Teras Kasi Archive
Thread: Master TK getting killed
I am an Master TK who haven't played since october last year. I have returned to play and don't recognize much of the TK profession. I went out on a mission to kill some jantas and got killed (!?). Wearing no armour, only some clothes. What have I done wrong here? 2 jantas was never a problem when I was playing before, even 5 was no problem. Can someone enlighten me on what strategies to use nowdays as Master TK when going on missions?
Thanks!
I'm a TKM and boy I think it is still one of the best profs in the game. It has innate armor, some decent dmg moves and incredible defenses. However it is not the be-all end all proffession, and needs a few extra things on the side to spice it up.
Gone are the spamming of area attacks on the lair and everything dies automatically.
My template is TKM / Doctor 4xx4 and Swordsman x444. Improved Center of Being is a must, and with swords xx3x you get armor break. My attack is usually something like armor break , melee hit (auto) , dizzy , melee hit (auto) , improved head hit ...and then whatever I fancy. You are still level 80 even without two elites and you can get to make with some heavy hits with imp head hit.
Get yourself a Necrosis Nightblade as well, ups your dmg output somewhat.
Loor wrote:
Master Swordman, Marksman 3443.
Unless you want the marksman skills for a specific reason I would drop them and get some healing skills. As TKM you have an edge over other players in that you can wear a lot more clothing. Get yourself a +19 healing efficiency shirt/pants and you will heal for around 900 as a novice medic. It makes an incredible difference. I also love the doc xxx4 tree as you get adrenal boost, which is a short term (13 minutes) speed buff.
When fighting, also look at managing your action pool. It's an area all melee are suffering in at the moment. I use my Necrosis nightblade which has a SAC of only 80. Makes managing my action pool a lot easier.
Loor wrote:
Master Swordman, Marksman 3443.
Ok, then do the following: find a bio engineer selling instant stimpack d's (you can use them with no medic skills), go into combat ALWAYS with improved center of being active (adds a LOT of defense), use armor break to weaken your target, smack it with improved critical strike and adv. power attack, use a charge from your stimpack when needed. And remember: this is only a rough guideline
(oh and do something about your template, those marksman boxes do you no good
Message Edited by darmokVtS on 07-11-2005 07:35 PM
Use it all the time. When it flashes and starts wearing out, re-apply it. Never let it drop.
COB + MTK/MSword = you should be able to own any two yellow non-elite NPCs. But only if you keep COB up and running. Also if they are elite, you can probably still do it but it takes way longer and you will probably need some healing (elites con the same but they have like 5x more hit points than a normal con of the same color). You can tell they are elite by the yellow or white angle brackets around their names.
Also use Armor Break on them. Sword's lasts 30 seconds, so you can use it and then do major damage for a bit. When it starts to flash on him, re-apply it.
If you're still having problems, focus on using sword's Flurry, which adds another +180 or so defense on top of COB's +500 and the +200something of TKA, for a total of around +900 defense. That's damn good defense... nothing yellow or below, single or in pairs, should be able to beat you with that all running.
More than 2 is potentially asking for trouble, depending on what. I can take 3 stormtroopers with no problem, though, if they are all yellow and firing at me... as long as I keep COB up.
C
Step 1 - Forget the fact you ever knew anything about unarmed hit 3
Step 2 - Look at all the commands you have available now, use them all
1. Center of Being
2. Armor Break
3. Knockdown(then move in for a couple shots it really increases the damage)
4. Center of Being
5. Stims D
6. Pickup some medic and possibly doctor it makes a huge difference
7. Center of Being