Teras Kasi Archive

Thread: TKM/Master Swordsman/Fencer Questions

Llevan
Tue Jun 14, 2005 9:46 am
#1

Before the CU I was Master TK, Master Swords with Fencer Defenses and I was pretty good at soloing anything I came across.


Then, my various defenses stacked.


After the CU with these professions, if I go to the mods screen it shows my Offense/Defense as "unarmed", "Two handed," etc and each one has different mods. Does this mean that there is no point in stacking defenses anymore?


Ishave multiple combat professions useless now?


Also, which class can wear composite armor? It says that I don't have the certifications to wear my armor anymore. Should I just use TK innate armor anyway?


Thanks,

Igik
Ronaj
Tue Jun 14, 2005 10:40 am
#2


Well you'll have a ranged defense mod and a melee defense mod that'll stack with the mod you get from whatever weapon type you're using at the time, such as with your template, ignoring the fencer part anyways as just the masters are easier to give examples with, you would have the following defensive mods...


Unarmed Defense +75


Two-Handed Melee Defense +50


Melee Defense +160 Base, fighting with TKA weapons +235, 2h weapons +210


Ranged Defense +115 Base, fighting with TKA weapons +190, 2h weapons +165


Just the Melee Defense and Ranged Defense you get from various professions will stack, the weapon class specific mods only kick in when using that type of weapon but do stack with the general mods as shown in the examples above. Just like the General Melee Accuracy/Speed & General Ranged Accuracy/Speed will stack with the mods you have for whatever specific weapon type you're using. Also be sure to use Improved COB as that now adds another +500 to both Melee and Ranged defense, Improved Center of Being lasts 45 seconds but works great.


TKA Innate Armor has mods up to +60 which basically multiply that by 100 and you have your armor rating in comparison to crafted/loot armor so as a TKM you have 6000 resists against everything. The MSwords in your template allows you to wear Battle Armor but, on Chimaera anyways, I've yet to see any armor Recon, Battle or Assault with all resists better than 6000. Under the new system only Bounty Hunters, Commandos and Squad Leaders can wear the Assault armor. An easy way to find out what professions can wear what armor is to look at the Novice box in the elite professions, on Swordsman for example you'll see Battle Armor Movement Mitigation 20% and Battle Armor Rate of Fire Mitigation 20%(no idea if the Rate of Fire mitigation actually applies to melee combat also as just the name of it sounds like it would just apply to ranged combat).


Alot of people still stack TKM and MSwords and typically use either the Swords specials with TKA weapons and Innate armor with Imp COBor just use the Swords specials and weapons while using TKA Innate armor and Imp COB.Best thing I can recommend in this area is to check out the template sticky at the top if you have any questions about different combinations.


I know this was a little long-winded but hopefully it shed some light on your questions.

Message Edited by Ronaj on 06-14-2005 12:41 PM



IGN Ronaj Anatil - Master Ranger

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Gamexaholic
Tue Jun 14, 2005 6:37 pm
#3






Ronaj wrote:


Well you'll have a ranged defense mod and a melee defense mod that'll stack with the mod you get from whatever weapon type you're using at the time, such as with your template, ignoring the fencer part anyways as just the masters are easier to give examples with, you would have the following defensive mods...


Unarmed Defense +75


Two-Handed Melee Defense +50


Melee Defense +160 Base, fighting with TKA weapons +235, 2h weapons +210


Ranged Defense +115 Base, fighting with TKA weapons +190, 2h weapons +165


Just the Melee Defense and Ranged Defense you get from various professions will stack, the weapon class specific mods only kick in when using that type of weapon but do stack with the general mods as shown in the examples above. Just like the General Melee Accuracy/Speed & General Ranged Accuracy/Speed will stack with the mods you have for whatever specific weapon type you're using. Also be sure to use Improved COB as that now adds another +500 to both Melee and Ranged defense, Improved Center of Being lasts 45 seconds but works great.


TKA Innate Armor has mods up to +60 which basically multiply that by 100 and you have your armor rating in comparison to crafted/loot armor so as a TKM you have 6000 resists against everything. The MSwords in your template allows you to wear Battle Armor but, on Chimaera anyways, I've yet to see any armor Recon, Battle or Assault with all resists better than 6000. Under the new system only Bounty Hunters, Commandos and Squad Leaders can wear the Assault armor. An easy way to find out what professions can wear what armor is to look at the Novice box in the elite professions, on Swordsman for example you'll see Battle Armor Movement Mitigation 20% and Battle Armor Rate of Fire Mitigation 20%(no idea if the Rate of Fire mitigation actually applies to melee combat also as just the name of it sounds like it would just apply to ranged combat).


Alot of people still stack TKM and MSwords and typically use either the Swords specials with TKA weapons and Innate armor with Imp COBor just use the Swords specials and weapons while using TKA Innate armor and Imp COB.Best thing I can recommend in this area is to check out the template sticky at the top if you have any questions about different combinations.


I know this was a little long-winded but hopefully it shed some light on your questions.


Message Edited by Ronaj on 06-14-2005 12:41 PM





Very informative post .
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