Teras Kasi Archive
Thread: best combo of strikes?
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
Spam warcry2 until it sticks, spam unarmed lunge2 until it sticks, spam unarmed hit2 until target is dead
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...
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 wrote:Mind damage only regenerates it cannot be healed
Yes it can be healed by combat medics
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.
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)
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.