Teras Kasi Archive
Thread: UnarmedKnockdown2 & UnarmedHit3
I don't have KD2 so I can't comment on the HAM costs, but according to the FAQ move list, they have the same cost.
Anyone think I'm crazy for using Hit1 over Hit2 till I get Hit3? They have the same rate of Damage/HAM Drain, but Hit1 does damage *faster*. 2x damage at 1.5x speed is better than 3x damage at 2.5x speed. Hit3 is 4x damage for 3x speed, so it's the same Damage/Second as Hit1, but add in blind and make bigger hits.
And I talked to a friend about the KD2 thing, and he said that in PvP it pops people up, but not in PvE. It's a moot point anyway since I found out that Warcry1 is like an EQ-mez now (breaks when they take damage). My new "Top 8 Moves" is now:
1. Intimidate1 (duh)
2. Lunge1 (reach + posture down)
3. Knockdown2 (knockdown + dizzy)
4. SpinAttack2 (aoe fun)
5. Body1 (finishing shot)
6. Stun1 (stuns +attack slow)
7. Hit3 (4x damag + blind)
8. Dizzy1 (dizzy)
I might end up removing Body1 and replacing it with /taunt though. I wish I wasn't a doctor sometimes, I need more hotkeys.
New question! UnarmedStun1: The FAQ says it slows your target's attack, in-game TKA friends say it makes you more likely to hit your opponent. Which is it?
Eugee wrote:
And I talked to a friend about the KD2 thing, and he said that in PvP it pops people up, but not in PvE. It's a moot point anyway since I found out that Warcry1 is like an EQ-mez now (breaks when they take damage). My new "Top 8 Moves" is now:
Not entirely the case, anytime I use a KD attack on a target that is already down, PvP or PvE, they immediately pop back up. This is a bug I believe, or teh developers chose to make it work that way to keep someone from spamming KD attacks.
New question! UnarmedStun1: The FAQ says it slows your target's attack, in-game TKA friends say it makes you more likely to hit your opponent. Which is it?
The only thing I have ever had Stun do is increase the likelihood of hitting my opponent, so I'm not real sure which it is supposed to be. I'll have to test it for sure and see.
You are better off using Unarmed dizzy instead of knockdown simply because of the bug where using a knockdown attack on something already knocked down forces it to instantly stand up again(and thus you have to wait 30 seconds before you can even attempt another knockdown).
As for UA hit3, yes it has a very good chance at causing blin(which is why I rarely use my blind attack anymore unless I'm conserving my ham
). Also, UA hit 2 and UA hit 3 both have a rare chance at causing an extremely small bleed; however, the bleed is only 1 point damage per tick and is more for show than it is for effect.
As for stun, it does both
A stunned opponent will have a slightly increased delay between attacks *and* will have all their defensive modifiers decreased. Because of the effects of stun, when you can not KD/Dizzy an opponent(either because of the timer or because it is a creature so dizzy is worthless), you will find Stun+Intimidate to be a very powerful combo because it will lower their defenses, slow their attacks slightly, and lower the damage of their attacks when they do hit you. It is a great "tanking" combo of effects.
Great! Thanks for the information. I'm TKA 0022 at the moment, and feeling cocky I decided to SpinAttack1 a mottled wrix lair. There must have been 10 of them on me at one point.Luckily since I was on Corellia (babysitting my factory so stayed near house) I wasn't drinking brandy so I had room for two shots of it to heal my mind. That was a LOT of XP, too. ![]()
Intimidate1, Lunge1, Knockdown2, SpinAttack2, Stun1, Hit3, Dizzy1, and /taunt. The targetted hits I'm dropping out I think, I might stick MindHit1 in when dueling for fun but otherwise I find myself looking for a finishing shot less and less. Plus I duo with a Pistoleer a lot, and it's a pain trying to aggro mobs sometimes so I can get in melee range.