Teras Kasi Archive
Thread: Do the unarmed Trandoshan bonuses really matter?
Ok I know that the +5 for unarmed speed won't matter a bit once you get higher up but what about the +10 to unarmed damage and the extra boost for accuracy.
I'm thinking that the unarmed bonuses will help you more if you decide to go commando or smuggler rather than TKA. I played a few hours last night and got up tounarmed II but I'd be willing to re-roll a Human (such balanced HAM) since I'm so early on in TKA.
Thanks.
I'm probably gonna stick it out with the lizard man. The regen for action is low but can be countered with a tat sunburn. I'm banking on that extra +10 though. The lack of boots may hurt me but for the most part I think I'll be ok with a chitin chestplate and leggings.
Thanks.
(more suggestions would be helpful though)
Humans are the best right now simply because of the 400 -1100 secondaries.
I get buffed so I migrated my mind to 1100 focus 700 WP. Can you say spamming UH2 at 1.0s with VKS?
I cut through mobs like no other.
The thing about Trandos is that they can't wear gloves or boots... and that turns out to be a big penalty.
Initially that doesn't matter; straight out of character generation you have some "free" bonuses to your Unarmed oomph. However, down the road when socketed clothing becomes a factor, you can't wear those gloves and shoes that might add bonuses to your Unarmed skills exceeding what a Trando has naturally.
Mind you, this is contingent upon Bio-Engineers having full functionality and the new item degradation situation means that you're spending money over time for the added effectiveness.
So it seems like it comes down to if you want free, non-degradable bonuses... or do you want bigger and customizeable bonuses?
However, I submit that the relatively small Mind pools available to Trandoshans severely limit their Powerboost capacity later in the game. With the high HAM costs associated with VK use and the constant threat of Mind incaps, being a lizard seems much more appealing in the startgame than the endgame.
About the only reason to go for Trandoshan would be personal preferance. Stat wise Zabrak seems to be the best candidate. When you are TKM the speed and accuracy bonuses dont count for anything. The dam increase may help a bit but on the other hand you are losing armour feet and hand slots that could each theoratically hold four ability enhancements.
Also PowerBoost (meditation II) will increase your max action , health and mind pool by 50% of the current mind pool size it pays to max your mind pool. Health and Action regen do not matter if you pick novice medic (which most TKA do) and you have the mind power to use stims when needed. In PvP mind being only unhealable pool Zabraks maxed mind regen and pool size wont hurt any either.
The only thing humans have going over Zabraks atm is the lack of faction penalties when playing imperials. Still, better pick what you like to play not what is necessarily the most efficient build.
Actually the dosh is starting to grow on me a bit and I've only played him for one day.
I'll stick with the old lizard
In the endgame it's really all pretty cosmetic.
I like being an old trandoshanwoman tkmbecause it fits the character I roleplay, I also get to wear nightsister clothes..
I am also about 2 feet taller than everyone else, it's fun to stand out in a crowd.
Pick a toon because you like it, because the bonuses wont mean much later on.
I agree, I picked my character at first for the fun part... a mon cal TK
I realized how incredibly sucky they were (way back when)... huge mistake... went human...I wish I still had good ole fishy fists for the power boost ![]()
I am an imperial so human wasn't a bad choice. I try to have no regrets, but at times I really miss the shock value associated with mon cal TK's...made him truely unique... and now with all the new additions... I am just another TKM in the crowd... bastards ![]()