Teras Kasi Archive

Thread: Some Questions From a First-Timer...

Bliskin
Sun Jul 24, 2005 8:50 pm
#1

I am brand new to SWG and I have a few questions for the TKA and TKM out there.I have read the stickies but I still have a few things I would like to get cleared up.


1. It seems like the majority of temps use TKA more for the "innate armor" and defense traits then the actual unarmed combat aspect of the profession. Is that accurate? If so, how and when exactly does the innate armor come into play. At CL 5, I find it relatively easy to solo red mobs (with healing myself of course) because as a Transdoshan using unarmed the DPS seems quite good. At least good compared to my first toon whoch was a human using carbines... Is this just because I'm killing such low level mobs? How viable is pure unarmed toward the end game PvE and PvP?


2. It seems strange that I must also work up the 2-Handed Sword line to get TKA. Is there a reason for that other than SOE balancing out this profession by making you spend points on a line that doesn't really do anything for unarmed combat (other than armor break)?


3. Are the abilities and commands I get as I progress thru the different lines in brawler and on up to TKA universal with all melee attacks. In other words, willI be able to usearmor break I get at 2-Handed Sword 4 with an unarmed combat weapon like a knuckler, or will it only work if i'm wielding a 2-Handed sword?


4. My inital idea for a temp was a combo of Unarmed combat, rifles, and a medic line (prob Doc). My reasoning behind this was I could pull with a rifle (more damage longer range than pistol or carbine), switch to unarmed when mob gets in close (take advantage of Transdoshan mods), and then one of the medic lines to heal myself as my heal gets low. Being that I know little of how a temp such as this would play out at higher levels, I guessing it probably wont work. Can anyone give me any feedback as to why or why not this temp could work?


Thanks in advance.

Bliskin
Bliskin
Tue Jul 26, 2005 9:58 pm
#2

Anyone?
bikebum
Tue Jul 26, 2005 11:46 pm
#3


1. Fairly accurate. Innate armor comes into play once you start grinding TKA, different blocks will give you increases until you reach master and get the last +20 TIA. If you check out the majority of dps posts, people consistantly complain about TKA damage and how low it is. Typically this is due to their having been TKs prior to the CU when unarmed damage was very respectable. In PvE except against less difficult mobs I fight unarmed just to save my good knucklers from decay and it works fine. Against tougher mobs you will want to use some decent unarmed weapons.


2. All Elite professions after CU require 2 novice branches. The devs chose 2h sword for our 2nd tree, be happy it was less skillpoint friendly like a medic tree.


3. Any melee ability is usable with any melee weapon equipped. So all your unarmed and TKA skills are usable with a sword and vice versa.


4. Although you can mix and match ranged and melee professions, it is not recommended by most of the community. In the CU, ranged and melee skills do not complement each other and are not friendly to your overall skillpoint usage. Bottom line, if you want to be melee, stick with melee and novice medic or doctor skills. If you want to be ranged, stick to ranged skills and novice medic or combat medic skills. One of the preferred templates for TKM is to add sword and doc skills based on preference. Of course there are other combinations for melee with and without doctor, but TKM with sword and doc in some capacity is probably the most bang for your skillpoint buck.


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