Teras Kasi Archive

Thread: TKM CU help!!

GameMan2k
Sun May 22, 2005 7:26 pm
#1

I just started looking into my TKM since the CU, Idecided todo space missions untill the bugs in the ground CU were ironed out. (space missions are also stll bugged.. lol).


Anyway.. my TKM seems almost useless in PVE ground combat (won't even think about PvP at this point). I got incapped by a lvl 80 Bol on Dant, MO.


I was using my most advanced attacks, but I was doing only -96 damage max with them, and of course I ran out of action fast.


I have other 'ranged' and 'melee' toons.. they seem to be OK, and can hold thier own, so I understand the CU concept,, but I can't seem to balance the TKA attacks.


My TKM is also a Master Doc, sohe was wearing 'Battle Armor', I took it off because I thought that was the problem.. butI stillbarley killed the Bol. (with healing myself.. lol)


Any TKM combat hints would be much appreacited.



I will display the "Test Center" icon until SWG is bug free.
mojen
Sun May 22, 2005 9:29 pm
#2


how strong is your vk
mojen
Sun May 22, 2005 9:35 pm
#3

I seen some vks get to 650 max damage with 25 range... why better then the crafted vk
GameMan2k
Sun May 22, 2005 9:49 pm
#4






mojen wrote:


how strong is your vk





VK stats:


Condition: 939/964


Speed: 2.82


Mod Speed: 1.82


Damage: 165 - 385


Base DPS: 97.43


Modified DPS: 150.82


Attack Cost: 122


Sliced...





I will display the "Test Center" icon until SWG is bug free.
rixo1
Sun May 22, 2005 9:53 pm
#5

1st lessen no vk you will do better w/o it unless its been changed lately



Rixo
Dark_Jedi88
Sun May 22, 2005 10:06 pm
#6

I'm a Teras Kasi Master, Master Smuggler, and Master Brawler, I can hold my own pretty well in a fight.

Make sure that you're using Center of Being, I have a recursive macro going on it. It really helps a lot.

Then, if you're using a VK, take it off and try a fight without it. I don't use any VKs because last I heard they were bugged, and that you do a lot more damage without them, regardless of the DPS.

The Unarmed Combo is bugged in the combat chat, so even though it says you're doing 300 damage, you're really doing about 900, before armor mitigation.

I usually start out with an Armor Break attack from the Two-Handed IV skill tree, then hit the Advanced Combo. I have Melee Hit on auto attack(which you assign yourself by holding Ctrl and clicking on it) because Melee Hit takes almost no action at all. I usually get one Melee Hit in between the Advanced Combo's cooldown. Every little bit helps.

Popping a brandy, Vangerian Canape(sp?), some spice when I need it, Powerboosting before the fight, and injecting a stim D once in a while, I do fairly well in PVE and PVP. If anything ever goes wrong, I just hit the Feign Death, and sit there while my Health regens.

By the way, when doing all of the above, I usually have about 5k Health, considering now that Moun and Pixie stack, you can balance out their negative bonus and give yourself a +40% to Health and Health Regeneration, so you get an extra 1.4kish just from them.


Hope this helps.



Ganan Fireraven
Master of Teräs Käsi
Smuggler in Illegal Goods
Colonel in the Rebel Army
Captain of the Smugglers' Pride
"The Teräs Käsi have formed their body into the ultimate weapon, we are never unarmed."

c-mot
Mon May 23, 2005 4:21 am
#7

i have a MDoc/TKM for a long time. after the CU i added Master Brawler with my addítional skillpoints.

like dark_jedi said
dont use VKs - even Blasterfist is doing less damage then bare hands (the small speed advantage doesnt make up the damage disadvantage)
use center of being - it enables me to tank 4 CL80 bols without probs, i use bacta infusion - this will heal most of the damage i take for the time it runs, so i can concentrate on attacking
use armourbreak - u get this from the 2h brawler line
dont use any armour - as soon as u put on just one armourpart, your whole innate armour is lost (there is a bug when u put off armour your innate armour wont come up in certain situations, so be careful with equiping armour)
use a PSG - it only works against ranged energy attacks, but stacks with your innate armour - all ranged attacks by creatures are energy attacks

with my master brawler i get melee assault a high damage hit, i use with adv combohit as my main attacks, additionally i have bleeding dot attack from brawler 1h and an area knockdown from brawler pikes which both are very useful too.

it might take longer to bring down a mob compared to pre-CU, but with TKM/MDoc u can still solo a lot of mobs, that are absolutely deadly to other templates.





Master Medic[Elder Doctor · Elder Pistoleer]@ Chimaera
Master Medic[Elder Doctor · Teras Kasi Elder]@ Gorath
Master Smuggler[Elder Combat Medic · Elder Pistoleer]@ Gorath
Master Bounty Hunter[Elder Creature Handler · Elder Rifleman]@ Eclipse
Master Medic[Elder Combat Medic · Elder Bounty Hunter]@ Lowca
we never forget
After5CST
Mon May 23, 2005 9:44 am
#8

Quick advice to a TKM/MD:



  • CoB ( Center of Being ) is your best friend. Keep it going in combat. Always. 90% of the time when I get into trouble in combat, it's because either (1) I aggroed 4+ opponents my level or higher, or (2) I forgot to keep CoB up for one reason or another. Note: Center of Being will not fire properly if you are moving: it requires that you be stationary.

  • /bactaInfusion is your other best friend. Keep it going on yourself in combat. Always. When I was TKM/MD ( I switched to TKM / MCM ) I found most single PvE opponents couldn't even get me down to 90% health as long as I kept the two going : I healed faster than they could hit and do damage.

  • Use macros if necessary ( and fits you playstyle ) to keep the above fired and going, so that you have fewer things to keep track of.

  • Watch your damage output with weapons. I don't use any, because my bare-handed melee damage seems to be better than any knuckler I've found so far. Plus, I worry about whether unarmed defense ( a nice little bonus for TKAs ) works properly if you have anything armed ( it should work with knucklers, I think, but lots of things should work post-CU that don't seem to do so ).

  • Ditch the armor. All of it. Wearing one little piece of armor will cause your defense to drop like a rock, and you to be an easy target for mobs. I sold my armor at the bazaar just so I wouldn't forget and equip something.

  • I like setting the default attack ( Ctrl-click icon ), so that it will fire for me between when I'm doing special moves. Surprisingly, /meleeHit works reasonably well for an attack that requires extremely small amounts of mind/action to fire. Since I do a lot of healing ( mind ) in combat, sometimes I'll pick a more draining attack as my default since my mind pool seems to be the one I have to be the most careful about draining. Others like setting default attack to Center of Balance, and report decent success with using that to keep CoB active as much as posssible.

  • Experiment! I have a fondness for both /legsweep and /armorbreak : the first gives me a short "breather" from enemy attacks for a bit ( sometimes helpful ), and the latter really makes it a lot easier to do decent damage to them since it really cripples their defense.


Pablokadman
Mon May 23, 2005 11:13 am
#9

Pretty much all they said


I also power boost before fight if possible, COB always and forever, use foods or and drinks (with PB health is 5k+) and armor break


I save the leg sweep or lunge for restarting cob, not really necesary from what all I have read but it works for me.


Good stim d's if CL 80, use absolutely no armor but do use BE clothes, +melee and ranged defense also for the heck of it +healing and +melee/ terrain negotiation(supposedly the +melee is not working correctly but what the heck have to wear something)


If the action pool is dropping too much I switch to just melee strike (think thats it, low action costs so it rebuilds faster than you use it)


and if the health is dropping bad check your COB make sure its running, you do have to be absolutely still to get it to stick.


Don't get hung up on just what is supposed to be your most damaging attacks, get a dizzy in.






Pablo Kadman

A vet, cuz I say so!

Pablokadman
Mon May 23, 2005 11:19 am
#10

hehe didn't pay attention to the part about you being doc, disregard the stim d thingy



Pablo Kadman

A vet, cuz I say so!

GameMan2k
Tue May 24, 2005 5:02 am
#11


You guys are a God Send!!.. I've taken your advice and I'm very happy with the results.


Now my TKM performs likePre-CU (just kidding)


Thank You guys/gals so much!!!



BTW: even CL 82 Bols flee when they see me now.. :-)




Message Edited by GameMan2k on 05-24-2005 05:06 AM



I will display the "Test Center" icon until SWG is bug free.
Dariane_Kamutsovy
Tue May 24, 2005 5:38 am
#12






GameMan2k wrote:

I just started looking into my TKM since the CU, Idecided todo space missions untill the bugs in the ground CU were ironed out. (space missions are also stll bugged.. lol).


Anyway.. my TKM seems almost useless in PVE ground combat (won't even think about PvP at this point). I got incapped by a lvl 80 Bol on Dant, MO.


I was using my most advanced attacks, but I was doing only -96 damage max with them, and of course I ran out of action fast.


I have other 'ranged' and 'melee' toons.. they seem to be OK, and can hold thier own, so I understand the CU concept,, but I can't seem to balance the TKA attacks.


My TKM is also a Master Doc, sohe was wearing 'Battle Armor', I took it off because I thought that was the problem.. butI stillbarley killed the Bol. (with healing myself.. lol)


Any TKM combat hints would be much appreacited.





As TKM/Smuggler I can hold my own against level 82 (i'm level 80, unbuffed (!), unarmored) and trying on harder at the moment (not conclusive yet). Given... it will take a bit of time and planning but it can be done.


1. Do not use _any_ armor (it will cancel the innate armor)


2. Do NOT use VKs of any kind (i found they eat more action and give less damage over time), so they are plainly useless.


3. For higher damage you might use swords, but then again, these will eat more action.


4. Do NOT spam SPECIALS only. It's not the "I Win" button/action, nor should it be.


5. Always have CoB on (macro).


6. Preparation is the key: synthesteak (i think it is) lowers damage taken, brandy increases regen, and there are more helpfull foods. Check them out and USE them. Some may call it buffs but these buffs are small in duration (<10m most of the time). Get powerboost while meditating. Keep Stimpack-Ds (better HIGH capacity healing/low quantity then low cap/hig quantity: takes 60s before you can slap down another).


7. Default attack: melee hit (yes! the LOWEST attack form).


8. I often start off with: legsweep/armorbreak, and when this fails, a dizzy/lunge... 1 of the 2 combi's seem to be working at a point.


9 Next melee strike/combo attack.


10 Depending on fight's progress, keep an eye on stuff mentioned in 6; perform 7, 8, 9 ...


11 Don't forget to use /taunt... I've found to be far more effective when I have 2-4 creatures beating me then just one .... After all.. our jjob is: TANKING... The more we tank, the better we do... Need confirmation on this one tough..


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