Teras Kasi Archive

Thread: Skill Tree Suggestions

Oreet
Wed May 05, 2004 11:05 am
#1

Hi again,

well, i'm just about at Novice TKA, but i started looking, and i'm almost out of Skill points.

I was wondering if i could get some suggestions on what would be a good set of skills to have.


here is my current skill set:


Master Marksman

Master Medic

Scout 2/0/4/0

Brawler 4/0/0/0

Novice Artisan (this is the first thing i'm going to drop)


I am considering hanging up all my guns, and Mastering a second brawler profession, either Pikeman or Swordsman.


So what kinds of profession sets do the TKA's out there have at the moment?
Ryutek
Wed May 05, 2004 11:19 am
#2

If you want to stay Melee, then Master TK and Master Fencer is great for defenses, and you do pretty decent Damage Output.


Master TK and Master Swordsman you are not nearly as strong defensively, but you can do a lot of damage fast.


If you want to keep a ranged profession just pick one weapon you like and keep it and Master TK. Pistoleer works well because the defenses stack nicely, but Riflemen do the most damage. This would also keep you from being as susceptible to kiting.


Really comes down to what you want your character 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]
Laeren
Wed May 05, 2004 11:21 am
#3




Oreet wrote:

Hi again,


here is my current skill set:


Master Marksman

Master Medic

Scout 2/0/4/0

Brawler 4/0/0/0

Novice Artisan (this is the first thing i'm going to drop)



I would exchange Master Marksman for specialization in one of the guntypes. By itself Master Marksman only gives you a few bonuses, without giving any really meaty gun attacks. My recommendation is Pistol, since it's easy and the range mods won't kill you whether it's up close or a little farther away.


If you surrender 3 lines of marksman, that'll be 42points freed up. With the 15 points from giving up Artisan, you will have enough to be a TKM. With your leftover points you could get a few boxes of Smuggler (pistols) and have some fun with the status shots there. Or you could go Pistoleer and get some defenses and some damaging shots.


But above all, do what you want to do, and stuff that you're gonna have fun with Good luck!




Aes Sedai Industries
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Swarriorx Irow: Mayor of Rauha (Naboo), Starsider (www.rauha.com)
::::::Laeren Misha: Teras Kasi Master, Master Rifleman, Master Journalist, Master Interior Decorator
:::::::::Apprentice Filmmaker
Visit my movie page: Triquetra Pictures AIM: LegalMinn
Oreet
Wed May 05, 2004 11:32 am
#4






Laeren wrote:

But above all, do what you want to do, and stuff that you're gonna have fun with Good luck!






that's the reason that i am doing TKA. So far just doing the unarmed brawler tree, i've been having a great time. i've been taking out creatures that i could never take out as a master marksman. even as a BH i couldn't take out some of what i'm doing now with unarmed 4. So i can already tell that TKA alone would probably be more than enough skills to be all set, and anything else would just be gravy. MMMmmmmm... GRAVY!!!! hehe...


Anyway, that's what i was thinking about with my marksman was to drop the rifle and carbine, as i really don't like them, and keep pistols. i just wasn't sure if i should do smuggler or pistoleer, because i wasn't sure what the advantages/disadvanteges of the 2 were. I am going to keep my scouting abilities so i can harvest better, and move faster over terrain. I'm also going to keep the Master Medic, because then it's so much easier to solo things, because i'd be a one-man wrecking crew, but i can also heal myself too.


So i'll probably do Master TKA, Master Medic, Marksman Pistols 4, Scout 2-0-4-0, then use whatever points are left over for either Smuggler or Pistoleer (probably Pistoleer)
JediMasterZero
Wed May 05, 2004 11:38 am
#5

I just posted this in another thread, but I'll say it again. If you love to solo, my template is pretty decent. You can generate great sums of cash by buffing and/or doing missions. You're a force to reckin' withon any combat field. Being a CM gives you a bit of a ranged attack, but naturally you do your main damage within 5m. Currently, I'm in the process of gaining 2handed skill points...I'm gonna try my luck at swordsman because I need something with heavier AP (Swordsman have twoAP2 weaps, TK's have onlyone weap atAP1). So I'll drop my CM as I gather 2hand points. That's my latest idea. Hope it helps.



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.
DarthSwami
Wed May 05, 2004 1:57 pm
#6

My former template, which im slowly getting back after my foolish attempt at holo grinding(won't be destroying my character ever again) was pretty strong for the solo:


Master Teras Kasi/ Master Commando w/ novice medic


Using this this you can pretty much handle anything that comes your way


Master TK - Excellant close in damage and mitigations + meditate to heal wounds


Master Commando - Highdmg at range and DOT


Medic- damage healing during the fight if needed(mainly when solo)


As far as suggestions, just have fun with your template, maybe try out a few things and see what suits you best.



Faroah - Shadowfire



DudeDarth
Wed May 05, 2004 2:14 pm
#7

My current template isn't a PVP killer but more keyed to the upcoming smuggler revamp and space expansion.


TKM / Master Smuggler / Pistoleer 4/0/4/4 and then 15 points to swap out novice scout/medic/entertainer as needed. I use novice medic when soloing and novice scout when going critter harvesting.


The 4/0/4/4 gets all the pistoleer defenses which stack nicely with TKM + ranged damage mitigation 2.



Itav Nala
TKM/Rifleman/Smuggler

Tead O'ir
Vendor outside Theed -3968 3647
Master Weaponsmith/Artisan/Merchant
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