Teras Kasi Archive

Thread: Teräs Käsi Template Question Thread, Part Three.

Mankind00
Sun Feb 20, 2005 4:49 am
#1

Teräs Käsi Template Question Thread, Part Three.



While Ryutek was Correspondent he started using set threads dedicated just for template Question & Answer as we get a great deal of template questions pass through these forums each day . Since the other one is starting to get a bit full I decided to make a fresh thread to keep it easier to look back at recent questions & suggestions. Links to the previous threads can be found later on in this post.

Having a single place for all template questions helps in many ways, not only does it help keep the boards tidy it also makes it easier for those of us who enjoy answering template questions to be able to just sit down & read through one thread without having to look for all the posts. Also it gives people who may be after template ideas something they can flick through & get ideas from.

Any Template Questions That I See Posted That Are Not In This Thread I Will Ask To Have Locked And/Or Removed.








Things to remember when asking a template question

  • Have a quick flick through previous template questions – You don’t have to read all, but it’s often worth just having a glace through the previous threads just incase something catches your eye.


  • Mention what you want to do with the template – Do you want to PvE? PvP? Grind FS Xp? Spend your nights waxing the hair from a Wookiee’s **Edit**? Tell us! It all helps us give you good ideas that will suit you.


  • State things you must have – Really attached to Master Brawler? Or Novice Scout or Medic? Say!


  • How much TK do you want? – If you are only really interested in the Meditation tree from TK say so. We won’t hold it against you, TKM isn’t everyone’s cup of tea, but tell us this so we can help you, you might wake up with a horses head in your bed the next day but that wasn’t us, honest.







  • Template links.

    Here are a few links you may find usful, including past template threads.

    The Teräs Käsi Template Question Thread, Part 1.

    The Teräs Käsi Template Question Thread, Part 2.

    Teräs Käsi and her Sister Professions: A Template Guide.
    By OnlyMaestro

    Kodan’s SWG Profession Calculator Download Page.
    There are other Template calculators however I use this one & find it to be one of the better.

    All of these links can also be found in Section II of the Teräs Käsi Information thread which is located in the stickies.

    Message Edited by Mankind00 on 02-20-2005 11:54 AM



    ___________________________________
    Mankind / Karka Nay'fey - REJEK
    Ace Alliance Pilot
    "It's time to prove to your friends that you're worth a damn.
    Sometimes that means dying, sometimes it means killing a whole lot of people. "
    Galactic Senator
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    Nadain
    Sun Feb 20, 2005 6:18 pm
    #2

    Hi guys. Got a few noob questions here and was hopeing some of you could help out. Just an FYI. I have been playing SWG a whole 2 weeks now LOL. Came from Everquest and everquest 2. What I really want is a TK temp that is mainly PVE but does not look like a complete idiot in PVP. Below is a few questions I have that I hope will help me with my choices. Right now I am looking at Master doc, master TK, scout 1000.


    1. Been seeing alot about defense stacking like fencer and TK. I thought I did not get the defense of the fencer unless I am useing a fencer weapon and same for TK? Is this incorrect? Do all the defense skills stack? Example: TK defense acuity and fencer dodge.


    2. If a person goes combat medic (the other healing class I am looking at) and say Carbine 4 can he really hit anything? It seems to me that since he is not a master carbine user that if he went up against anyone that had mastered a elite profession he would have a very poor chance to even hit them.


    3. I have seen some profs like fencer that have high numbers in state changes and others that have that have high numbers in like mellee defense and still others that will have a number like mellee mitigation 3. I dont really have a clue what they are talking about here except the state changes seem obvious to me. What I think they mean is state change defense keeps you from getting knocked down, dizzy, blind and that sort of thing. Mellee defense means you get hit less often? Mellee mitigation mean you take less damage? Dont know a thing about the number crunching in the game so at this time are there any of these that dont work as well as the others?
    CalArsou
    Sun Feb 20, 2005 6:55 pm
    #3

    Well the templete is pretty sound, as MDoc and TKM allow you to stay out for long periods of time (as long as you can keep BF low). In high-end PvE, you're the tank, and in PvP, a TKM is very dangerous (without costing a fortune). Scout 1xxx is a good last piece beacuse the Terrain Neg will help on planets like Dant and Dath and in PvP for catching kiting ranged people.

    If you aren't looking at crafting for Doctor or buffing at a starport, you could drop to 444x and still be able to buff yourself well and get 3xxx Fencer for the Melee and Ranged Defenses (you'd have to drop 1xxx Scout of course).

    With Combat Medic, MCM is nice, but sort of a skill point sink, someone with 4xx4 can get almost as much out of CM as a Master (without crafting and Heal Mind). If you're looking to compliment CM and group a lot, TKM/44x4 is a great templete I've used.

    From the TK Info Thread:


    Ryutek wrote:

  • Stacking Defenses

    • Defensive Acuity Has No Counterpart and Therefore Does Not Stack.
    • Ranged and Melee Defense Stacks up to +125.
    • Defense Versus States Does Stack.
    • Dodge, Block, and Counterattack are Tied to The Weapon You are Using, and Therefore Do Not Benefit TKs.

  • How Defenses Work
    Utess created a very well written summary of how the defenses in the game work together, that I am reposting here:

    Utess wrote:
    The best way to think of this is to see it as different layers of defense.

    First layer: Melee and Ranged defense - This determines your chance of getting hit by those types of attacks.

    Second layer: Dodge/Block/Counterattack/Defensive Acuity - If you do get "hit", these mods determine your chance of avoiding/countering the damage. In our case as TKAs, this layer is very weak for us because defensive acuity has a very low chance of success.

    Third Layer: Melee/Ranged mitigation - These shrink the damage range of those types of attacks. Making it so you get hit closer to the minimum damage instead of the max damage of a weapon/creature.

    Fourth Layer: Armor - This absorbs some of the damage you take.

    Final Layer: Toughness mods - This acts as a natural armor that absorbs even more damage. In the case of TKAs, ours works on melee damage.


    One other thing worth mentioning: Dodge/Block/Etc and Toughness are based on the weapon you are holding. You will use the mods appropriate for that profession. Also, mitigation just simply picks the highest melee and ranged mod you have and always uses that. Melee and ranged defense stack regardless of profession.

    And, of course, all this could very well change once the CURB happens But, this is how it works right now.




  • Now 1 and 3 were mostly covered by that. In additon each level of Mitigation increases its effect by 20%, so Melee/Ranged Mit 1 brings the range down by 20%, Melee/Ranged Mit 2 by 40%, and finally Melee/Ranged Mit 3 by 60%.

    On the subject of the CM question, best to pose it on their board, but from experience, you have a bit of trouble hitting things in mid-high PvE with just Carbines 4. If you're dead-set on Carbines 4 to go with CM, invest in Citros Snow Cake, it's a Chef food that increases your accuracy. It's also pretty common .

    Also, hitting period, while important, isn't the most important factor for combat (as it stands now) in SWG, its how fast you can fire. Someone with only Carbines 4 will be weak in straight combat, but with Combat Medic, that isn't the main concern, laying poisons and healing a group are.

    Missed a blockquote, d'oh!

    Message Edited by CalArsou on 02-20-2005 05:56 PM

    Message Edited by CalArsou on 02-20-2005 05:56 PM



    Aen'ene Escaa
    g Master Medic // Royal Security Forces Ace

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    Nadain
    Sun Feb 20, 2005 10:10 pm
    #4

    How about the following for mainly PvE temp?


    TKM

    Fencer master

    Medic 4/2/4/4

    Scout 1/0/0/1 For the scout 1/0/0/1* had to burn the last two points some where


    Would fight mostly TK.
    Atama
    Sun Feb 20, 2005 10:25 pm
    #5

    That's ok for PvE. You get no ranged mitigation, but you don't get into a lot of ranged combat in PvE unless you fight NPCs with guns.



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    teamdoa
    Mon Feb 21, 2005 6:28 am
    #6


    Hi people.


    I'm looking fora pure Jedi Killer template.


    I am currently grinding up to TKA Master, so this is what I will maybe be heading for.


    Master TKA


    Doc = 3/0/4/0 (to heal poison, heal all status effects, and use Stim E's)


    Combat Medic = 0/0/0/4 (apply poison and also have superb terrain neg) (not sure on this)


    Any advice would be great, especially from other Jedi killing players.


    Thanks.




    ----------------------------------------------------------http://www.sonicteam.karoo.net/SWG/Jedi.jpg
    Smiker
    Tue Feb 22, 2005 9:04 am
    #7

    Here's my template,

    TKM
    Master Swordsman
    Fencer 4-4-4-0
    Novice Medic
    Dabble in Combat Prowess 0-0-0-3 for sword speed

    Would this be a good template for PvE and be able to defend myself pretty well in Pvp?

    I heard that swordsman can take down ns elders and stuff because they have a blast damage weapon (power hammer)
    TKM you can kd and do loads of damage and be self suffiecent because you can heal your wounds.

    Medic is just in case I get in a little bit of trouble so I can use stim bs. And fencer gives you a bunch of defenses and looks cool



    Nojh Sunchaser

    Teras Kasi Master/Sentinel

    - I support keeping & balancing the current combat system You can too

    teamdoa
    Wed Feb 23, 2005 2:42 am
    #8






    Smiker wrote:
    Here's my template,

    TKM
    Master Swordsman
    Fencer 4-4-4-0
    Novice Medic
    Dabble in Combat Prowess 0-0-0-3 for sword speed

    Would this be a good template for PvE and be able to defend myself pretty well in Pvp?

    I heard that swordsman can take down ns elders and stuff because they have a blast damage weapon (power hammer)
    TKM you can kd and do loads of damage and be self suffiecent because you can heal your wounds.

    Medic is just in case I get in a little bit of trouble so I can use stim bs. And fencer gives you a bunch of defenses and looks cool






    Yeah thats a good PVE template, although to be honest, is there any need for all that TKA? Swords is the best PVE prof going, so why do you need all of TKA. Not sure about the NS elder bit as well, I think your going to be needing some Doc for that if you want to solo her.


    PVP...depends who you are grouped with and how good your weapons are...and skill. The main problem you have is you cannot heal poison, so your not going to last long.




    ----------------------------------------------------------http://www.sonicteam.karoo.net/SWG/Jedi.jpg
    jalexu
    Wed Feb 23, 2005 3:21 am
    #9






    teamdoa wrote:





    Smiker wrote:
    Here's my template,

    TKM
    Master Swordsman
    Fencer 4-4-4-0
    Novice Medic
    Dabble in Combat Prowess 0-0-0-3 for sword speed

    Would this be a good template for PvE and be able to defend myself pretty well in Pvp?

    I heard that swordsman can take down ns elders and stuff because they have a blast damage weapon (power hammer)
    TKM you can kd and do loads of damage and be self suffiecent because you can heal your wounds.

    Medic is just in case I get in a little bit of trouble so I can use stim bs. And fencer gives you a bunch of defenses and looks cool






    Yeah thats a good PVE template, although to be honest, is there any need for all that TKA? Swords is the best PVE prof going, so why do you need all of TKA. Not sure about the NS elder bit as well, I think your going to be needing some Doc for that if you want to solo her.


    PVP...depends who you are grouped with and how good your weapons are...and skill. The main problem you have is you cannot heal poison, so your not going to last long.







    I agree, drop TKA to 4 3 0 4 and get either master brawler or medic 0 0 4 0, it'll be way better in both pvp and pve.





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    » On leave indefinitely

    Eggman11
    Wed Feb 23, 2005 10:48 am
    #10

    I DONT KNOW WHAT TO DO

    I dont know whether to do tkm/master fencer or do fencer/4004 CM



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    ` .| '' `` '' ``
    \::'\
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    `..:`.
    `. `--.____
    `-:______ `-._
    `---'`
    Ryutek
    Thu Feb 24, 2005 7:45 am
    #11



    Eggman11 wrote:
    I DONT KNOW WHAT TO DO
    I dont know whether to do tkm/master fencer or do fencer/4004 CM



    What are you wanting to do in-game?



    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]
    Zarqon
    Thu Feb 24, 2005 8:57 am
    #12






    teamdoa wrote:


    Hi people.


    I'm looking fora pure Jedi Killer template.


    I am currently grinding up to TKA Master, so this is what I will maybe be heading for.


    Master TKA


    Doc = 3/0/4/0 (to heal poison, heal all status effects, and use Stim E's)


    Combat Medic = 0/0/0/4 (apply poison and also have superb terrain neg) (not sure on this)


    Any advice would be great, especially from other Jedi killing players.


    Thanks.







    I have an alt with the template TKM/pike4002/doc4030 and have been fighting some jedi. To go pure jedi fighting template you really need defences. Beeing doc almost doesn't help me at all. Against CMs it's great of course, but jedi don't apply poisons, they apply all sorts of states, and they do it fast. This means healing your defences isn't anything to talk about since it would mean constant heals, and no time to do any damage to them. The only way you can get time to do damage/inflict states on them, is if you are in a standing position, and to be that you need defences.


    I can understand it as you already have to have much medic from having CM, but then again jedi can heal poisons very easy.


    In my mind a pure jedi killing template (not killing CMs) have to have a lot of defences, so: TKM/mfencer/medic2040 or something like that.

    Message Edited by Zarqon on 02-24-2005 05:07 PM




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    Rebster
    Fri Feb 25, 2005 12:01 am
    #13

    Sorry off topic, but gratz Mankind



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