Teras Kasi Archive

Thread: Starting in Tera Kasi, what order?

FiZZioN
Wed Nov 19, 2003 7:15 am
#1

What is considered the best place to start in Tera Kasi? I have searched and mostly only found 'get knockdown and dizzy.' Is this still a good place to start? Once I get those 2 what tree should I go up? I am current;y looking for a Master Commando to train me so I will be a MC soon enough and I plan to Master TK and have some minor medic (diagnostic I).


I am also wondering about the meditation1 should thatbe the 3th thing I go for? An help in making my way through Tera Kasi as easy as possible would be greatly appreciated.


Thanks

corsarioboricua
Wed Nov 19, 2003 7:31 am
#2

Ive been told to climb in the following order.


1. 0/0/1/*


2.0/1/1/*


3. 0/1/4/*


4.0/4/4/*


5.4/4/4/*


*train it as you get it. Its combat xp.

lammergeier
Wed Nov 19, 2003 7:35 am
#3

I've heard a lot of people advise the power line. I'm sitting on about 700k xp (I'm not seeing a lot of trainers) with TKA 2.2.1.2, and I'll probably just save up a little more and get the rest of balance all at once.


I think that the order of the skills depends on what you'll be hunting.


if you're going after creatures, the KD/dizzy combo doesn't work. they'll be down for 5 seconds, then pop back up. if creatures are your aim, then power makes a lot of sense... since it also improves speed.


if you're taking out NPC's, then balance and power 1 together make a potent combination. a TKA 0.1.1.0 can take on an NPC and almost always win... even if the NPC gets back up (which they seem to have gotten better at). balance 4 gives you the KD/dizzy combo with a single shot.


meditation 2 means powerboost. and you'll drop bleeds, poison, and disease. while med 3 improves these, you won't see a big change until med 4, when you'll drop wounds, as well (and add FoW).


the precision line you'll get when you have the combat xp.


my plan right now (since I focus on NPC-kills) is to become a Monk, then an Artist, and then worry about training as an Expert. I'm not a master, and I'm sure that there are others who will offer vastly different opinions here, but that's my plan... and the reasoning behind it. I hope it helps.




---------------------"...race you to the cloner!"

xaq, Ossifrage: bloodfin-----------------------------------------Sechs: tempest
Lammergeier: bria------------------------------------------------Accipiter: ahazi

Jinks, Zaw ZeroEight, Raphael', Shub-Niggurath, Randolph Carter, Belpo
...the thorns of Test Center

-------------------------------lammergeier tracker
FiZZioN
Wed Nov 19, 2003 8:10 am
#4

if you're going after creatures, the KD/dizzy combo doesn't work. they'll be down for 5 seconds, then pop back up. if creatures are your aim, then power makes a lot of sense... since it also improves speed.


if you're taking out NPC's, then balance and power 1 together make a potent combination. a TKA 0.1.1.0 can take on an NPC and almost always win... even if the NPC gets back up (which they seem to have gotten better at). balance 4 gives you the KD/dizzy combo with a single shot.


meditation 2 means powerboost. and you'll drop bleeds, poison, and disease. while med 3 improves these, you won't see a big change until med 4, when you'll drop wounds, as well (and add FoW).




Thanks to the both of you. I also just read the FAQ's 1.1 above and I think I have a fairly good idea of where I am going to head.


I think I am going to go:


0/1/1/*


2/1/2/*


2/2/4/*


4/2/4/*


TKM


I no they are big jumps but it gives me and who ever else and idea of what I am going to do.


I mostly hunt creatures and would use the speed and power over the balancing act. And when if I am going to fight imp NPC's I will just use my flamer and they are toast. Thanks again for the few pointers they really helped out.

sumanikaeda
Wed Nov 19, 2003 8:21 am
#5

I'm going this route:


0/1/1/*
2/1/1/*
2/2/2/*
2/2/4/*
2/3/4/*
4/3/4/*



Powerboost is very valuable to have early on.. As is that +15 unarmed toughness.

makhina
Wed Nov 19, 2003 10:43 am
#6

have gone like this so far...the 4th box in meditation...is nice

0-1-0-*
0-1-1-*
2-1-1-*
2-2-3-*
4-2-3-3
MelvintheWookie
Wed Nov 19, 2003 11:48 am
#7

i kind of disagree, the KD/dizzy works excellent on creatures as long as you also throw in a warcry. ive knocked stuff down for what seemed like 20 seconds on the 10 second warcry delay, even without hitting it further



so far i havent had much luck with the kd/dizzy/warcry comboin PvP though, 9/10 times they get up before i can hit the dizzy



as for me ive gotten 0/1/3/2 so far and im going to finish out the power tree and then probably get to level 2 of meditation for power boost then finish the balance tree, i usually fight buffed so not sure what good power boost will do for me but figured id give it a try. i plan on eventually mastering hopefully




Melvin
AlrightyThen
Wed Nov 19, 2003 11:52 am
#8

I will tell you what I did it only took me 5 days from novice - master...



1. 0/0/1


2. 0/1/1


3. 2/1/1


4. 2/1/4


5. 2/4/4


6. 4/4/4


Then precision takes care of it self




l Aaka Xander l
Eclipse - Freelancer
Numen
Wed Nov 19, 2003 12:58 pm
#9

I leveled them all equally. I don't know if this was bad or not, but intimidate worked wonders and I can't say I really ever needed knockdown. Meditate 2 for powerboost is a must early on IMO. You can spam a lot more specials at that point with VK's.




Amandil Morier - Tempest - Master Chef
ITK5
Wed Nov 19, 2003 3:30 pm
#10

I Went the same direction as Numen...and really i think I learend more that way...Understood the moves and the abilities that way.

And Powerboost is awesome!


Jaedon Amigo
TerasKasi Master
Bloodfin



Jaedon Amigo -KU-

TerasKasi Master/Master Brawler/Doc

Pre CU TerasKasi Master/Master Lightsaber

Combat Upgrade Alpha Team

CU Master Lightsaber/Defender/Enhancer/Healer

NGE Elder Jedi

www.beishaolin-kungfu.com

VikaLine
Wed Nov 19, 2003 4:06 pm
#11

Go like this


Power to 1 then Balance to 1 - At that point choose either taking Balance to 2 for the increased toughness or Maxing Power first. I dont see the point of going balance to 4 early honestly, Cap your speed first and get as much damage as possible by taking power. I also maxed the Med line before Balance to many people underestimate the value of the Meditation line and only see the moves from the Balance line or Power line. Med will save you alot of time and give you a nice free buff.




Vikaline
-Master Doctor
-Tera Kasi Master
parplex
Wed Nov 19, 2003 5:03 pm
#12

I decided to go:


0-1-1-*


0-2-1-*


0-3-1-*


0-4-1-*


0-4-2-*


0-4-3-4(SO CLOSE)



I lke kd2 better because sometimes I would have a lot of trouble getting em dizzy first but mabey thats just me. I have a fast set of vk's(1.7 I know not fastest but they work for me). the reason for not going with meditation is I heard from another master that they did not thinkwound healing kicked in tell master(as far as I know thats still right), but I worried more about killing first healing later. Its working for me, but cant say its the best idea.




Parplex - Meow's and Inuyashya's sugar daddy
Master Meowmix - Your God
Inuyasha - in limbo ATM, but mainly just lazy, Ex Master Looter
Meows Whor - just add an e to understand
Mister_Heavy
Fri Nov 21, 2003 8:06 am
#13

Heh, it was a different game when I was grinding to TKM, but I did power1, balance1, power4, balance4, med4.


The reasoning behind this is that the power tree gives you both speed and damage, allowing you to get the rest of your xp faster.




Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
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