Teras Kasi Archive

Thread: best combo of strikes?

darkhawk1138
Sat Dec 06, 2003 2:41 pm
#1

im a 3/3/4/3 almost 3/4/4/3 TA and i would like to know the best strikes to use. Against other players and against animals, if there is a difference?


btw.. im a wookie on lowca. just ask for lowie






LOWIEBACCA
FIRST WOOKIEE DARK KNIGHT


ILoveSporksALot
Mon Dec 08, 2003 4:22 am
#2

Here's what always works for me:

Spam warcry2 until it sticks, spam unarmed lunge2 until it sticks, spam unarmed hit2 until target is dead



Shadowfire
Odossk-Master Brawler/TKM/Master Fencer/3000 scout/2000 medic
(Completed Profile just shooting for coloniel and an atst next (currently Major with a DarkTrooper pet))

Tempest
Mori Oxitwi-Former Master Entertainer, Currently Master Music/3322 Doctor
Leonae
Mon Dec 08, 2003 5:16 am
#3

Against creatures?


Against creatures that can take a beating, i.e. you will be tanking: Knockdown 1 or 2, stun, blind, war cry, UA2, UA2, Intimidate, then either go for targetted hits, or hit Center of being and use regular attacks. Apply the state attacks until they stick.


The other option is, especially against weaker animals or if you have a tank already: KD1 or 2, UA2, UA2, War Cry, UA2, UA2, UA2...

Raspi
Mon Dec 08, 2003 5:25 am
#4

For PvP I pretty much use Unarmed Head Hit as my main attack. Mind damage only regenerates it cannot be healed, plus you are better focusing your attacks on a single damage pool even if it does less damage than your best attack.


No matter the situation you want to keep your target from getting out of that magic 22m radius. 22m is the distance ( I've found from testing ) that I can hit with Unarmed Lunge.


If a ranged attacker is running from me I try to get of the lunge to get them to kneel, then I like to move in for a knockdown/dizzy combo. This is a good tactic but isn't always successful. Once I tried it on a pistol-wielding PC and successfully got him to kneeling postion. Unfortunately for me he then hit me with Low Blow and Panic Shot which meant when I got back to my feet I had to retreat to cover to heal.


A good combo of strikes if you can get them off are:


1. Knockdown
2. Warcry ( prolongs the knockdown by 10 or 20 seconds )
3. Dizzy ( you can interchange this with Warcry )
4. Mind hits until target is dead


I've also found that a Blinding attack on a fencer is useful because it's very hard to land knockdown and dizzy on those guys when they pop CoB. It's even harder if they are Pistoleer dabblers and their Dodge skill is well over 100.


Combat against other players is always a dynamic entity. There are no concrete winning strategies ( at least not within TK ) and if they do exist they are probably the result of imbalance and will be transient.




Raspi Beeblebrox [ Doctor, Musician ]

Kinta Makeruna [ Blademaster ]

Phoenix Legion

Kinneh
Mon Dec 08, 2003 5:52 am
#5


Raspi wrote:

Mind damage only regenerates it cannot be healed






Yes it can be healed by combat medics



KATYLN\o/

chuckbaca
Mon Dec 08, 2003 6:38 am
#6

I use the following:


Blind, Stun, Intimidate Twice, Dizzy, Knockdown, Warcry, Unarmed Two.


I use Blind and Stun incase Knockdown doesn't work.


Ithenuse Intimidate Twice because sometimes the first one doesn't take as an Anchor for all of the other "Debuffs".


Dizzy, then Knockdown for obvious reasons.


Then Warcry for the ten second delay.


Then Unarmed 2, to deal some pain.


I then decide how much damage I have done to this point and either use Unarmed 2 or 3 or pick a HAM pool.




""If I had only known, I would have been a locksmith - Albert Einstein
- Jana Mooneshadow -
Corbantis - Tatooine
Master Teras Kasi Artist, Novice Doctor, Former Master Heavy Swordsman

Asimer
Mon Dec 08, 2003 6:40 am
#7

Master docs will be getting mind heal soon too!
sgt0802
Mon Dec 08, 2003 6:59 am
#8

For creatures I always use KD then Warcry as an opener then I use Unarmed Hit 2. For Humanoids I use Dizzy, Warcry, then Unarmed Lunge.
nahguam
Mon Dec 08, 2003 7:37 am
#9

I'm currently TK 2/1/2/2


I fight Huurtons mostly on Dantooine so here's my breakdown of attacks until they are dead:


Huurton-

Intimidate (until sticks)

Dizzy

Knockdown

UH 2 (x2)


Huurton Matron/Howler-

Intimidate (until sticks)

Dizzy

Knockdown

UH 2 (x2)

HealDamage

Blind

Stun

Bodyhit/Leghit (until dead)


Huurton Huntress-

Intimidate (until sticks)

Dizzy

Knockdown

UH 2 (x2)

HealDamage

Blind

Stun

UH2 (x2)

Bodyhit/Leghit (until dead)

nahguam
Mon Dec 08, 2003 7:38 am
#10

....They also give around 4k XP per kill (even the basic Huurton) so I can level really quickly now
oleg1981
Mon Dec 08, 2003 8:09 am
#11

Quick question..is there really a big difference between unarmed lunge 1 and 2? Technically they're both posture change attacks and dizzy should have a chance to knock down your opponent no matter what attack you use? I just hit novice TKA and im not sure if i should go to master brawler as well.




Oleg's Ores Corp
Oleg - CH/Rifleman/ex-Pikeman/Miner
Inorganic resources, 3687 5685, inside of MEGACORP mall
Isle of Misfits, Dantooine
Jockothemonkey
Mon Dec 08, 2003 9:57 am
#12

Lunge2 is a knockdown instead of a posture down. If you are using dizzy it is better to knock the target down. If your opponent is wielding a ranged weapon they can still attack you from a kneeling position and dizzy will only affect them when they try to stand. When fighting creatures dizzy is worthless your best combo is KD + warcry1 or warcry2.



Arako Karsi

Evil pure unadulterated comes-in-bottle-or-can evil.
jack1
Mon Dec 08, 2003 11:36 am
#13

let me get this right we can do an unarmed lunge at a distance of 22? how the hell is that possible? dosent sound right at all. kinda stupid and unbelivable. hmmm with all this power we should have to resort to tactics more than bs moves. just my take on it.



Jack1
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