Teras Kasi Archive

Thread: Armour and Lightsabers

ColMcBob
Wed Feb 09, 2005 8:39 am
#1

The Teräs Käsi profession is an extremely strong warrior profession, we have the special ability to meditate, and one of the highest damage outputs in the game if we're used correctly. Since we only have one damage class, kinetic, we are usually weak in PvP. Against Jedi we are the optimal choice, because we have the highest defense, which makes us up to 50% + resistant against lightsaber. (62% if you have master brawler).


I will present two seperate guides in this post.

1. PvP against regular players.

2. PvP against Jedi.



1. PvP'ing against regular (non-Jedi) players as a TKM.

First of all, you'll need high resistant armor (60% base 40% stun). This can get expensive, I recommend doing 10=14k missions on Dantooine or Dathomir if you need the money. When you have this armor, a high damage VibroKnuckler is needed (200-250 max+). When PvPing as a Teräs Käsi Master you will need some damage booster food (I'll edit in with the name), Thakatillo (Def. Vs Knockdown food) because most people don't think to use posture down unless your facing a fencer. You could also use a Vercupti (+1000 to Health/Action/Mind) when your in those tight situations. A large Factory Crate of Moun Gold will also be useful from time to time when there's no Entertainers that will buff you.


Unarmed Dizzy, Unarmed Knockdown 2, and Unarmed head hit are your best friends.


Make sure you make looped macros of these moves, also you might want to try an Intimidate (1 or 2) macro.

If you need to know how to make a looped macro send me a Private Message or do a Forum Search, they're all over if you just look!

Make sure you have at least novice medic, Stimpacks are good for the soul. Get decent Stimpack B's (450+ heal). If your alternative profession is something like Doctor, you can also make a /healstate macro and a /curedisease (or /curepoison) macro for those pikemen.


Always have musician buffs, dancer buffs are also highly recommended but for the mind costs and encumberance of good Composite armor, spamming Head Hit will kill your mind and your opponent's.



A Guide to Fighting Jedi.

(Assuming you are fighting a Jedi that has all Skill Points used on Jedi Skills)

Fighting a Jedi can be a tough fight. They will use Force Heal and Force Heal All States (these two drain their force power fast).

Fighting Jedi as Teräs Käsi basically the same as fighting a die-hardPvP'er. They will try to kill you off fast, but they underestimate the power of the Teräs Käsi. Use as many foods as possible (Vasarian Brandy and Ahrisa).

Keep the Jedi on the ground and apply states to him as much as possible. Run a Center of Being Macro, Jedi hit hard and hit fast. They will keep using Force Heal and Force Heal States so your best bet is to spam Unarmed Dizzy until he stops healing.

After he stops using Force Heal spam Head Hit or Unarmed Hit 3 (if he has a low mind pool use head hit).


When fighting a Jedi, if you let him up Stimpacks will be your best friend. If he is like one of those dual-bladed users he'll just keep dervishing over and over, which usually hits a healable pool. I know many people who fail completely against Jedi who don't have medic, but many who have medic have killed many of them. Keep Sticking Intimidate and just hold in there, you'll eventually get it.



If the Jedi Force Runs away use Warcry and catch up to them.


1 last thing, always be a good PvP'er, have a nice macro like


/bow;

/say Good Fight;



(I will update this macro accordingly, I am also aware of the other PvP guide)


Thanks!






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Imspaced
Wed Feb 09, 2005 5:14 pm
#2

I disagree, TKA best defense is a good ability to apply all states and truely control the opponet.




Use :


Unarmed Hit 3


Unarmed Stun 1


Unarmed Dizzy 1


Unarmed kd 1 and 2


unarmed lunge 1 and 2


unarmed head hit 1


Intimidate and Warcry are amazingly powerful skills, use them ALL the time.


I would say keep someone controled using all these skills.


Work them down, you can outlast anyone if you're smart about it.








Kevin "Q-3PO" O'Hara
SOE Associate Producer
SWG Community Relations Manager

Paulo187
Wed Feb 09, 2005 5:23 pm
#3







Use :


Unarmed Hit 3


Unarmed Stun 1


Unarmed Dizzy 1


Unarmed kd 1 and 2


unarmed lunge 1 and 2


unarmed head hit 1


Intimidate and Warcry are amazingly powerful skills, use them ALL the time.


I would say keep someone controled using all these skills.


Work them down, you can outlast anyone if you're smart about it.










i agree, and also blind hit can be useful. eing blind greatly reduces a persons chances of hitting you and as mentioned in the first post, the jedi will probably use force skills to remove this state. also, believe it or not, fighting against jedi unarmoured is actually better than wearing armour (or so i have been told). this may sound strange, but armour has a vulnerability to LS, thus making the dmg worse. eating foods such as air cake and synthsteak can also greatly help against fighting jedi.



hope this has hepled someone and please correct me if anything i've written is incorrect



Fame Edigi


Master Brawler / Master TKA / Master Rifles / Medic xx1x





Fame Edigi - Dark Jedi Padawan

Imperial 4 life, member of LUNA

Pain is just weakness leaving your body!


BloodMonk
Wed Feb 09, 2005 5:51 pm
#4

I think you need to look up the meaning of the word guide...

looping ukd2, ua dizzy, ua HH and throw in an intimidate is a guide?

sorry to say but there are some REAL guides to be found on this forum (try the search function)



Proud Member of -BLOOD-

I HATE GRINDING)

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Managing the Bloodmonks Weapon Facility (aka Sly's Slavepit), Producer of fine specialty weapons.
jkelly
Wed Feb 23, 2005 4:13 am
#5

All armour is vulnerbale to Lightsaber, yes, but that doesn't mean that it does more damage, just the same as if you were not wearing any. The reason to take off your armour is to avoid paying the Encumbrance penalty on your secondary stats.
EnderUK
Wed Feb 23, 2005 5:11 am
#6



I don't like macros. I use to but I can't stand them now. States don't always stick so you have to keep running a macro. A more efftive methond is have a button bound to a /ui action clearCombatQueue; macro. For my setup please ready my triple threat pvp guide in my sig.


States I apply in this order are.

Intimidate Reduces damage. The first one you should apply and keep appling.

Blind: Reduces the oppentantaccuracy

Stun: Destroies stackers.

Dizzy+ knockdown then lunge 1 or 2


Aginst Jedi: cause damage to all three hams. Requires more force than just healing one bar ofHAM. I like to use unarmedcombo 2 for this. HAM healing requires more force than state healing. Don't bother applying states to a dizzy knock down Jedi. Do damage first as the first thing they will do is heal all states to get rid of dizzy.

unarmedcombo1 is the best single bar dps you have, targets health. Don't bother with uarmedhit3 unless you want the blind state it causes as well as the damage.


Actual AP2 does more damage to AR1 with vunrable than AR0. So wearing no armour when fighting only Jedi oppentents is prefered. That includes belts and Ubese shirts.

Message Edited by EnderUK on 02-23-2005 12:16 PM

Message Edited by EnderUK on 02-23-2005 12:17 PM



I too use to have a fancy sig, then it got pwned - Kenney Ender
Flatlinedmemory
Wed Feb 23, 2005 7:22 am
#7

No Jedi will do more damage to you if you wear armor

LS are AP 1 or 2 (I forget)

If you are wearing armor they get that bonus
Mankind00
Wed Feb 23, 2005 9:26 am
#8






Flatlinedmemory wrote:
No Jedi will do more damage to you if you wear armor

LS are AP 1 or 2 (I forget)

If you are wearing armor they get that bonus





Not true. As far as I know (& I'm 90% certain) there has to be a resist in order for AR / AP to apply. So in terms of LS damage they do not get a damage bonus.



___________________________________
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. "
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Combat_Medic_to_be
Wed Feb 23, 2005 10:29 am
#9

Mankind is right. I think it only applies if you are vulnerable. Alot of mobs have no resist to certain damage types but it isnt in their vulnerabilities list. I have a feeling that in these cases you might still get the AR/AP coming into effect. If this is true a suit of bone armour might be very good fo taking on jedi. You would stop the AR/AP advantage the jedi gets and the encumbrence is negligeble.



Jendi Akasce - Nevaeh
A carebear tumbleweed

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