Teras Kasi Archive

Thread: How important is KD2?

EuroTrash
Fri Sep 10, 2004 11:07 am
#1

I'm master doc / TKA (0,3,4,2 right now).
I just got glowy last night and soon I'll be grinding FS XP... (30:1 wep XP, 3:1 combat - conversion rates)...
Do I need to raise my TKA skills to 0,4,4,3 (I have XP - almost capped) - does Knock Down 2 make a big difference grinding (I guess still on quankers and hurtons)? Or save that XP for conversions and stay where I'm at now?

Thanks.
LordMaxx
Fri Sep 10, 2004 11:17 am
#2

KD2 is only handy against NPCs (because of the chance of dizzy), if you are just grinding unarmed xp against creatures you can use KD1 just fine



Maxx Wolfe
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Tathizar
Fri Sep 10, 2004 11:38 am
#3

if you really want to grind unarmed fast, you need to get teras kasi master first.....



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superchunk00769
Fri Sep 10, 2004 6:37 pm
#4

umm, saves you the trouble of hitting the dizzy button





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Atama
Fri Sep 10, 2004 8:28 pm
#5

I don't bother with KD1 ever. What's the point? I save room in my toolbar by using KD2 as both a KD move and a dizzy move.



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Tathizar
Fri Sep 10, 2004 9:11 pm
#6

its a question of how much time you want to save grinding i guess... look at what tkm offers you, much faster attack speed another +70 to damage which is nice, and better accuracy, you can roll through anything like that. yes you can still kill stuff without tkm and grind the unarmed xp... but if you are going for a fast way to get unarmed xp, stick out getting tkm and once you have it you will find its alot nicer



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EuroTrash
Sat Sep 11, 2004 12:01 am
#7

Are you saying that I will be able to grind (agains quankers and hurtons) XP THAT MUCH faster as TKM - than as 0,3,4,2 TKA?
LordMaxx
Sat Sep 11, 2004 12:13 am
#8

You dont need master, and since you are a doc you wont need meditate against the quenkers disease...so stay as you are youll beat them up just about as fast. Not as fast as a TKM, but fast enough that the grind will be bogged down. (more than it already is hehe)



Maxx Wolfe
"I...I...I...I...Im not your steppin' stone!" - The Monkees
Leader of Team Desert Eagle and Founder of PATGWNIWNU a offshoot of RATGWNIWNU!
Chilastra/Valcyn/TC
Iawo
Sat Sep 11, 2004 12:27 am
#9

For mass grinding quenkers and hurtons, all you really need are buffs/food + decent armor and spin2. The thing you are really going to miss is that +70 damage if you aren't going to master. If you want the fastestgrinding exp for the combat related FS skills, you'd probably be better off dropping a little bit of docand mastering TKA. Probably not what you want to hear, but it's the truth. That +70 damage you getat master is a huge difference, and unarmed hit 3 makes lairs go down fast once they quit spawning.



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LordMaxx
Sat Sep 11, 2004 4:06 pm
#10






Atama wrote:
I don't bother with KD1 ever. What's the point? I save room in my toolbar by using KD2 as both a KD move and a dizzy move.





both of you guys did not seem to understand the question...he is only using TK to grind FS xp, which means he is taking on quenkers and huurtons...dizzy does absolutely NOTHING to these creatures.



Maxx Wolfe
"I...I...I...I...Im not your steppin' stone!" - The Monkees
Leader of Team Desert Eagle and Founder of PATGWNIWNU a offshoot of RATGWNIWNU!
Chilastra/Valcyn/TC
Atama
Sat Sep 11, 2004 4:10 pm
#11

I still use KD2, even though I *myself* am pretty much only killing animals (mostly quenker ravagers) to grind XP for FS nowadays.

I'll explain why...

If I need dizzy to fight a humanoid, let's say I get jumped by a caveman on Dantooine or get into a friendly duel or my guild needs me for emergency PvP, I already have it there.

KD2 does more damage than KD1, and though that doesn't really make a huge difference it helps to do as much damage as you can.

KD1 gives you no advantage over KD2, except maybe reduced HAM cost, and when grinding you should have buffs anyways which means HAM costs are irrelevant.



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Coreceren
Sun Sep 12, 2004 1:42 am
#12

For what it's worth, I'm 0243 in TK and I'm blowing through janta and huurton missions at an alarming rate. But it could always go faster, and I for one am looking forward to that +70 damage. I can't see the unarmed speed helping that much, but when you're grinding 900k/90kover and over... and over and over again, it would make sense to minimize the time overall by upping your DPS. That's where TKM comes in. Might not seem like a huge difference, but it could save you a week or so in accumulated time. Just a guess - I'ma have to do it myself soon



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Arafel_
Sun Sep 12, 2004 1:48 am
#13






Atama wrote:
I still use KD2, even though I *myself* am pretty much only killing animals (mostly quenker ravagers) to grind XP for FS nowadays.

I'll explain why...

If I need dizzy to fight a humanoid, let's say I get jumped by a caveman on Dantooine or get into a friendly duel or my guild needs me for emergency PvP, I already have it there.

KD2 does more damage than KD1, and though that doesn't really make a huge difference it helps to do as much damage as you can.

KD1 gives you no advantage over KD2, except maybe reduced HAM cost, and when grinding you should have buffs anyways which means HAM costs are irrelevant.



except that you can only use KD2 (as a knockdown attack) once every 30 seconds - and the dizzy is only semi-reliable




Arafel
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