Teras Kasi Archive
Thread: Trandoshan TKA?
I had a 2/2/3/1 trandy TKA
make sure u max the stam,quickness...noone like a slow lizard...
Balance all pools to get some mind in there...and put more twards regen in mind
i forget my ending stats but my TKA was like a pet in combat...stood toe to toe...
I originally made a Trand for the purposes of TKA and once I got TKA novice I decided i needed to put some skill points in a class that will generate some money (besides running missions). In 3 days of casual play (2-3 hours a day) I shot up the pistols marksman tree and now have a TKA\Smuggler. I have to say that the mix allows me to kick some butt when I feel the need, but also allows the merchant in me to make some money on the side by slicing stuff. Anyways...its all about fun right? If so, this is what worked for me :-)
Cheers
Trandoshans get bonuses for melee defence, unarmed speed and damage with the best health regen of any species. Downsides are the inability to wear gloves or boots, infernal action pool regen rate and faction penalties if playing imperial.
I would speculate the reason there are so many Trandoshans around is that on first glance they make the best TKAs. And after playing a while people are disinclined to reroll. If I would start over I would probably pick Zabrak for the mind regen rate and make him a doctor thus having an ability to keep those weaker health and action pools full for minimal downtime.
It also depends on your playing style. If you are grouped with a medic all the time pick Trando. If you want to engage in PvP and/or like to solo make Zabrak TKA/Doctor. Also Trandoshans just look great =)
Trandoshan action stats are brutal. Max of 400 stamina and 1000 action blows the worst.
I agree with the idea of being some sort of partial medic if you plan on being TK. My skill set includes first aid 4 , Diagonostics2 and pharm 3. It essentially allows me full heals off of good stim C's and in pretty short time. Good for when you have 3 baznitches on you ![]()
I find the mind stats of marginal difficulty/inconvenience. You can have up to 500 focus 600 willpower.
Biggest problem I see is that you can't take more points away from strength or constitution - especially strength which to me is a waste of attribute points. I'd love to throw another 200-300 points into my mind stats but I essentially can't because I have no more points available to give up. I have 950 health, 1000 action, and 750 mind - and right now the best I can see doing is dropping my action secondaries to 300 - and that only frees up another 150 points.
All I gotta say is thank goodness for Muon Gold, and I look forward to when I can actually experiment the downer time down some (when spice experimentation actually works).
I am a Trando TK novice, and I went up the scout tree to master, and am going for creature handler. Why? When you kill that much stuff, you might as well start harvesting creatures...which generates scout XP. Then you can start running faster (key), building camps to heal (key), and making traps (ultra-key, becuase trapping is a great way to take creatures that are above you). Buy a good non CH pet (like a cowardly gurreck or rock beetle) to take some of the heat off you, and then get to CH so you can find and train your own pets (as well as handle aggro pets that high-level CHs give or sell you). It is also good to take some medic skills, first level pharmacology is good, because it gives you +10 medical use, which means you can use B stimpacks, which will also save your butt.
The key is that you do lots of damage, but you also take lots, so you need to deflect some damage (with creatures) and heal some (with low-level medic skills). Travelling with a doctor or combat medic is also cool, but doing the above allows you to solo pretty well.
I am going to move up TK to master, and move up Ranger and CH partially (so I can get better pets, better camoflage, etc.). I have found this a fun way to go.
I do mostly PvE by the way...strategy would likely be different if you plan to go faction and do lots of PvP.
Good Luck!
Gorgoth Goc
What I found worked for me is Zabrak. Although I may not have the innate bonuses to Unarmed Speed and Damage like the Trando, having that naturally high willpower lets me pull more points away from my mind pool with little worry. Most important thing I found, if you're zabrak... 700-800 willpower is fine, but make sure you max your constitution and stamina, after that, boost your strength and quickness. Then distribute whatever points you have left to the remaining pools. Reason for this? More often than not, us TKA hurt ourselves with our special moves HAM cost than anything else. By boosting strength, stamina... (and being a zabrak with high willpower counters the mind costs really) you reduce the amount specials cost you.
Happy hunting!
Course, if you're a Trando, don't give up the notion of medic. I'm a Trandoshan TK (almost Master :smileyvery-happy
and planning to go to Master Doctor (I'm full second tier and 4th tier in wound treatment).
The benefits to this situation:
1) Able to buff to Superman levels.
2) Don't need to raise Stamina or or the Health regen atribute (can't believe I forgot the name, I'm not myself today). In fact, you can lower them all the way. And I mean ALL the way (unless you plan to wear armor, which I don't suggest for a TK). Why can you do this? Because with well made stims, you can heal yourself completely in one use.
This allows you to pour points into your Quickness attribute to keep those action costs down, especially because with the new VK's, most of your special move costs come from action. It also frees up points for mind. This is really important. Against higher level foes, you MUST have a high mind. I've seen a Mauler on Naboo hit me for 850 mind in one shot. If you don't have a high mind, you are screwed, even in PvP against Eye Shot.
3) If you make good meds, you can make a fortune selling your wares. ![]()
All this is just my opinion, but I've made this TK/Doc setup work very well. Not to mention the fact that in PvP you can play a combat or support role.