Teras Kasi Archive

Thread: is tkm worth it?

AlaManQ5
Wed May 05, 2004 6:45 am
#1

Hi there!


My character on Ahazi, a Master Artisan/Master Tailor/Teras Kasi Novice, is working up the TKA trees and I was wondering.

In order for me to completely master Teras kasi, i need to drop my 4040 Scout and the novice scout skills. Is TKM worth dropping the harvesting and terrain negotiation of scout?


I have the points if i drop the Scout branches and scout itself, with 3 sp remaining. I also have enough to keep novice medic for stim b's hehe.


thanks if you give advice




\\\ Sethrak Felbovv ///
\\\ Master Carbineer - Rifleman - Master Bounty Hunter ///
\\\ Corbantis Mercenary and Freelance Pilot ///

DrPyroTechno
Wed May 05, 2004 6:47 am
#2

Yes



PyroTechno the Gray
Life isn't Black and White... Why should the Force Be?

A Memeber of the Rommel Clan of Bothans.
smugglercm
Wed May 05, 2004 6:51 am
#3

depends if you need to harvest alot



Enuendo Kaiba
corruptive minds

Still unwilling to make sacrifices -- that's what makes you weak.
Yeah i hate wookies. why you ask? Because they smell funny.
LordMaxx
Wed May 05, 2004 6:54 am
#4

Well TKM is a phenomenal fighting class...I guess you need to ask what you want your character to be able to do... you could drop master artisan since I doubt you use anything from it as a tailor...therefore dropping the engineering and merchant line (or keep some merchant if you need a vendor, and therefore you would be able to keep at leastsome scout, and use a new droid to do your harvesting you could go...


Master Tailor, Master TKM, Artisan 0434, Novice Medic, Scout 1030 This would allow you to harvest a good bit (more with a full R3 scout droid) and keep some terrain negotiation. While allowing you to fight just about anything you want to harvest. and allow you to keep enough artisan to run a vendor and survey.


If you only want the barest TKA to be able to defeat Most mobs...4140 is the barest to be strong...but just barely...






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
Ryutek
Wed May 05, 2004 7:07 am
#5

I love Master TK. That being said, there are times when I really miss having Scout skills. If you need to harvest much then I would not drop Novice Scout.


You can go Master Artisan, Master Tailor, Master TK, and Novice Scout, with 3 SP left over, and just drop Novice Medic. However, if you do not get buffed much thenhaving Medic will be invaluable in PvE.


To keep Novice Medic you could go 4-1-4-3 in Teras Kasi and be formidable. Although you might want to redistribute that to 0-4-4-4 if you do not want any of the Meditation Benefits.


It all comes down to what you really want your character to be able to do.



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
AlaManQ5
Wed May 05, 2004 8:59 am
#6

Well I used a character builder, and it is quite accurate.


Acoording to it, I can have Master Artisan/Master Tailor/Teras Kasi Master and Novice Medic, with 3 sp remaining. It is quite possible to have 3 masters. The scout thing isn't an issue after some thought. With TKM, i can do some high payout missions, and then buy my hides. I don't use much hides, and i doubt i'll need to do factory runs of simple shirts hehe, but i do like the fact that i can harvest them. I'll just harvest the hides from my grinding quenkers and I'll easily get 10k+ hides before i must drop the scout stuff.


And if i really need cheap hides, i'll drop medic temporarily, relearn scout, get buffed and harvest all day. Then get my novice medic back again when i'm set.


I like master artisan for the vehicles (with a potential shipbuilding usefulness when SE comes out). I'm tailor because I wish to have and run a good business (everyone needs clothing, especially with them eventually fixing the bug that allows clothing at 0/0 condition)


I want TKM because I need some beefy protection against those Mobs that always seem to surround my factory andharvesters. It makes being a crafter really crappy when you are carrying some potential sales worth of clothing, only to get DB'd by a killer bunny while you are on a simple harvester run. Hiring someone to guard me is very silly if you ask me.


Thanks for the advice.






\\\ Sethrak Felbovv ///
\\\ Master Carbineer - Rifleman - Master Bounty Hunter ///
\\\ Corbantis Mercenary and Freelance Pilot ///

JediMasterZero
Wed May 05, 2004 9:06 am
#7

Well, reading your most recent post, TKM is certainly the way to go then. It's an amazing melee class...it will certainly give you the protection you crave.



Kyp Emique ~ Jedi Padawan
Pyk Sesom - Master Bounty Hunter

There is no emotion; there is peace. There is no ignorance; there is knowledge. There is no passion; there is serenity. There is no death; there is the Combat Upgrade.
DoctorGriggs
Wed May 05, 2004 9:11 am
#8



AlaManQ5 wrote:
Hi there!
My character on Ahazi, a Master Artisan/Master Tailor/Teras Kasi Novice, is working up the TKA trees and I was wondering.
In order for me to completely master Teras kasi, i need to drop my 4040 Scout and the novice scout skills. Is TKM worth dropping the harvesting and terrain negotiation of scout?
I have the points if i drop the Scout branches and scout itself, with 3 sp remaining. I also have enough to keep novice medic for stim b's hehe.
thanks if you give advice





You get most of your bonuses worth a damn at master so yeah go for it



Griggs - Undead Priest
Co-Leader of the Unholy Legion - Kalecgos

Macoot
Wed May 05, 2004 9:18 am
#9

You are looking for a combatprofession to go alongside your crafting professions. If you enjoy melee - getting stuck in there up close and personal as opposed to a ranged approach then TKA is a great choice.


TKA currently offers a degree of 'character' that is not found in the other melee professions and is not just about different ways to hurt things.


The 'Mystic' tree includes the ability to heal your own wounds as well as remove a number of status effects e.g. bleed. You also gain the powerboost which many people love and the ability to (once per hour) try and come back from incap instantly.


We are the fastest hitters of the melee professions and have some very useful special moves.


On the down side we don't deal quite as much damage per blow (compared to other melee professions) and we only currently have one damage type (I don't include the possibility of a futureUber loot drop as this will only ever be in the hands of a small number of players).


So you pay your points and make your choices.... Does this help at all?





Askillian of Infinity
~ Master Armoursmith~
~ 12 Point Master - RIS Certified ~
Architect of Old Denobia on Rori

LordMaxx
Wed May 05, 2004 11:00 am
#10

Do you really get a big business selling vehicles?


and Shipbuilding will probably be another profession based off the engineering line...


Well good luck figuring out the points TKM is a fun class





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
Reeeeevo
Wed Jan 26, 2005 6:36 am
#11

eelllloo


I plan PVPand PvJ (jedi skumm!!) ... and of cource TK came to my mind but i am very unsure how it works pvp or against jedi....

of cource ill be combining with other fighting proffs ..prob pistol....but i need some feedback from you tkm out there who knows how it works..


I was also disapointet at the fact that as master pistol -master tka u have 0% def against intimidate?!!! oh -ohhh



***Revo- LoneWolf Warrior***
Vibratronica
Wed Jan 26, 2005 7:30 am
#12

one of the benefits of TK is 'unarmed toughness' which helps mitigate lightsaber damage. TK is the only melee profession to have this. this alone might answer your question .






Reeeeevo
Wed Jan 26, 2005 8:10 am
#13

ahh ok..



Many thx still abit unsure what proff works best with tka.?.... i am guessing carbs or swords for the counter attack? or the blocks or the dodges?


I know what is best in theory but as in all games nothing works quite right.



***Revo- LoneWolf Warrior ***
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