Teras Kasi Archive
Thread: Noob TKA questions from a Vet player
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Atama
Thu Aug 19, 2004 1:28 pm
#1
Boy that's tough. TKA really becomes so much stronger at master when you get a 70 damage point bonus.
However, someone here once posted as a Master Combat Medic and wanted to know what skills to get to supplement his CM abilities. MCM uses the same skill points as MBH. So maybe the same advice could help you.
I'd recommend going 4224 (yes you have exactly enough skill points to do that). Here's why...
You want to master meditation. When you do that, you get the ability to heal your own wounds and that is probably the single coolest thing that a TKA can do.
I also recommend mastering Precision Striking, because you really need the defenses. BHs get almost no melee defense at all, and only +24 ranged defense (from master marksman). You really need more. Precision Striking will give you a total of +64 melee defense and +69 ranged defense, not bad. Also, you get accuracy bonuses to your unarmed skills, you get defense acuity bonuses (that's what TKAs use to evade attacks), and you get a special move for every pool (head hit is the best).
What's left is Balance Conditioning and Power Techniques. You want at least the first box of Balance Conditioning so you can get Knockdown, the dizzy+KD is an essential part of TKA strategy as I'm sure you're aware. Balance Conditioning is nice because that's where you get your state defenses, like stun defense, knockdown defense, etc.
Power Techniques is nice because that's where you get your damage and speed from. You also get Dizzy from the first box, which again is part of the dizzy+KD strategy.
You can go either 1 box in Balance Conditioning and 3 boxes of Power Techniques, or 2 boxes in each. If you go 2 boxes in each, you lose +15 damage, +15 speed, and Unarmed Spin 2 (which isn't that great of a move anyways). If you go 1 box in Balance and 3 boxes in Power you lose +10 Combat Equilibrium (which helps you automatically stand when knocked down), +10 Defense vs Posture Change, +10 vs Stun, and +15 Unarmed Toughness (which reduces damage taken when you're unarmed).
So it's kind of up to whether you want more offense or defense. I believe a MBH has enough offensive power already, and that you want as much defense as you can from TKA without totally gimping your TK attacks, so 4224 would be my choice.
However, someone here once posted as a Master Combat Medic and wanted to know what skills to get to supplement his CM abilities. MCM uses the same skill points as MBH. So maybe the same advice could help you.
I'd recommend going 4224 (yes you have exactly enough skill points to do that). Here's why...
You want to master meditation. When you do that, you get the ability to heal your own wounds and that is probably the single coolest thing that a TKA can do.
I also recommend mastering Precision Striking, because you really need the defenses. BHs get almost no melee defense at all, and only +24 ranged defense (from master marksman). You really need more. Precision Striking will give you a total of +64 melee defense and +69 ranged defense, not bad. Also, you get accuracy bonuses to your unarmed skills, you get defense acuity bonuses (that's what TKAs use to evade attacks), and you get a special move for every pool (head hit is the best).
What's left is Balance Conditioning and Power Techniques. You want at least the first box of Balance Conditioning so you can get Knockdown, the dizzy+KD is an essential part of TKA strategy as I'm sure you're aware. Balance Conditioning is nice because that's where you get your state defenses, like stun defense, knockdown defense, etc.
Power Techniques is nice because that's where you get your damage and speed from. You also get Dizzy from the first box, which again is part of the dizzy+KD strategy.
You can go either 1 box in Balance Conditioning and 3 boxes of Power Techniques, or 2 boxes in each. If you go 2 boxes in each, you lose +15 damage, +15 speed, and Unarmed Spin 2 (which isn't that great of a move anyways). If you go 1 box in Balance and 3 boxes in Power you lose +10 Combat Equilibrium (which helps you automatically stand when knocked down), +10 Defense vs Posture Change, +10 vs Stun, and +15 Unarmed Toughness (which reduces damage taken when you're unarmed).
So it's kind of up to whether you want more offense or defense. I believe a MBH has enough offensive power already, and that you want as much defense as you can from TKA without totally gimping your TK attacks, so 4224 would be my choice.
ThisIsTheMatrix
Thu Aug 19, 2004 1:36 pm
#2
Thanks for the replies. Wow, it would seem that if I posted something like this in other combat professions they wouldnt even take the time to post 2 senteces, but you seem to post as much as you can whichis very nice. I have been thinking of what to do, and I believe I will give up my Master Bounty Hunter title and master TKA with a 4/2/4/2 in BH, or drop down to a 4/0/4/0 to get 0/0/3/0 in pistoleer, but then again, with TKM I doubt I will want to pull out a pistol hehe.
Dallow
Thu Aug 19, 2004 1:53 pm
#3
ThisIsTheMatrix wrote:
Thanks for the replies. Wow, it would seem that if I posted something like this in other combat professions they wouldnt even take the time to post 2 senteces, but you seem to post as much as you can whichis very nice. I have been thinking of what to do, and I believe I will give up my Master Bounty Hunter title and master TKA with a 4/2/4/2 in BH, or drop down to a 4/0/4/0 to get 0/0/3/0 in pistoleer, but then again, with TKM I doubt I will want to pull out a pistol hehe.
He-he-he. This is exactly what I'm doing. I dropped MBH two days ago and I'm having a lot of fun leveling TK. My only decision left is pistols 0-0-3-0 or smuggler 0-0-3-0.
Atama
Thu Aug 19, 2004 2:02 pm
#4
Dallow... As a former pistoleer/smuggler (still pistoleer) stick with pistoleer 0030. You get some nice specials, you get the Geonosian Blaster certification, and you get some really nice defenses.
Ryutek
Thu Aug 19, 2004 2:17 pm
#5
Atama wrote:
Dallow... As a former pistoleer/smuggler (still pistoleer) stick with pistoleer 0030. You get some nice specials, you get the Geonosian Blaster certification, and you get some really nice defenses.
/agree
ThisIsTheMatrix
Thu Aug 19, 2004 2:31 pm
#6
I guess I will go pistoleer 0/0/3/0 and just 4/0/4/0 in BH if I have enough SP which I think I do. WillI use pistols much with TKM though?
Dallow
Thu Aug 19, 2004 2:34 pm
#7
Ryutek wrote:
Atama wrote:
Dallow... As a former pistoleer/smuggler (still pistoleer) stick with pistoleer 0030. You get some nice specials, you get the Geonosian Blaster certification, and you get some really nice defenses.
/agree
Thanks for the quick feedback! I'm sure glad I didn't pick up smuggler last night as I planned to.
Atama
Thu Aug 19, 2004 3:04 pm
#8
Pistols are handy for a few reasons.
You can pull out a stun, energy, or heat weapon when faced with an enemy that has 100% kinetic resistance.
You can still attack when in a PvP "siege" situation, where you're attacking or defending a base with entrenched people. A TKA who runs out of or into a base on his own to fight is often slaughtered, but you can take shots and wear them down before the base is charged.
You have a backup to deal with kiters, or someone running away.
You can have something to put bleeds on an enemy, since TKA gets no bleeds.
It's so much easier (and safer) to pull an NPC with a gun than with melee.
Believe it or not, Intimidation (which is a brawler skill) still works when you have a pistol out. I did the Corvette and found that everything has high kinetic resists and I was practically useless as a TKM. So I pulled out my sliced FWG5 (Corvette NPCs suck against heat) and started finally doing damage. I also was able to use Intimidation 2 on the enemies, and my group literally cheered me for it.
You won't use a pistol often, but there will be times when it really comes in handy.
You can pull out a stun, energy, or heat weapon when faced with an enemy that has 100% kinetic resistance.
You can still attack when in a PvP "siege" situation, where you're attacking or defending a base with entrenched people. A TKA who runs out of or into a base on his own to fight is often slaughtered, but you can take shots and wear them down before the base is charged.
You have a backup to deal with kiters, or someone running away.
You can have something to put bleeds on an enemy, since TKA gets no bleeds.
It's so much easier (and safer) to pull an NPC with a gun than with melee.
Believe it or not, Intimidation (which is a brawler skill) still works when you have a pistol out. I did the Corvette and found that everything has high kinetic resists and I was practically useless as a TKM. So I pulled out my sliced FWG5 (Corvette NPCs suck against heat) and started finally doing damage. I also was able to use Intimidation 2 on the enemies, and my group literally cheered me for it.
You won't use a pistol often, but there will be times when it really comes in handy.
ThisIsTheMatrix
Fri Aug 20, 2004 12:36 am
#9
I am Cylus Castor of the Kauri galaxy, I have been playing since launch with only 1 real profession I wanted to do....Bounty Hunter. After mastering that, then getting lowered requirements and mastering Pistoleer, ranged did not appeal to me much anymore. TKA always appealed to me as the only melee profession I would do. I recently became for the first time in the game a novice TKA (about 20min ago). Well besides on TC2 where I picked up master pistoleer/master smuggler/TKM. But when I fough unarmed I had no clue what to use, and whatstrategy to do, so that experience doesnt really count.
The real purpose I am here is to ask a few questions if you do not mind answering.
1) I am kind of attached to my Master Bounty Hunter title, and would take alot to give it up (not saying I would never give it up, I would just max out XP and drop down to a 4/2/4/2 so within one day I would become master again). Lets say I do not give up my master BH status, with the current skill points I would be able to go up in 3 outta the 4 trees, what would your preferences be on which trees I would go up and why, and is TKA useful with only 3 trees, or is it like Rifleman and is only really good at master?
2) What trees would you recommend me to go up in what order, given I am doing 3 of the trees, and if I were to master?
3) What is the best creature to hunt to go up to master?
4) from novice TKA-TKM I would pick up quite a few special moves, What are the best 3 do you believe overall, and if you can list the best as I progress up the tree. EXAMPLE: I hit novice tka, use unarmed hit 2 until you get unarmed body 1, use that til etc....
thank you for your time,and answers. Any other useful tips would be greatly appreciated. I heard this is a great profession to do, and meditating before I logged off once I hit novice (even tho I dont think it does anything yet, it looks cool) I really got exciting to master this profession.
Thanks again
LordMaxx
Fri Aug 20, 2004 12:50 am
#10
well a TK with the entire power tree and the combat line and 1 box in balance can do ok...but really there are so many bonuses at master its worth it to take it.
Above all one of most useful lines is the meditate line, the ability to heal bleeding, poison and such and your own wounds along with force of will is just too great.
The power tree is the essential tree of TK it gives you your speed and damage bonuses. Balance 1 gives you KD1 which is handy for obvious reasons, you dont get KD2 which can add a dizzy until balance 4. Finally the striking line gives you accuracy, defenses, and specific pool shots.
If I had to say only 3 lines Id take Meditate 4 Power 4 then balance 1 and the rest in striking. But get master, and you wont be disappointed
To level its been posted in many places essentially get buffed and hit huurtons and quenkers till your blue in the face, get balance 1 for the KD, then shoot up the power tree as fast as you can...then get to meditate 2 to cure poison and such, then get the rest however you wish
Above all one of most useful lines is the meditate line, the ability to heal bleeding, poison and such and your own wounds along with force of will is just too great.
The power tree is the essential tree of TK it gives you your speed and damage bonuses. Balance 1 gives you KD1 which is handy for obvious reasons, you dont get KD2 which can add a dizzy until balance 4. Finally the striking line gives you accuracy, defenses, and specific pool shots.
If I had to say only 3 lines Id take Meditate 4 Power 4 then balance 1 and the rest in striking. But get master, and you wont be disappointed
To level its been posted in many places essentially get buffed and hit huurtons and quenkers till your blue in the face, get balance 1 for the KD, then shoot up the power tree as fast as you can...then get to meditate 2 to cure poison and such, then get the rest however you wish
Message Edited by LordMaxx on 08-19-2004 03:53 PM
Trucho-G
Fri Aug 20, 2004 12:51 am
#11
(1)4440
(2)Power tree first,mediation tree last
(3)Quenkers are always best exp for any combat profession
(4)well some people use unarmed stun instead of unarmed hit2 from what ive heard it works well, because its real fast, So try that at novice tka or unarmed hit2 and see which you prefer more. KD+dizzy is always great against npcs
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