I was hoping to get some advice on a template not really a min/maxer just something I want to do.
I currently am
Mpistoleer
bh 0040
novice tk
smuggler 0040
combat prowess 0200
and want to change to
Mpistoleer
TKM
fencer 3440
combat prowess 0200
reflexes 0004
any suggestion or help would be greatly appreciated
TravonLepen
Wed Feb 16, 2005 8:27 am
#113
qwerty01 wrote:
Hello I am wondering what would be better.
Still working on these two:
Master TKA (1/3/4/3)
Master CH (2/2/1/4)
currently have:
novice Rifles
Novice Medic
I am not sure if it would be better to drop rifles and go up brawler.
Any suggestions?
Master TK and Master CH is a very self sufficient profession, and you'll always have your pets to tank for you.
Medic will always come in handy if you plan on PvE solo (which it sounds like you do with this template)
Rifleman is a profession that really doesn't do you justice until you master it.
If you're going to be a PvE'er I'd go with the TK/CH/Medic build.
if you're going to PvP, Then master TK/Master Rifleman is a very popular and viable template. Allows you to have both ranged and melee mitigation 3. As well as access to various damage types.
Ryutek
Wed Feb 16, 2005 8:31 am
#114
Sznake, That is a fairly "tried and true" template that I know a few people use, and not really much that I would change unless you wanted to drop some Medic. The main drawback to the template as you have it listed is the lack of Accuracy in Fencer if you do have to use it, though if that is not your intention I wouldn't worry about it. Some other variations that work well are:
TKM
Master Fencer
Pistoleer 4-0-4-0
Novice Medic + 1 Box of choice
OR
TKM
Master Fencer
Pistoleer 0-0-4-0
Medic 0-1-4-0
Bighoog, options A, B, and D would all work for you, but I would not suggest option C (predominantly because Novice CH alone will not help you much. You really would need at least two full trees to really be effective at all). One thing I would do, however, is not spread your points out quite as thin, that way you are more effective whichever way you need to fight. I would suggest something more like:
TKM
Master ID
Swordsman 0-4-0-4
Novice Medic or Scout and One Box
This would allow you to be effective with Swords because your accuracy and speed will be high enough to matter, and you could choose between Medic or Scout depending on which you find more useful.
Andelos, I don't really think Enhanced Reflexes will help you out, but it really won't hurt anything to have either. I think that would be a fun template to try, and don't really have anything bad to say about it (the Fencer additions for Defense will help nicely, especially the higher dodge for when you are using pistols).
The only thing I would possibly change would be to do 3-3-0-0 in Combat Prowess instead of having anything in Reflexes, though I think Ranged Speed is still bugged in that it seems to have no effect. I haven't paid much attention though, and could easily be wrong.
qwerty01, With CH having Rifles is beneficial, because you can let the pet do the tanking and deal some nice damage from a safe distance. However, Rifles really are not effective until Mastery. Personally I'd stick with something like:
TKM
Master CH (as that seems to be what you want)
Swords 4-0-4-0 (For an Alternate Damage Type)
You can also substitute Swordsman for Medic, as you could easily do 4-4-3-0 Medic and be able to heal yourself nicely.
I hope these help
Andelos
Wed Feb 16, 2005 11:25 am
#116
thank you! Ryutek I wasn't aware of the speed thing. I guess with speeder bikes and JTL travel terrain is kind of a non issue again thanks!
FeD_x
Wed Feb 16, 2005 2:29 pm
#117
i've finished my old template and have been using it for awhile but i don't really like it because i can't do enough damage to high level mobs...so i was thinking about this
tkm
master swordsmen
fencer...0440
m brawler
and then dabble in soem force skills to try to cap my two handed speed
...so what do u guys think?