Teras Kasi Archive

Thread: Is TKM any better now? I need some advice so please read.

pyscoprodigy13
Mon May 30, 2005 3:24 pm
#1

Hello everyone, I just came back into SWG a week ago after being gone 11 months and everything is incredibly different. I used to have a toon that was a TKM and I deleted him almost a year and a half ago and made a new toon, which is the one I use now, but I've heard that maybe it would be worth the effort to go back to TKM. Is this true, have they really given us a good profession? Currently I am a Master Bounty Hunter / Master Carbineer. I was a BH before I came back and this massive BH rush came, apparently every other person in the galaxy is a BH now, and I want to drop it because carbineer is more fun anyways. I need a new profession to pick up and I want the opinions of all you TKMs out there, should I go back to TKM? I like to PvP and PvE so I need a good profession for that, and I think that carbineer will complement TKM pretty well but that's with my knowledge of that SWG from one year ago which is nothing like what it is now. Will the two profession work good together? Anyone who wants, please throw your two bits in. Thanks all in advance for you opinions.


-Rolai Aurriaheic-

Master Bounty Hunter

Master Carbineer

"It's time to toss the dice"



Rolai Aurriaheic [Master Jedi]
S
ivelin Aurriaheic
[Craftsman Extraordinaire]
Knights of Kauri

And shepherds we shall be, for Thee, my Lord, for Thee. Power hath
descended forth from Thy hand, that our feet may swiftly carry out Thy
command.
So we shall flow a river forth unto Thee, and teeming with
souls shall it ever be, In Nomine Patris, Et Fili, Et Spiritus Sancti.

pyscoprodigy13
Mon May 30, 2005 4:13 pm
#2


Is nobody on the TKM forums today? Well my computer is in the shop for repairs right now so I cant do any changes in my template for a little while, but I would still like to know whether or not TKM is a now a good profession again. Someone please respond!


-Rolai Aurriaheic-

Master Bounty Hunter

Master Carbineer

"It's time to toss the dice"



Rolai Aurriaheic [Master Jedi]
S
ivelin Aurriaheic
[Craftsman Extraordinaire]
Knights of Kauri

And shepherds we shall be, for Thee, my Lord, for Thee. Power hath
descended forth from Thy hand, that our feet may swiftly carry out Thy
command.
So we shall flow a river forth unto Thee, and teeming with
souls shall it ever be, In Nomine Patris, Et Fili, Et Spiritus Sancti.

Kyodor
Mon May 30, 2005 4:26 pm
#3

TKM is still very good, but in a very different way.

Ranged/Melee is hard to play effectively, as specials won't be cross-use. You'd be juggling two different weapons and two differnet roles constantly to try and fulfill your role somewhat effectively.

TKM is now a pure tank. Damage is "average" to say the least, and TK has very little in the way of enemy manipulation (states, Area Attacks, etc.)

TKM with CoB can have approx. 70% resists (excluding enhancements from BE clothes), and a relatively high dodge rate.

TK's true power is shown when it is combined with another Melee profession, or a profession that compliments TK's tanking ability (eg Doctor).

Some examples:

TK/Pike: Great Tanking, Warcry, Intimidate, and Area Attacks. Highly effective.
TK/Swords: High Defence complimented with high Offence. Great in 1 V 1, lacks in multiple-enemy encounters.
TK/Fencer: Some extra states and some nice specials enhances TK's manipulation and damage ability. Effective in PvP.

TK/Doc: One of the best TK templates. Great Tanking combined with great healing. CoB + Bacta Infusion will keep you up against multiple enemies of a higher level. Sure you won't do much damage, but you make a great tank.

I'm TK/Fencer/Doc at the moment, and I love it. Good attacks, Good Specials, and Good Defence combine to make a well rounded template. Bacta Infusion, Bacta Jab, Bacta Shot, and a 1k+ Stim D can heal 4k + damage in total.


As a note, TK no longer needs armour. It uses TIA - Teras Kasi Innate Armour, which acts similar to a 5k + Resist Battle Armour. Wearing any other armour negates TIA. TIA works with any other weapon so you can use another weapon and still have TIA.

Hint: Use CoB. A lot. There are a lot of CoB macros circulating this board, and this will give you a extra 20 - 30% survival rate. They hit you less, and when they do, it hurts less.

CoB is the difference between taking one mob your level, and two - three which are two levels higher.

Give it some time, you'll settle in.



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pyscoprodigy13
Mon May 30, 2005 4:45 pm
#4

thanks a lot, that was exactly the things i wanted to know :-). I think i will try out doing TKM / Master Carbineer at first since i'm not usually one for switching weapons anyways, it is usually one weapon or the other for me, and if that doesn't work out maybe i'll look into TKM / Master Fencer since Fencer is the only melee prof i havent gotten a chance to try yet. thanks again. btw, one quick question for you Kyodor or anyone else who reads this, when i go back to TKM should i go with bare fists or one of the new knucklers? from reading these forums i've been seeing both points of view so i'll probably try both out and decide for myself but i do like hearing other people take on it. thanks.


-Rolai Aurriaheic-

Master Bounty Hunter

Master Carbineer

"It's time to toss the dice"



Rolai Aurriaheic [Master Jedi]
S
ivelin Aurriaheic
[Craftsman Extraordinaire]
Knights of Kauri

And shepherds we shall be, for Thee, my Lord, for Thee. Power hath
descended forth from Thy hand, that our feet may swiftly carry out Thy
command.
So we shall flow a river forth unto Thee, and teeming with
souls shall it ever be, In Nomine Patris, Et Fili, Et Spiritus Sancti.

Kyodor
Tue May 31, 2005 3:51 am
#5

Knucklers are a tough subject. This is the way I see it:

VKs: Don't use them as a TKM. The only reason you would want to is for the speed bonus, as it actually decreases damage.
BFs (Blaster Fists): The only reason to use this is for the Energy damage type, but at the cost of higher SAC.
Knuckler of the Katarn (ROTW Loot):: Increase in some cases, decrease in others (there's a thread somewhere around here, I'll try and dig it up).

In short, I'd say - don't bother.



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Kaylais
Tue May 31, 2005 7:23 am
#6

"TKM with CoB can have approx. 70% resists (excluding enhancements from BE clothes), and a relatively high dodge rate."

---Actually it's close to 60% resists (just above)

"As a note, TK no longer needs armour. It uses TIA - Teras Kasi Innate Armour, which acts similar to a 5k + Resist Battle Armour."

---It's equivilent to 6k battle armor, not 5k.

Other than that, I agree with you.
Don't forget TK & Combat Medic ....this gives healing like a doc (not as good, though 4 ways to heal yourself), but you can add to your damage output using poison/fire dot's



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Kyodor
Tue May 31, 2005 7:47 am
#7

I stand corrected



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Zodiac-B
Tue May 31, 2005 11:00 am
#8

I'd be cautious if you're keeping Carbineer because I don't believe Melee and Ranged mix well together. TKM is for defense, especially when using CoB. However, you cannot use CoB while holding a ranged weapon, so it's defensetends to be worse than good armor. CoB and not having to purchase armor is what sets it aside fromother profsto me.


Offensively, TKM sucks. I'm 0420 Smuggler with no Pistoleer and I hit harder with my pistol than my fists as a Master TK. If you don't want to go back to BH, then Rifleman, Pistoleer, or Combat Medic would be a good compliment. Just my opinion...







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