Teras Kasi Archive

Thread: Question on melee/TKA play style

Huntds
Wed Jun 22, 2005 4:43 pm
#1

I understand that the TKA does not wear armor and that they are supposed to be specialists at not getting hit. Does this apply to both melee and range attacks? I was adding up the melee and range defense bonuses from the brawler and TKA trees and don't see them adding up as high as some of the range combinations.


And how does a melee player compete in a world where blasters/rifles are so prevalent? How do you get in close melee with them before they do a sizable amound of dmg to you? And with range attacks such as leg shots, etc that snare, knock down and inhibit your movement, how do you close in with them?


I think the idea of a non-armored melee that dodges attacks really cool, but I wondered how they fit into the SWG galaxy.


Thanks for the input!
Ronaj
Wed Jun 22, 2005 4:53 pm
#2

Well while I can't answer any of your PVP related questions as I never PVP I can help with the other. Center of Being and Improved Center of Being is how it's done. A TKM with only the skill boxes needed to become a TKM would have a Melee Defense of 85 and a Ranged Defense of 55. However, with using Center of Being (30 sec duration) that adds another 250 to both and Improved Center of Being (45 sec duration) adds another 500 to both. The Innate Armor and COB/ImpCOB work against both melee and ranged attacks.


Now I'll turn the floor over to some of the PVP experiences TKAs.




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Melakum
Wed Jun 22, 2005 5:00 pm
#3

Yes it does apply to both ranged and melee attacks, ranged defense is not as high as melee defense logically, and ranged defense is higher with a ranged profession then they are with melee defense. The prevalence of blasters in star wars is a great advantage to us as we can be unique and it gives some older players and those who enjoy melee combat more to challenge the ranged professions although they often deal more damage then we do and have the advantage of state effects like snares and roots to keep us stuck while they shoot us, however, likewise when we close range and we can due to our quickness without armor, we rule the day with KD and high damage close range attacks, something they dont have as high of a defensive tolerance against, and you are right about one thing they are sweet TKM RULES





Melakum
Master Spy
Former Teras Kasi Master

Elder Player (Pre-Order, Pre-Publish Six, Pre CU, Pre NGE, and still here)

Master Spy -JKO-

-JKO-
Cango
Wed Jun 22, 2005 5:57 pm
#4

Think about it. If your in a real war, those guys have automatic weapons, and you have a Sword, what are you going to do? Rush at them across the open street as they stare at you, or sit back, and wait for them to get within your blade's range?

In PvP, either stay indoors, or approach a person as they are occupied with other targets. Always be aware of nearby cover, and use Line of Sight to your advantage.



_______
Cagno Kyraic
Teräs Käsi Master
sArAhBrIgHtMaN
Wed Jun 22, 2005 6:12 pm
#5


as far as playstyle in swg, my tkm/master pike uses the martial arts prinipal of chen taijiquan and taoism to explain my ability to stand against a ranged fighter. besoft and gracefullike water, yet powerful enough to destroy the strongest of metal.


replaceing taoism and calling it the force


Message Edited by sArAhBrIgHtMaN on 06-22-2005 06:17 PM



P.E.T.A. People Eating Tasty Animals!
Huntds
Wed Jun 22, 2005 7:22 pm
#6

What are good combinations with TKA? I've seen some say doc, others say triple mastery in melee arts.


Suggestions?



Melakum
Wed Jun 22, 2005 7:42 pm
#7

imho i like tkm/master swords/doc 4000 hehe just like the tkm days of old with the power of healing like a master doc, ( just take some citris snow cake hehe)





Melakum
Master Spy
Former Teras Kasi Master

Elder Player (Pre-Order, Pre-Publish Six, Pre CU, Pre NGE, and still here)

Master Spy -JKO-

-JKO-
Huntds
Thu Jun 23, 2005 3:09 am
#8

What is the reuse timer on Center of Being? I assume you can't keep it up throughout a complete skirmish?


Also, the high damage of the swordsman...is that due to the base weapon or the specials? For concept, I think using hands or a staff are very zen, and I'm not real keen on carrying a huge maul, but I don't want to gimp my damage either.


The_Widowmaker
Thu Jun 23, 2005 3:29 am
#9

You can indeed keep CoB or ICoB up for entire fights. Minimal actions and fast reuse.



As for combinations....I am MBH and almost TKM. I have incredible ranged and melee defense no matter which weapon I choose..and I can shoose Pistol, Carbine, Rifle, LLC, Knuckles. Over 200 defense with all of them and over 240 with Knuckles. (I took TKM to make leveling as a Jedi easier....as that is my goal)





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