Teras Kasi Archive

Thread: A few TKM questions.

MagicalHAt
Tue Jul 20, 2004 9:17 am
#1


We dont get Blind 2? Dizzy 2? etc etc....


BTW if you have the swg prof calc theres a bug TKA unarmed toughness is only +57 not 62 as in the skill calc.


While pvping what are the best states to use? I seem to have trouble getting certain ones to land.


In a TKM vs TKM (unarmored)duel the first one to KD dizzy wins correct?


In pvp is there a point to using dizzy 1 before using kd2????


Whats aneasy way to get 5 million credits??? (theres this guy on my server selling knucklers with 300+ max damage for 5 mil).


I will update as I get more questions. Thx for the help in the interm!


IS Combo 2 any good???

Message Edited by MagicalHAt on 07-20-2004 09:40 AM



IGN: Magichat
gibsonSG
Tue Jul 20, 2004 9:51 am
#2

Not sure about the toughness bug, but difficulty in landing states depends mostly on the opponent's melee defence, profession, race, foods, attachments, clothes etc (and yours for that matter). As for dizzy2 and blind2 these are good old fencer area attacks (I lovedthose) wheras spinattack1/2are the only ones in TK I believe.

As for the dizzy/KD2 question If your def v KD is high, or you take thaktillo, you may not be KD'd from KD2, but a dizzy lunge will break right through your def v KD stats and stick you on your ass because its the dizzy/posture change thats making you fall and not a technical KD.

I hope more people will submit answers here because I'm not an old skool TKM, but for most fights, intimidate is essential, make sure you blind riflemen so they miss and stun fencers once the intimidate sticks



Pembroke Castle <Dominus Nihil>
Atama
Tue Jul 20, 2004 3:04 pm
#3

Intimidate is nice because hardly anyone has more than +20 defense vs it. Get master brawler and use Intimidate2, it lands on players and NPCs alike. Intimidate lowers the damage they do by a lot.

Stun is a good one to land on people but it's not easy to get to work. In PvP in particular I almost never get it to stick. Blind is ok but since most TKMs use UH3 anyways, and it does a blind state, it's not usually done as its own attack.

There's not really much point in using dizzy1 before KD2. If you use KD2 and you knock them down without landing a dizzy, just use it a couple more times. You should get them dizzy before they get all the way up. If they're so resistant to dizzy that you can't get it to land with KD2, it probably wouldn't land with dizzy1 either and you'd just end up wasting HAM and time.

If you can KD+dizzy another unarmed TK you might win. But remember 2 things. TKs can have very high resists to KD, especially defense stackers (my resist is +120 just from skills). Also, depending on how they're buffed, you may knock them down and dizzy them but not incap them before they can get up and you can still lose (happened to me before).

The easiest way I know of to get money as a TK is to get rare loot, like from missions (see Guide to Tatooine and Dantooine Missions). In particular, on Dantooine and Tatooine you can reset the missions from a planet recordkeeper and do them all again. Also do theme parks like Jabba's or Emperor's Retreat. When you get good loot, auction it in your server's auction board. I made 2.5 million from one auction of rares once.

Or you can get some harvesters and start gathering resources. It takes no effort on your part other than keeping them maintained and occasionally taking the stuff out of them, and it requires no skills (though without surveying skill it can be hard to find a good spot to harvest from). You just need the available lots for it. I know people who make millions just keeping crafters supplied. Myself, I find it tedious and boring though I might get into the resources game someday.



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MagicalHAt
Tue Jul 20, 2004 3:09 pm
#4

Very nice replys thank you!


My template TKM/Fencer 4400/Doc 4030 gives me +70 kd resist I think and +80 resist to posture down.


The only thing I dont like is the master brawler concept


I have had it before but didnt like it.


Took to many skills points from things like DOC


And didnt give me much


especially now since warcry sucks


Intimidate 2 is really the only thing going for it


but I dont thinks its worth all those extra SP.



IGN: Magichat
MagicalHAt
Tue Jul 20, 2004 3:30 pm
#5


Thought of a question


Does that trick with combo 1 still work to hit the health pool often?


I know ppl say combo 1 and 2 are borked.


Why only combo 1 to hit health?

Message Edited by MagicalHAt on 07-20-2004 03:31 PM



IGN: Magichat
Atama
Tue Jul 20, 2004 3:39 pm
#6

Yes, Warcry now sucks and I can't remember the last time I ever actually used it. But, there are some good reasons for master brawler.

First, you get +5 melee defense, +5 unarmed accuracy, +5 unarmed toughness, and +5 ranged defense. The speed and COB bonuses are pretty much worthless though.

Unarmed Lunge 2 is the third-best attack that a TK can do after UH3 and KD2, and it might even be better than KD2 depending on how you look at it. It's a 20m range attack that does a knockdown (not posture down, a full knockdown), and it does the same damage as UH2. It's the TK's answer to a person kiting, and it sometimes knocks down people who seem to resist KD2. I can't imagine PvP as a TK without it.

Finally... If you are a master brawler you will never, ever need to worry about getting apprentice points. Being able to train those budding fencers, swordsmen, and pikemen is really nice. Sure, it's not a compelling reason to get it, but it's a nice perk.

If you really can't afford the points, don't get master brawler. But if you can, do it. Intimidate2 (with the +20 bonus you get from master brawler) and Unarmedlunge2 make a TKM much more dangerous.

Message Edited by Atama on 07-20-2004 03:47 PM



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MagicalHAt
Tue Jul 20, 2004 4:47 pm
#7








Atama wrote:
Yes, Warcry now sucks and I can't remember the last time I ever actually used it. But, there are some good reasons for master brawler.


Good, We agree.

First, you get +5 melee defense My meele is capped with fencer., +5 unarmed accuracy I already have +205 acc... , +5 unarmed toughness That might be nice but still not worth the sp for me, and +5 ranged defense Decent even though mines at 114. The speed and COB bonuses are pretty much worthless though

Unarmed Lunge 2 is the third-best attack that a TK can do after UH3 and KD2, Disagree most people eat thak lunge 1 is great.and it might even be better than KD2 depending on how you look at it. It's a 20m range attack that does a knockdown (not posture down, a full knockdown), and it does the same damage as UH2. It's the TK's answer to a person kiting, and it sometimes knocks down people who seem to resist KD2. I can't imagine PvP as a TK without it.

Finally... If you are a master brawler you will never, ever need to worry about getting apprentice points. Being able to train those budding fencers, swordsmen, and pikemen is really nice. Sure, it's not a compelling reason to get it, but it's a nice perk.


(hehe I would never get a class just for AP point reasons. I can get a friend to unlearn hismedic stuff have a tumbler and have him get his stuff back and i can keep trainning and trainning.)

If you really can't afford the points, don't get master brawler. But if you can, do it. Intimidate2 (with the +20 bonus you get from master brawler) and Unarmedlunge2 make a TKM much more dangerous. (Intim 2 is nice but i can cure it with doctor).


Message Edited by Atama on 07-20-2004 03:47 PM




Master brawler is nice but not worth it to me.



Thank you for the help though and keep it comming!!!!





IGN: Magichat
Atama
Tue Jul 20, 2004 4:52 pm
#8


"Disagree most people eat thak lunge 1 is great."


Lunge1 is only 15m and the kneeling posture down is faster to recover from than knockdown. Also, Lunge1 also does 1/3 the damage of Lunge2. It's pretty much worse in every possible way.


"Intim 2 is nice but i can cure it with doctor"


You can cure disease and poison with a doctor, but that doesn't stop the CM from being the most dominant profession on the battlefield. And it's not just because of the AoE...



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MagicalHAt
Tue Jul 20, 2004 4:58 pm
#9






Atama wrote:



"Disagree most people eat thak lunge 1 is great."




Lunge1 is only 15m and the kneeling posture down is faster to recover from than knockdown. Also, Lunge1 also does 1/3 the damage of Lunge2. It's pretty much worse in every possible way.




"Intim 2 is nice but i can cure it with doctor"




You can cure disease and poison with a doctor, but that doesn't stop the CM from being the most dominant profession on the battlefield. And it's not just because of the AoE...






Except most ppl have high kd resistance and lunge 2 is a kd not a posture change.


Your right bout poision and disease.


But i beat CM's ,,,,,,




IGN: Magichat
yumi_edo
Tue Jul 20, 2004 5:02 pm
#10

Ok....


* Warcry is not useless. It helps stick intimidate2/1 and gives you time to switch weapons if you need to.

* Not everyone is a doctor. Intim2 is useful in many cases considering it nearly havles the damage you take.

* All lunges/KDs are on differnt timers. Thus, if you land a KD2 you can still land a KD1, Lunge1, or Lunge2. The comment about dizzy/posture change is generally true, but note that people with pistol defense in theri template are pretty high res to posture change too.


Generally, you want to land an intimidate first. You can (though for some reason people dislike this) use a warcry1/2 then stick the intimidate1/2. Try to land a stun, blind, and dizzy dizzy. The intimidate seems to help land these status effects despite their resistances to them. Use UH3 to land the blind but other than that, I usually don't use Uh3 as an attack.


Once you land your effects, and maintain them, use headhit3. Remember to try and keep up the status effects (blind/intimidate most importantly). If you see one pop away and the opportunity is right, hit CTRL+backspace (or make a /ui action clearCombatQueue macro) and stick em' with the ffects again.


Despite defensive acuity being "broke", I still bother to center b/c it does seem to help.


Of course all the strategies above assume you're buffed, in good armor (30%stun/80% kinetic), have a PSG, etc.



Yumi Edo
:: Master B#tch :: Lotus [Lotus]
Atama
Tue Jul 20, 2004 5:28 pm
#11

You'd think that there were many people with KD defense and not posture defense, but if you check what skills give KD defense (Fencer Footwork, TK Balance, Pistoleer Stances, Sword Defense, Polearm Defense), they give about the same amount of posture down defense. I myself have +120 KD and +100 posture change. The only people who resist KD but not posture down are people using thakatilo, and not too many people use it.



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MagicalHAt
Tue Jul 20, 2004 5:28 pm
#12






yumi_edo wrote:

Ok....


* Warcry is not useless. It helps stick intimidate2/1 and gives you time to switch weapons if you need to.

* Not everyone is a doctor. Intim2 is useful in many cases considering it nearly havles the damage you take.

* All lunges/KDs are on differnt timers. Thus, if you land a KD2 you can still land a KD1, Lunge1, or Lunge2. The comment about dizzy/posture change is generally true, but note that people with pistol defense in theri template are pretty high res to posture change too.


Generally, you want to land an intimidate first. You can (though for some reason people dislike this) use a warcry1/2 then stick the intimidate1/2. Try to land a stun, blind, and dizzy dizzy. The intimidate seems to help land these status effects despite their resistances to them. Use UH3 to land the blind but other than that, I usually don't use Uh3 as an attack.


Once you land your effects, and maintain them, use headhit3. Remember to try and keep up the status effects (blind/intimidate most importantly). If you see one pop away and the opportunity is right, hit CTRL+backspace (or make a /ui action clearCombatQueue macro) and stick em' with the ffects again.


Despite defensive acuity being "broke", I still bother to center b/c it does seem to help.


Of course all the strategies above assume you're buffed, in good armor (30%stun/80% kinetic), have a PSG, etc.




did you mean head hit 1 or uh3????




IGN: Magichat
Atama
Tue Jul 20, 2004 5:31 pm
#13

I think he means head hit 1 because it hits mind, and right now in PvP attacking mind is the most effective attack. I sometimes do it, sometimes don't. I fight people sometimes who buff their mind like crazy and ignore other stats, and in those cases UH3 is much better.



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Imperial Security Bureau
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