Teras Kasi Archive

Thread: What profession(s) are YOU doing with TKA?

Smeagol85
Tue May 17, 2005 6:36 pm
#1


I plan on doing tkm and possibly master swords with one of my toons. I just wanted to get some feedback on what everyone else is stacking with Teras Kasi. Post what your template will be withTKA and if your ambitious maybe a little bit about why you chose that. At the moment I have the following:


4440 Brawler --- TKM --- Master Swords --- Medic 4040 --- Doctor 4000


--- TKM is great for defense and Swords is great for offense. For now I have been trying it out with some doctor skills. When things get a little rough it's nice to have a few different heals to use along with stims. I can also take care of my own wounds, self buff with nutrient injection and have improved bacta infusion to run with a macro. On top of that I get some extra melee and ranged defense. With this template I can tank well, deal lots of damage and take care of healing fairly efficiently. ---


I look forwarding to hearing about many different templates to do with TKM. Maybe help me and others choose before the respec is over. (Soon for many of us)
Galbatorix
Tue May 17, 2005 7:44 pm
#2

I personally did not find any importance in myself becoming a healer in any situation. The template i chose was TKM / Master Swordsman / Master Brawler / Scout 4000...some of my sp had to be spent in fs, it might end up being 3000 scout before the end. I use high quality stim d's as back up, and my primary roll is a tank that also deals dmg (to ensure that i recieve the agro instead of somebody else). I have always found, atleast in pve, that a doc was nice to have but not neccesary...stim d's while working in a group has always kept me alive. In fact with this template i was soloing lvl 81 bols on dant without any problems.
kodimoo
Tue May 17, 2005 8:21 pm
#3

i have 2 templates.

master tk, master pikes, master brawler, swordsman 0 3 4 0, fencer 2 0 0 0
i like this template because i get a LOT of special attacks. i also get ae knockdown, and an ae spin attack. i get improved armor break, improved area taunt, improved intimidate, improved warcry. theres just so many choices of things to do. impale is also a very high damage attack. healing isnt a concern. i tank CL 82 seething bols on dantooine easily, and dont need to heal. i buy 1100+ power stim-d's anyway for dueling and such. oh, in groups, if im wielding an unarmed weapon, i can ae taunt/tank 4-5 mobs fine, so long as i keep up CoB.

at the moment i am the following:
master swords, master fencer, master tkm, 4 points left over
i like this template. i like master fencer.. the snare is a nice attack. i dont have half as many specials as the previous template, however my damage is quite high. ive noticed i get hurt a lot more when wielding a powerhammer however. i like to use my fencer weapon, if any, as i dont have knuckles of the katarn yet. unarmed damage is bad, and swords doesnt have as much defense.
jiro09
Wed May 18, 2005 9:34 am
#4

i know that this should probably be moved to the template sticky...but here goes:


2 templates.


a. TKM/Mpike/Mbrawler/Sword 0040/scout 1000


it works well. good tanking. decent damage. great numerical defenses. however, tanking multple creatures (solo) will inevitably lead to my death for two reasons. the first being that i can't do enough damage to kill the mobs fast enough. second, i cannot heal myself fast enough to survive. Stim D's, while great, just don't healenough. quickly enough. ruby beil (sp?) helps. in a group situation with a healer at your side; this kicks ass.


b. TKM/Mpike/doctor 4000


much better for the solo player. while it is statistically weaker in both defense and offense, the effect of losing MB and the defense line from swords is not that noticable (losing advance armor break is though). i also miss the head hit you get at novice sword. but....i laugh at mulitple mob tanking ( to a point ). i scoff at ROOT. offense is a little weaker but i survive longer to kill things.




Caymus Shaden

"think of how stupid the average person is... then realize that half of em' are stupider than that" --george carlin
Garrakk
Wed May 18, 2005 9:45 am
#5

TKM Mbrawler swordsman 0044 smuggler 4040 13 boxes in fs skills


only lvl 77, but as a trandoshan this gives me all the unarmed bonuses available, CoB + PRStance, + Sword Flurry for defence. i don't care about pvp, as i'm unlikely to participate one on one. I'd rather have fun with my template than just go for the almighty lvl 80.


next come the defensive macros to see how much action i eat trying to keep all defences maxed.





;Garrakk Sunbasker;
;Certified Groinshot Target of N'Varra Wren;
;Has been officially bricked by Icksiepoo;
;Teras Kasi Elder=Brawler Elder=Smuggler Elder;
;-V-=Valor, Dantooine=Eclipse Server;
Munkie
Wed May 18, 2005 9:46 am
#6

I do not get it, please help.


How are you mastering multiple combat professions? I have 250 of 250 skill points to distribute, however I cannot get more than one Master Profession.


Thanks for any help.



Munkie!
TKMFelixx
Wed May 18, 2005 10:05 am
#7

TKM/ MCM /dabble some swords for the higher damage unarmed....

1. I like the double support CM gives both in healing myself and others also I love the stats and debuffs

electrolite Debuff, Ruptureand Shock do let them try to get past me to the other playersin my group lol

also baca spray is intant super aggro its what taunt is suppost to be like hehe...


2. DoT's help so much in the damage dept... DoT big bad mob then paralize and electrolite drain and walk away....

rest and do it again.... sure ittakes time but almost no danger of getting killed.....


3. Rez your friend in cave sothey dont have to clone....


4. cost nothing for this template no weapons nada sept food if you want that extra boost of mind....



your jedi mind trick won't work on me!
only money !
After5CST
Wed May 18, 2005 10:30 am
#8


Basic skill point rule #1:


Novice professions require 15 skill points (each). Don't take any you don't absolutely need if you want to master multiple elite professions.


Working "top-down", to show what you can do:


Assuming my math is right, every elite profession requires 63 skill points (in itself), plus pre-requisites. So, if you want to master two elite professions, that's 126 points you'll spend in elite professions alone : leaving 124 points for pre-requisites.


Now, each elite profession requires two branches of a basic profession ( ignoring novice skill points ). So, if your two elite professions have no overlap ( e.g. TKA requires two Brawler lines, while Doc requires two Medic lines ), it's going to take 56 points for basic profession requirements w/o Novice boxes. So, we now have 68 remaining points.


Now, each of those four lines require a Novice profession, but there will almost definitely be overlap. For example, TKA has both of its requirement lines in Brawler ( requiring only one ), while Combat Medic draws one line from Marksman and one line from Medic ( requiring two ). So, a TKM/MCM requires three Novice boxes, while TKM/MD only requires two ( Brawler & Medic ). So, assuming two novice boxes ( many double-elite-combats require two ), you will have 38 remaining points to spend as you wish.



Fun With Numbers:


The highest skill point requirement I could find ( Master Bio-Engineer / Master Commando ) required four Novices boxes, but can still be double-Mastered: granted it takes 242 skill points, but it can be done.


The lowest requirement I could find for double-elite-combat was Master Fencer/Master Swordsman : it takes a mere 183 points ( only one Novice box ( Brawler ) required ).


If you want to be a triple-master just to say you could, you can even Triple-Elite-Combat-Master Fencer / Swordsman / TKA, as all three have overlapping requirements ( All from Brawler, and all draw from just three brances of Brawler ), spending 246 points to do so.
Munkie
Wed May 18, 2005 11:51 am
#9

Ok, perhaps this was my own fault. You see I got rid of a bunch of my Master Shipwright skills 2 months back and never regained anything for them except for some Novice Brawler skills. Hence not enough for x2 Master.



Munkie!
Cuit
Wed May 18, 2005 1:23 pm
#10

TKM + Master Brawler + Master Dancer


yup you heard me . . master dancer . . . let the galaxy beware my dancing feetas well as my TK fists.


Only CL 56 but hey . . I have fun in and out of combat





Bis Cuit

pre NGE:
FormerTKM, Master Swordsgirl, brawler 4/4/4/0, scout 4/0/4/0, nov CH
Jedi Paddy unlocked 11/13/05, 11:00 pm est
Master Dancer - retired 9/18/05

I like shiny things ^_^
Digito
Wed May 18, 2005 2:06 pm
#11

Swordsman mainly right now, giving some thought to taking up parts of Fencer or Pikeman, or some of both to give myself some extra techniques. A spin-type attack would be quite nice to have. >_>




Digito Byte
.......:::: Retired but Proud member of Oasis ::::.......
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| Guy Who Makes People Hurt | Level 63 = Dead in the Water For Now. | Your Ad Here
sKaz
Wed May 18, 2005 2:13 pm
#12

TKM / Pike Master; Swords 0/0/4/4; Fencer 0/0/0/1(master Brawler)-- thinking of respec'ing to tryout ensnare which I believe is a Fencer skill. I'm convinced swords is the way to go for mega-damage, but I prefer the Pike weapons over a big hammer.


~ Tarin Tai'e ~


Tempest



captenjonny
Wed May 18, 2005 2:29 pm
#13

TKM/ MSWORDS/ MBRAWLER/ Fencer0/0/0/4



I rock.





Captain Jonny
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