Teras Kasi Archive
Thread: what to combine with tkm??? doc, pike, or swords
i find that when fighting a doc, try to make them spend more time healing than actually trying to attack u, if u can make a doc run out of mind, they are gone,
i would say master pike with tk and combine 0-0-4-0 swords for armour break
I've experimented extensively with TKM/Master Doc and TKM/Master Combat Medic ( which isn't viable for you, if you also want Artisan as you listed ).
I have no experience with PvP, so I can't comment there.
TKM/MD is a great solo template for PvE. I can easily survive and defeat 2 ( and usually 3 ) enemies of level 82 at the same time. Granted, it takes a while to whittle 'em down, but particularly with rebuffing now available ( don't have to wait for CoB or Bacta Infusion to expire before re-applying ), it's a really difficult combination to kill. And, with no supplies of any kind needed, rather lucrative.
TKM/MCM is also really, really good. The lack of Bacta Infusion means I have to pay a little more attention to my health, but the additional DoTs like Deut. Toss up the damage output potential ( and give me a ranged attack for drawing out single enemies from a mob, if needed ).
I prefer TMK/MD for solo expeditions or groups or two. In larger groups, I prefer TKM/MCM for the area healing capabilities. For non-combat activities ( buffing, wound healing ) I've found MD a really nice perk as well -- with the lack of wound healers in Med Centers, doctors are frequently sought out wherever they go.
I'm currently TKM/MCM because of the EXP grind for FS Exp points go a lot easier with MCM ( it is much more effective in large groups, which is what I'm more or less forced to do at the moment ). In the end, I hope to use my last respec to return to TKM/MD as it fits my playstyle nicely.
for pvp -
TKM/mFencer/mSwordsman.
played properly, you will rarely (if ever) lose a duel to a non-jedi. -that's been my experience anyways.
it's also fantastic PVE -
TKM/mSword/mbrawler/Pike dabble is also excellent.
the problem with Doc as a combat toon is that you have less defense and offensive strengths - resulting in more time spent healing. you hit slower and get hit more often - the melee stacker and ranged rooter will beat you often.
Message Edited by Jeisyn on 05-17-2005 12:18 PM
Thanks for your imput. Ive spent hrs reading all the forums and this is what I have decided on:
tkm/mpike/mbrawler/swords0004/artisian0030
This gets me great defence with the tkm. pike adds some defence and crowd control and does almost as much damage as swords. for me, pike seems to be a bit more fun and (rp wise) it seems more appropriate for a female twi to have a pike than a huge hammer that she prob couldnt even lift lol. The swords 0004 is for the nice attack you get in the 4th box, which I can do with a pike. I was considering changing this to swords 0040 for more defence but most peeps seem to think there is not much advantage to getting your defences any higher than 250-270, which I am easily at. Also, if I remember correctly, 0004 also gives speed and accuracy bonuses with is critically important for pikes.
The only part of this template that is fixed in stone is artisian 0030 as I will not give up my vendor.
Please share comments & suggestions..........
Still got healing (4 ways to heal), but extra damage in pvp from the CM Poison and Fire (which stack multiple times). And the debuffs are great in PvP ... -40% attack speed and movement for +2mins. Massive hit to action/mind regen.
Excellent in groups, decent in PVE, but still a slow killer compared to other templates, and very good in PvP.
Acip wrote:
how good is the CM for offence? opinions on this vary grately. I would love to duel this template but havent found one yet.
16 pvp wins vs 2 losses since CU went live. Though about 7 of these were before the Paralyse nerf. ( I rarely PvP )
The strong thing about CM in PVP, is that there is you can hit with melee/ranged weapon while the poison/fire is doing it's damamge. So think of it this way....take your current weapon damage and add 500 damage every few secs, then combine that with the 40% reduction in enemy attack speed (in other words, 40% damage reduction). Couple this with TK CoB 500 Defense bonus.
CM/TK can :
Knock you down.
Armour break you.
Reduce movement speed by 40% for 2 mins+
Reduce attack speed by 40% for 2 mins+
Cause massive decrease in action/mind regen so you can do less specials.
Go right through your armor with poison/fire damage.
Paralyse you for 12 secs while the DoT's do their bit.
Use CoB to give you a target with 600-700 Defense for 45 secs.
Can heal themselves 4 different ways.
Powerboost themselves giving +500 health for 10 mins.
Now add in 20% enhancers for the CM debuffs and DoT's