Teras Kasi Archive
Thread: BEST Tera Kasi Master proffestion combo?
I heard alot of good once, Master Doctor / TKM and so on but here is my idea.
Master TKA
Master Brawler
Fencer (4,0,4,0)
Swordsman (0,0,4,0)
Pikeman (0,0,4,0)
Medic (3,0,3,0)
Look at those range and melee defense mods..
Anyone have comment? or other ideas?
That's a neat idea, but if your intent is defense, would you not be better served by master creaure handler?
It's one thing to get hit for little damage all the time, and quite another to let your pets take all the beatings.
I've done a template that was..
Master TKA/Fencer/Brawler with some defense from Pike/Sword.. It was fun.. But I rerolled cause I was tired of Twi'lek penalty as Imperial (Faction cost sucked)
Im going the Master CH/TKM route myself. Currently im TK novice 0/1/0/0 CH novice 1/0/0/0 Medic 2/2/2/2 Marksman 0/0/4/4 Master Scout 4/4/4/4 Entertainer 0/0/2/3. Seems to be working out well for me atm, i think ill continue with TK and CH till ive mastered both, Keep master scout and work the rest of my points in medic and entertainer till i run out. I plan on dropping marksman totally once i need the points.
My current plan...
Master TKA
Master Pikeman
Master Brawler
Scout just for exploration
and the basic medic.
I figure that gives me alot of bang for my buck, I am not even close to tis yet since I just changed skill paths, but I like the looks of it so far.
I thought about the doc\tka route myself, and tho the free buffs and damage healing would be great, I came to realize thats getting doc would be a waste of skill points for a tka.(unless to heal others).
The main difference between docs and master medics are the wound\status healing and revive options. However, tka has meditate, which heals disease/poison/wounds quite well. And ofcourse revive cant be used on yourself.
Then we look at the healing power. A normal medic with stim c/d would be enough to keep yourself alive.
So really the only solo benifit of adding doc to your template would be the free easy buffs, and to me thats just not worth the skill points. (take chef or smuggler if you want self relied buffs)
Even if your being a doc for team.. tka is close range fighting and the "tank". Sense most fighters are ranged, it would be very uneffeciant for you to to run around healing friends during the battle.
So imo the tka/doc combo is just not a very effeciant use of skill points. Ofcourse in the end, play the proffessions you want to play, but if your just looking for the best combo, this is not it.
Brawler 4 0 0 0
Medic 0 0 0 3
Marksmen 0 4 0 3
Scout 4 0 4 0
Pistoleer Novice
CH 0 4 0 4
TKA Master
Medic Bio-Chem 3 allows me to make my own stim-b's with reasonable stats, useful for getting rid of down time and healing pets. I might drop this line and just keep medic novice, but so far this is working out pretty well.
Pistoleer Novice gives me certs for DX2, as well as bleed 2 so i can stack shots. Marksmen range support 3 let's me have a way to semi control the agro on mobs with warning shots. since the new nerf on posture down attacks, I've removed ranged support 4 since the posture down attack from that is on a timer now. Wanted to do riflemen at first but the mind damage attacks just don't work well enough with pets + TKA abilities.
I use my CH side as support, not something to hide behind. with that in mind, the 0 4 0 4 point spread gives me a total of 50 pts of pet control, i can have 1 pretty good pet out(rancor, webmaster, etc) when tanking something really nasty, or a pair of medium pets for added damage and crowd control (a pair of GSP for example). with 0 taming i won't be taming any of my pets by myself but that's not really a problem with so many CH on the server. as for the /petplay command, i can always ask someone else to train that for me.
I was a tka/ch master, and have since dropped ch entirely and am working on master doctor. Both have their perks and both have certain issues when combined with tka, here's things as I see them.
CH hybrid perks:
1 - Anti ranged. Send 2 enraged and 1 ancient, from the reptilian fliers creature type, at a ranged player and the player isgonna be running around like a headless chicken.Fliers can't be outrun, do good damage, and have some good 100% resists (particularly to flamethrowers). A rifleman attacked like this is screwed.
2 - Tanking power. They can take your place as tank as you just stand a little distance off doing the dmg.
3 - Extra dmg. Creatures don't do near as much dmg as players but they still help.
CH hybrid downsides:
1- Creatures heal slowly, and take permanent vitality hits when killed. BE stim packs can offset this but that's money down the tubes.
2- Because mobs attack the thing closest to them, getting your pet to tank can be tricky. Some pets stand quite a ways off when they fight, making it easy for you to pick up the agro, and itis HARD to shake off.
3- Pets are unpredictable. With all the bugs still plaguing creature handling, you can't always count on your pet. They get stuck on terrain, run slow at times, return themselves to the datapad for no reason, etc.
4- You don't get exp for dmg pets deal, reducing the exp value of every creature they help you fight.
Doctor hybrid perks:
1 -Self HAM healing. Self explanatory.
2 - Self buffing. In addition to the food and spice buffs, you have constant access to doctor stat buffs.
3 - Healing dots while IN combat. You can't stop in the middle of a fight to meditate so this is actually valuable.
4 - Unexpectedly high HAM in pvp, since no one can see that you in actuality have 2k hp, that gives you an advantage. Since you can buff up your physical stats, this also allows you to put a lot more of your ham into your mind pool, making it harder to kill you for all the eye shot punks out there.
5 - Revive - a downright cool ability in pvp and on long trips with friends.
6 - You can heal your own pets, which no one wants to do now that we don't get exp for it.
Doctor hybrid downsides:
1 - You are a sitting duck for ranged players, thanks to our inability to hit a running targeteven tho we'rerunning on top of him (me bitter? no...YES).
2 - Everyone in a master combat class seems to attack mind these days, which can't be healed, reducing the effectiveness of being able to heal ham.
3 - Healing reduces mind, which is what most players target, so anytime you heal anything you're helping the enemy kill you faster.
Summary
The biggest CH perks come from advantages gained in pvp, while the doctors main perks apply mostly to pve. The downsides to the CH come mostly in the form of bugs/unpredictability, and some issues in pve, while the doctors downsides ALL come from pvp.
SO, I guess you could say that whether you plan to become a doctor or ch hybrid depends on how much pvp you intend to do. Don't get me wrong, a doctor/tka can still dish out his share of abuse in pvp, but the CH gets a major bonus in being able to do *something* against ranged players (I swear having 3 enraged fliers chasing a player trying to outrun them is one of the funniest things I've ever seen, and with their 100% fire resist they're perfect for taking down all the commandos that seem to have popped up lately).
Anyway, that's my 2 cents on the matter...actually considering the length of this post it's probably more like 5 bucks... ![]()
Liriel Baenre
Umm, Fujinsho, your CH skills don't quite work out I'm afraid. With that build the best you could do is have out 2 CL 15 creatures. You have to train the taming line to 3 at least to use some of the large pets, and 4 if you want the big ones, because the taming line adds to the max CL of the pet you can tame, and you can't call anything you can't tame. If you drop management and put it into taming you would be able to call 1 large pet, which is in and of itself respectable, but as you have it things wouldn't work out the way you thought.
Just thought you might like to know before you pursue that build.
Liriel Baenre