Teras Kasi Archive
Thread: Any tips on how to take down a TK
yeah you should have a stopping shot? or something, use that, i know the nice pistol range is under 20m for most guns but reall stay the hell away from him! if he/she burst runs you burst run away!
keeping your distance is a ranged classes key to beating a melee class, as soon as a melee class gets beside you your screwed!
Screw Stopping Shot
You're a Master Smuggler/Master Pistoleer? Last Ditch/Low Blow all the way. TKM (by itself) resistance is only +20 vs knockdown (Low Blow). Use this while continually keeping your distance. If she gets too close and KD's you, weather the storm and don't panic. Try to stand up slowly, one /stand at a time. When you finally do, run away again. Yeah, I know it's not the most brave-looking thing to do, but you're a smuggler--Han Solo ran away a lot (see Death Star scenes) ![]()
Your status defenses are actually higher than your TKM friend's, and you have the advantage of ranged KD, delay and a x6 multiplier on your damage (vs the TKM's x4 max). Also, at Master Pistoleer you can fire Stopping Shot/Last Ditch at almost the speed cap, which should even you out.
Good luck! I hate telling you how to beat us, but if more people actually came here and asked rather than screaming nerf! they might learn a few gems like these ![]()
Laeren wrote:
Screw Stopping Shot
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You're a Master Smuggler/Master Pistoleer? Last Ditch/Low Blow all the way. TKM (by itself) resistance is only +20 vs knockdown (Low Blow). Use this while continually keeping your distance. If she gets too close and KD's you, weather the storm and don't panic. Try to stand up slowly, one /stand at a time. When you finally do, run away again. Yeah, I know it's not the most brave-looking thing to do, but you're a smuggler--Han Solo ran away a lot (see Death Star scenes)
Your status defenses are actually higher than your TKM friend's, and you have the advantage of ranged KD, delay and a x6 multiplier on your damage (vs the TKM's x4 max). Also, at Master Pistoleer you can fire Stopping Shot/Last Ditch at almost the speed cap, which should even you out.
Good luck! I hate telling you how to beat us, but if more people actually came here and asked rather than screaming nerf! they might learn a few gems like these
I agree completely. Anytime I duel a Melee Opponent the TK side of me stays out of the fight unless they are KD'd and I am close (That dizzy really is nice while it lasts).
I generally use Low Blow and Last Ditch exclusively, but here is another technique that works well if you are firing at the speed cap:
1 - Low Blow
2 - Last Ditch
3 - Panic Shot
4 - Last Ditch
Then use Last Ditch a couple more times so you get past the timer on KD, and repeat. The Panic Shot mixed in there gains you another attack while your opponent is on the ground, hence higher damage (unless they manage to stand up really fast).
I have to agree with most. Stay out of melee range, try to get some high kinetic armor (for the duel, you may want a suit of ubese), and Last Ditch. It has an added bonus of a 75% to stun. If you land the stun, all other defenses will plummet. If you find you are missing her a bit much (you shouldn't but you may depending on her other combat classes), use /aim until the stun sticks. After that, you shouldn't have a problem landing shots. Don't stop moving.
/aim;
/lowBlow; <-- buying time for the first last ditch
/aim;
/panicShot; <-- buying more time...
/aim;
/lastDitch; <-- should be stunned. Defenses reduced.
/lastDitch;
/lastDitch;