Teras Kasi Archive

Thread: **Kenchi's Personal Teras Kasi Guide**

Vertigo138
Mon Sep 20, 2004 8:52 pm
#1


Well I have finally decited to make a guide for all of the Teras Kasi's from how to use all the TK skills at master too best ways to grind Teras Kasi.(Please Note the guide is subject to change)

Grinding Teras Kasi

If you are grinding from Novice brawler you are going to want to pick up a set of Fast vks at least 1.8speed (1.4 is the fastest) This will make it a lot more easier for you because even though you are not certified for the Vibro Knuckler you "will" do more damage and attack faster.


The best places to grind would probaly be endor if you can get someone to kill all the creature... you can kill the lair buy your self which gives you alot of XP usually.(having 70%+kenetic Ubese arrmor helps)


Grinding "From" Novice Teras Kasi, The best way is to still use your fast vk because the special delays are kinda long, You will want to grind the Tech Tree first so that you will be able to do faster attacks thus allowing you to grind faster([0/0/4/0] if you want to be able to kd while grinding id get 0/1/4/0 while grinding)


The best place I like to grind is in the squill cave because you dont really have to worry about dieing. its easy to get too and theres almost always squill there to grind off of. But you dont got as much xp as you do from tuskens but I personally like the squill caves the best for grinding.


Using Teras Kasi to its fullest in PvP and PvE

Almost every Teras Kasi skill is useful accept for Combo 1 and 2 which are pretty much useless after you get master.

Here is a list of skills you will want in your tool bar.

UnarmedHit3 (does blind and alot of damge to random pools good for people with weak arrmor)

Unarmedstun1(It stuns your target which lowers some of there stats and for zabs it makes equilibrium not work.)

Unarmeddizzy1(Dizzys your target of course which makes it harder for them to get up when kded or posture changed)

Unarmedknockdown2(knockdowns and dizzys your target )

UnarmedLunge1or2(makes you target kneel which could cause them to fall over if they are dizzed)

Intimidate (not a tk skill but is good to have it reduces your targets damage by 1/2)

These skills are good to take out your targets pools that are low (Which are always good to have in yout toolbar)

UnarmedHeadhit1(good for taking out there mind pool)

Unarmedleghit1

Unarmedbodyhit1


The best ways to fight in pvp. You always want to try to knockdown your target because thats one of tkms best things is our ability to knockdown. But dont spend the whole time just spaming knockdown and lunge. You want to always keep them stuned dizzyed blinded and espeicaly intimdated. and never just spam stuff because you may need to quickly apply dizzy or stun again while hitting them. (try to keep moving to avoid being stuck in animation) the best thing to do is keep all these states on your target while dealing more damage then they can heal. It also helps to have a 200+ Vibro Knuckler for tkm.

(this tactic also works for fighting jedi)


Teras Kasi Attachments and supplys

Attachments

Unarmed damage (+25 is cap) this does work

Unarmed accurracy(+25 is cap) this does work

Unarmed Speed (+25 is cap) this works but is not needed at all for tkm because we attack at 1.0 speed with any Vibro Knuckler but NOTE: this may be helpful in combat revamp /wink


Weapons

Right now the only weapon teras kasi have are Vibro knucklers

Novice brawler to Novice teras kasi-should use a Fast Vibro kunckler 1.4speed-1.8speed is good

This is the Ideal stats

Speed: 1.4

min: 45

max:145+

Advanced and Master Teras Kasi will want good range modfires and good damge

Ideal Stats (The VK i use most of the time NOTE: this is a enhanced VK)

speed:2.1

min: 49

max: 230

wound: 41%

Range Modfires

Min+39

ideal+41

max+39


If you cant get enhanced ones like these at least get 190+ but if you can get 200+ damage vks.


Food

Varsarian Brandy +420 mind focus and willpower for 44mins is the ideal stuff+410 for 42mins is good though

Aircake +35% dodge for 14mins 10fill (Yes dodge food works for tks because increased the % of dodge not our dodge mods)

Muon Gold(good to have for emergencys)

exo-bio wafers 21% resist for 17hits 5fill (Good for when you are fighting riflemen and jedi)

Burnout +25 unarmed damge(makes you do more damge)


If you have any questions please fill free to ask =)

Message Edited by Vertigo138 on 09-22-2004 10:25 PM



______________________________
Kenchi Lionhart

-I support keeping & balancing the current combat system
-I support the removal of Raevin and all her alts *and personalities* from Star Wars Galaxies, and a full reimbursement to Xerxes Solon
Ryutek
Tue Sep 21, 2004 6:18 am
#2

Nice guide (although I disagree that the combo skills are useless at mastery, but that comes down to playstyle as well )



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.



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comandobob
Tue Sep 21, 2004 7:43 am
#3

aye very nice read , but i tend to agree with Ryutek the combo skills are quite good i use them in pvp and they work quite well some times




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Vertigo138
Tue Sep 21, 2004 1:40 pm
#4






Ryutek wrote:
Nice guide (although I disagree that the combo skills are useless at mastery, but that comes down to playstyle as well )





hmm tell me what you use them for because combo 2 does what unarmed 3 does but it is weaker =o and combo 1 used to be good cuz it was strong but they nerfed it or something. =(



______________________________
Kenchi Lionhart

-I support keeping & balancing the current combat system
-I support the removal of Raevin and all her alts *and personalities* from Star Wars Galaxies, and a full reimbursement to Xerxes Solon
Atama
Tue Sep 21, 2004 4:09 pm
#5

The only advantage I can see with combo moves is that they don't use much HAM. But they don't kill things as fast as, say, a pool-specific attack or UH3.



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Vertigo138
Tue Sep 21, 2004 10:09 pm
#6






Atama wrote:
The only advantage I can see with combo moves is that they don't use much HAM. But they don't kill things as fast as, say, a pool-specific attack or UH3.





thats what i thoguht too



______________________________
Kenchi Lionhart

-I support keeping & balancing the current combat system
-I support the removal of Raevin and all her alts *and personalities* from Star Wars Galaxies, and a full reimbursement to Xerxes Solon
Iawo
Wed Sep 22, 2004 4:04 am
#7

Both unarmed combo moves seem to do more dps to health than the health specific attack, but the other two pool specific seem to do more. At least this is my experience, yours may differ. Unless the creatures I've been fighting have some sort of vuln in the head and leg areas that is. Talking mainly about rancors and Kimogilas.






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Ryutek
Wed Sep 22, 2004 6:59 am
#8

Yes, the combos (in my experience, not official that I would say is definite fact) seem to affect health moreso than any other pool, and have about the same to slightly better dps on average. Not to mention low HAM costs when compared to the Unarmed hits. Basically it is just an alternative to the Unarmed Hits at this point for me.



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]
LordMaxx
Wed Sep 22, 2004 7:47 am
#9

Combos seem to be a good finishing move, after pummeling with UH3 and you have one stat lower almost done, it seems to work pretty well when I clear the combat queue or /peace then combo a few times to finish a target off...be neat to see how long it would take to take down a target using only combo though..I dont think its damage out put is enough for that.



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