Teras Kasi Archive

Thread: TKM/MCM + Swords 0031 or Pike 0130 ? Help!

VegitoSS
Wed Aug 03, 2005 5:53 am
#1

Ok so I am making a new character and cannot decide if I want to pickup Swords 0031 for armorbreak and critical or Pikes 0130 for spin attack and intimidate/warcry. Can anyone offer some suggestions on each skill? I have a master swords so I know how the armorbreak does with critical hit. Just not sure how well it does with TKM. My goal is to dot/debuff heal and either take them out or let their mind suck dry then finish them. I was thinking the spin attack would be good in group pvp. Just cant decide.

Nakazado
Wed Aug 03, 2005 7:10 am
#2

I would recommend pikes, mainly because intimidate/warcry is better for your strategy. You'll want to DoT/Debuff them so much that they'll hate you, while shrugging off any attacks done by them and healing when necessary. You'll find that draining their mind is easier then trying to massive dmg output for an incap, with tk. Intimidate/warcry will make it easier to tank damage.
Fredwroc
Wed Aug 03, 2005 8:12 am
#3

Oh man, you'd be such a pain to fight.



*Catrice Nova*
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"Ahazi Fencer Society est. 2003"
love raphayl
iijin
Wed Aug 03, 2005 10:46 am
#4

with TKM / MCM you could only get novice swordsman or novice pike


you wouldn't have enough skill points for either of the templates your asking about





Iijin Myriiv | DFR
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Martimus
Wed Aug 03, 2005 1:06 pm
#5



VegitoSS wrote:
Ok so I am making a new character and cannot decide if I want to pickup Swords 0031 for armorbreak and critical or Pikes 0130 for spin attack and intimidate/warcry. Can anyone offer some suggestions on each skill? I have a master swords so I know how the armorbreak does with critical hit. Just not sure how well it does with TKM. My goal is to dot/debuff heal and either take them out or let their mind suck dry then finish them. I was thinking the spin attack would be good in group pvp. Just cant decide.






Unfortunately initim/warcry need a lot of help at the moment, as they are not that effective. TKM does not do too much dmg, so AB and an extra attack help quite a bit. Unless you plan to fight a lot of guys with AB resist armor, I would go swords. Spin attack is useful only against low lvl creatures in pve (like faction farming)..



"If it aint broken, fix it until it is! (nge)"

Skill based system, turn based combat, Teras Kasi, Creature Handler, 
Ranger, BioEnginer, Swordsman, Fencer, Pikeman, Brawler, Riflemen,
Pistoleer, Carbineer, Scout. Skill, true Jedi, working economy, crafter
and entertainers that matter, professional interdependence. People,
inovation, originality, and fun....

VegitoSS
Wed Aug 03, 2005 2:12 pm
#6


If your using bloodfin.org character builder you have to select overload and add 14 points. They still have pistols as a requirement for cm. Only thing needed is the ranged line.


Im thinking the speed debuff with cm + warcry speed debuff + intimidate I should take very low damage. While I would not have much damaging specials with TKM I would have the dots of fire/poison. Plus with the 50% mind debuff my enemy will drain his mind fast healing while I take next to no damage. At least that looks good on paper. Thinking pike 0040 for the longer duration warcry. I have read its an area attack so a speed debuff ina group would be nice. Or maybe take 1030 for the area kd. It would be good for group pvp.


PFCGriff
Wed Aug 03, 2005 3:21 pm
#7






Nakazado wrote:

I would recommend pikes, mainly because intimidate/warcry is better for your strategy. You'll want to DoT/Debuff them so much that they'll hate you, while shrugging off any attacks done by them and healing when necessary. You'll find that draining their mind is easier then trying to massive dmg output for an incap, with tk. Intimidate/warcry will make it easier to tank damage.




agree....go xx4x pike with CM 4x44 (cant go master CM)...you will then be able (at this point) do -80 speed debuff and intim on a character and just wear them down with just basic hits. You will be able to sit and tank close to anything becuase of the huge speed debuff will allow you the time to heal

Message Edited by PFCGriff on 08-03-2005 06:22 PM





** PFC Griff ~ Elder Non-Jedi Melee Duelist **
(ggggg[nnn]g[=]gWXgggggggggggggggggggggggggg)
** Imperial Officer ~ Naritus Original TK/Fencer/Swords **
** The one who never made it **
** July 3 2003 - Nov 15 2005 **
Martimus
Wed Aug 03, 2005 4:45 pm
#8



VegitoSS wrote:

If your using bloodfin.org character builder you have to select overload and add 14 points. They still have pistols as a requirement for cm. Only thing needed is the ranged line.

Im thinking the speed debuff with cm + warcry speed debuff + intimidate I should take very low damage. While I would not have much damaging specials with TKM I would have the dots of fire/poison. Plus with the 50% mind debuff my enemy will drain his mind fast healing while I take next to no damage. At least that looks good on paper. Thinking pike 0040 for the longer duration warcry. I have read its an area attack so a speed debuff in a group would be nice. Or maybe take 1030 for the area kd. It would be good for group pvp.






Few things to watch out for: (from my pike/cm days). I did not do much of group PVP though, so I can not help you there.

- Be ready for very long fights.
- If you fight a swordsman, they will AB break you and you will take a lot of dmg even when they are debuffed.
- You will use a lot of mind/action/time applying all those CM/Pike effects, when your opponent is simply hitting you. You will need to manage that well. If in addition you have to heal, you may run out of mind way before your opponent.
- Area knockdown is cool, but everyone gets up too fast, so its usefulness is very limited.



"If it aint broken, fix it until it is! (nge)"

Skill based system, turn based combat, Teras Kasi, Creature Handler, 
Ranger, BioEnginer, Swordsman, Fencer, Pikeman, Brawler, Riflemen,
Pistoleer, Carbineer, Scout. Skill, true Jedi, working economy, crafter
and entertainers that matter, professional interdependence. People,
inovation, originality, and fun....

VegitoSS
Wed Aug 03, 2005 5:12 pm
#9

Dang the overload is only good when you do a profession thats ranged and not using pistols. I guess I cannot do that template. BLAH! It would have been nice.

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