Teras Kasi Archive

Thread: doc or no doc?

quitch
Mon Jun 20, 2005 1:21 pm
#1

right now i am tkm/master swords/doc 4000. but with stims 1200+ healing, i was wondering if you think i should go tkm/master swords/master fencer (could i?) if i can, which would you choose for grinding and high level content in general?



-who lightdust
quitch
Mon Jun 20, 2005 1:23 pm
#2

right now i am tkm/master swords/doc 4000. but with stims 1200+ healing, i was wondering if you think i should go tkm/master swords/master fencer (could i?) if i can, which would you choose for grinding and high level content in general?



-who lightdust
cdbitesky
Mon Jun 20, 2005 3:12 pm
#3

i say stick with the doc, because fencer doesnt rely help out much. no defense or power. just accuracy.

ShrekECPI
Mon Jun 20, 2005 3:17 pm
#4

Even as a triple master you are still just a CL 80. Keep the Doc, I would If I had it.



diminished return is stupid.

1 elite prof = CL54

2 elite prof = CL 80

3 elite prof = CL 80



wth is that?



Pistoleer/TKM/MSMG(extinct) - Master Smuggler - Strong in the power of the Farce - Alliance Soldier
Retired Smuggler's Alliance Master Pilot - Retired Crimson Phoenix Master Pilot - Havok Squad Master Pilot

Squirmy - Heavy Z
NX-1 - Longprobe
Switchblade - ARC 170
Nameless - Vaksai(drydock)
Manta-Ray - Grevious B-22
Xcetera - Heavy X- Wing
Border Runner - A-Wing
bikebum
Mon Jun 20, 2005 5:04 pm
#5






ShrekECPI wrote:

Even as a triple master you are still just a CL 80. Keep the Doc, I would If I had it.



diminished return is stupid.

1 elite prof = CL54

2 elite prof = CL 80

3 elite prof = CL 80



wth is that?





You don't even need 2 elite prof masteries to be CL80. I was CL79 at TKM, Sword 2x44, doc 4xx4 and only the prerequisites for those classes. Got CL80 at TKM, Sword 3x44, doc 4xx4. Btw, having TKM with Improved Bacta Infusion is pretty darn nice for grinding. You get hit for 100-250 damage, get healed for 200 every tick, stims become unnecessary.

Message Edited by bikebum on 06-20-2005 07:07 PM

Mr_Anonymous
Mon Jun 20, 2005 5:13 pm
#6

personally id go tkm/mfencer/mswords. crippling attack and binding attack are awesome abilities.


what most people dont know is.... there are ways to prevent damage to the point where doc is completely unnecessary. the answer isnt in any type of food, armor, or special though... ill keep my secrets to myself


generally, if you know your going to be pveing/pvping with a good, organized, balanced group most of the time, get the tkm/mfencer/mswords. if not, get the one with doc.





APEist
ShrekECPI
Mon Jun 20, 2005 5:18 pm
#7

I was saying that due to DR we cap at 80 and we should be 54->108->162



Pistoleer/TKM/MSMG(extinct) - Master Smuggler - Strong in the power of the Farce - Alliance Soldier
Retired Smuggler's Alliance Master Pilot - Retired Crimson Phoenix Master Pilot - Havok Squad Master Pilot

Squirmy - Heavy Z
NX-1 - Longprobe
Switchblade - ARC 170
Nameless - Vaksai(drydock)
Manta-Ray - Grevious B-22
Xcetera - Heavy X- Wing
Border Runner - A-Wing
Vshbaa
Mon Jun 20, 2005 6:48 pm
#8

Well, the fact is that there has to be a cutoff.


And on top of that, you shouldn't be able to master three elites professions, the devs said they were removing triple elite masteries, and had trouble coming up with a way to do that to melee.





___________________________________________________________________________________

Vshbaa
Former CURB Alpha Tester
Test Center: Zeath, Novolo, Pretentious
Eclipse: Novola, Pretentious, and Winnfield
Elder Jedi and Elder Swordsman
"Fine. I nominate YOU for the job. You fit the bill. No compassion, no morals, and a proven ability to follow the line no matter the personal cost." - WildCat84
ShrekECPI
Mon Jun 20, 2005 6:58 pm
#9

Yay for no brawler combat xp line



unless they add a fifth layer to the onion



Pistoleer/TKM/MSMG(extinct) - Master Smuggler - Strong in the power of the Farce - Alliance Soldier
Retired Smuggler's Alliance Master Pilot - Retired Crimson Phoenix Master Pilot - Havok Squad Master Pilot

Squirmy - Heavy Z
NX-1 - Longprobe
Switchblade - ARC 170
Nameless - Vaksai(drydock)
Manta-Ray - Grevious B-22
Xcetera - Heavy X- Wing
Border Runner - A-Wing
bikebum
Mon Jun 20, 2005 7:47 pm
#10






ShrekECPI wrote:

I was saying that due to DR we cap at 80 and we should be 54->108->162





I wasn't thinking about the math. And they do need to cap it somewhere fairly low because if they didn't there would only be so many combinations that could give you CL100+, unlike now where you can get CL80 and still have some non-combat skills.
Scrubby666
Mon Jun 20, 2005 11:18 pm
#11

anyone know what you CL will be if your a tkm/mbralwer/swords 0340/doc 4004? It's what I think I'm going to do for my new template but I would like to stay CL 80 if possible.
bikebum
Tue Jun 21, 2005 7:48 am
#12






Scrubby666 wrote:

anyone know what you CL will be if your a tkm/mbralwer/swords 0340/doc 4004? It's what I think I'm going to do for my new template but I would like to stay CL 80 if possible.





I just had similar the other day. I was TKM, Mbrawl, doc 4xx4, sword xx34, and was CL75. I assume it would be the same for your template. Look at my post above to see where I got to CL79 and 80.
Korac72
Tue Jun 21, 2005 11:38 am
#13


Currently TKM, Pikeman 4-4-3-0, Doc 4-0-0-0.


For grinding, having the Heal-over-time and Imp. CoB is just insane. Just have to wait for action bar to fill back up since I have no damage to heal after fighting yellows!


-K


Highly recommend it!
Page 1 of 1
Previous Next