Teras Kasi Archive
Thread: Looking for input on secondary classes
I haven't been playing long, and just recently got Unarmed IV. I'm a trandoshan going for teras kasi. i have some medic skills which are a big help keeping me alive, and some scout skills, but im not sure if i want to get creature handling as its not the most helpful thing in the world when it comes to meleeing.
I'm having trouble deciding what sort of ranged weapon I want to use, Rifles, Carbines, or Pistols. I've tried rifles out a bit, and i kind of like them, but looking at the carbineer skills, im starting to lean towards trying Teras Kasi / Carbineer. Does anyone know which would make a good addition to Teras Kasi for PvE and PvP?
As an afterthought about PvP, are there any traps that make the opponent run slower that can be used to combat getting kited?
Any advice anyone has would be a great help. Thanks!
Im alsolooking at TKA presently for my own reasons...
I logged into the test server to see some of the changes, and what I noticed was that the Teras Kasi and Pistoleer defense mods work beautifully together.
With over +40 to dizzy/stun/blind from the pistoleer defense mods, not to mention more defense vs knockdown, position change, I think it goes great with TKA honestly.
TKA on test has very little defense to dizzy/stun/blind from what I saw, so I thought it would shore up any potential weakpoints, and make the TKA class just that much stronger.
Pistoleer also has some good dodge mods in another line, and melee defense in another adding into some great defense overall.
This is just my feelings on the subject, and pistols, if you do get hit, dont have as much of a penalty as you would if you were holding a carbine or worse, a rifle.
Im hoping to work toward master TKA shortly with these new changes in mind, I have the pistoleer, and I have the additionaltricks of a master smuggler, medic and terrain skills already with me. I for one, amlooking forward to the journey ahead.
commando, without a doubt. I mean you already have done the hardest part, unarmed 4. Thats the hardest thing to going commando. haha nothing like useing knockdown2 on someone and then flame them... they are laying down and on fire... and cant get up because of the dizzy. it so much fun i could cry.
(ps if you are the sensative type i advise not to do this because you WILL have lots of people yelliing at you in tells for days, thankbaby jebusfor ignore)
Did i mention that the defence skills almost negate the 2.5x damage that heavy weapons get.
AND you can still take medic pretty high...and some pistoler to improve the LP
This is so not true. Tkas get unarmed toughness which only works while you are... yeah, you guessed it, unarmed! So you must be talking about melee defence then, eh? well, the meleer won't miss you nearly enough to save you unless you also grab fencer heh (and even then probably not).
Crak_Pot wrote:
Did i mention that the defence skills almost negate the 2.5x damage that heavy weapons get.
not a huge fan of commando. my brother went commando, seems great, but thats really not my play style (hiding behind a pet shooting something for thousands of damage without the creature even looking at me. bah to creature handling), but who knows. might end up chaging my mind after i get a taste of what PvP is like.
one of the biggest complaints people have with melee classes is being kited by the ranged classes. I was leaning towards carbines because they ahve some good posture changing attacks. probably will end up getting doctor once i get enough medic exp, which is going pretty slow as things are.
But mostly for now, im looking for skills that would help PvE, as I dont plan on aligning myself to rebel or imperial until im at least past Novice TKA. but now i have some ideas of what classes to sample. Commando, Pistoleer, Doctor. thanks for advice
So you must be talking about melee defence then, eh? well, the meleer won't miss you nearly enough to save you
Yes melee defence... and with the commando and TKMmeleedefence is at 51% so roughly half of those mellee attacks miss.... then be smart and switch to vibro knucklersas SOON as posable afteryou use the flamer. Sure you still get the "cool down" delay from doing a special with the flamer but you get your unarmed toughness back the instant you equip those knucklers. Dont take my word for it PLENTY of other commandos will back this fact up.
hiding behind a pet shooting something for thousands of damage without the creature even looking at me
I didnt say use a pet. i dont use pets... maybe a Sr Infiltrator but thats a faction perk. and even without one i can solo multiple high lvl mobs.I did the first 3 jedi quests on Dantoonie by myself without a pet....
my skill tree looks like this
TK master, 4 0 4 0 commando, 4 0 4 0 medic, Marksman master, 4 0 0 0 brawler... and i have 3 points left....
oh and i forgot to add with the fix to Warcry (it now delays your target for 10 seconds) you can notget hit at all while you have the flamer out.
Warcry, change to flamer hit single 2, change to knucklers...