Teras Kasi Archive
Thread: Question about TKA and templates
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ThisIsTheMatrix
Sun Aug 22, 2004 1:30 pm
#1
I am currently a 3/0/2/2 TKA/MasterBH. I plan to master TKA. After looking at a character builder I decided I can go TKM 4/0/0/0 BH with 32 skill points remaining. Any suggestions on what to do with those remaining SP's. I also thought about going TKM 4/2/4/2 BH, uses all the SP's and I would have enough banked XP to be able to master BH immediately in case I wanted it back. I would like to both PvP and PvE, and even do Jedi missions now and then. I realize I can give up BH then master Commando, or do pistoleer and smuggler with it, but I figure as soon as I give up BHI will want to master that again.
So with these 32 points left, what would you people do. I figured that I might get Flame 4 in commando, or try something different seeing that the 3 second weapon switch timer is in the game, I would mainly be using my TKM skills.
With vibroknucklers....a TKA isnt really unarmed. That would be wicked if they added say nun-chucka's and some other weapons that we can use that are not really a sword or a pole. Nun-chucka's arent really star wars, but in this game....what really is star wars about it?
ZabrakGabe
Sun Aug 22, 2004 1:39 pm
#2
ur current template sounds good for some jedi smackdown, might i suggest using the remaining skills in medic? its nice to be able to heal urself during combat and be able to cure bleading. my current template of tkm, swordsman 0-4-3-3(going for master), and medic 4-4-0-0 works good.
Atama
Sun Aug 22, 2004 8:37 pm
#3
"With vibroknucklers....a TKA isnt really unarmed. That would be wicked if they added say nun-chucka's and some other weapons that we can use that are not really a sword or a pole. Nun-chucka's arent really star wars, but in this game....what really is star wars about it?"
Without VKs we still aren't unarmed. Our hands and feet are weapons. This is really true for Trandoshans who get added damage from claws.
The VK only adds to the damage that the fist already does, so it's not so much a weapon anyways, it's more of a damage enhancer. Like wearing a spiked glove.
Swords are already in the game, fencers and swordsmen use them. Poles are used by pikemen already. Don't think TKA=martial arts. All melee professions are martial artists. If nunchaku were added to the game they'd probably be a fencer weapon, since they're similar to a stun baton.
Remember, professions use a single animation for each special. That's why all fencer weapons are short weapons you can swing or stab, all pikeman weapons are long and two handed and can be twirled like a pole, etc. If you want a new TKA weapon, try to envision a weapon that you can use by punching with it (I suggested many in another thread, like shock gloves, katar, bagh nakh, cestus, etc.)
ThisIsTheMatrix
Mon Aug 23, 2004 7:16 am
#4
yea I realize that all of the professions have same animations. I consider the Vibroknuckler as a weapon though. I see this is the brass knuckles of SWG, which I consider brass knuckles a weapon as well. But I see where your coming from....we are supposed to be unarmed, but it would kind of suck if our damage wasnt really on par with rest of melee professions, so they add the vibro's as a little "enhancer" for us. I like your suggestions for weapons....not sure what they all are, but Id imagine they are cool as well.
Locom_Dandef
Mon Aug 23, 2004 7:59 am
#5
Atama wrote:
"With vibroknucklers....a TKA isnt really unarmed. That would be wicked if they added say nun-chucka's and some other weapons that we can use that are not really a sword or a pole. Nun-chucka's arent really star wars, but in this game....what really is star wars about it?"
Without VKs we still aren't unarmed. Our hands and feet are weapons. This is really true for Trandoshans who get added damage from claws.
The VK only adds to the damage that the fist already does, so it's not so much a weapon anyways, it's more of a damage enhancer. Like wearing a spiked glove.
Swords are already in the game, fencers and swordsmen use them. Poles are used by pikemen already. Don't think TKA=martial arts. All melee professions are martial artists. If nunchaku were added to the game they'd probably be a fencer weapon, since they're similar to a stun baton.
Remember, professions use a single animation for each special. That's why all fencer weapons are short weapons you can swing or stab, all pikeman weapons are long and two handed and can be twirled like a pole, etc. If you want a new TKA weapon, try to envision a weapon that you can use by punching with it (I suggested many in another thread, like shock gloves, katar, bagh nakh, cestus, etc.)
Aye - in Lineage II there's a whole range of unarmed weapons like these.
I couldn't answer your question about what is star wars all about; I agree that some things don't have a star wars feel to them - but then I'be not really explored the books & official lore apart from the films. If it was down to them, I doubt we would have any melee professions at all.
The game would be all the poorer for that.
Mankind00
Mon Aug 23, 2004 8:14 am
#6
For the template help this is what I would suggest, it's one I considered taking up myself at one point.
TKM
BH 4-0-4-0
Medic 1-0-0-0
The medic skills are maybe a bit lacking but the pistol line of BH is a good one & it gives you a good alternitive for when you need a ranged weapon.
ThisIsTheMatrix
Mon Aug 23, 2004 2:22 pm
#7
I was also thinking the same template as that mankind, but without the medic. I am very unsure on what to do. The newest template going around in my head is this.
TKM
BH 4/0/3/0
Commando 0/0/4/0
Therefore I have TKM, dont need to redo the investigation line if I want to go back to master, have some decent pistol skills which I can use a scatter or launcher with, and I would have flamethrower 4 which always intrigued me. Or maybe do this instead
TKM
BH 3/0/4/0
Commando 0/0/4/0
when I have 18k of investigation XP leftover I can drop that with no worries, have torso shot with the scatter/launcher, still have TKM and Flamethrower 4
Mankind00
Mon Aug 23, 2004 2:42 pm
#8
Just an idea but if you're not fussed about medic maybe take
TKM
BH 4-0-4-0 - the level 4 in pistols is probably a must if you plan on using it, the speed & accuracy bonuses are huge at each level.
With either
Smuggler 0-0-3-0- with this you get some nice attacks as well as FeignDeath which could be usfull if something goes wrong while your fighting a Jedi
OR
Pistoleer 0-0-3-0 - some nice deffenses as well as the Geo pistol cert & some good specials.
My personal experience with commando was not a good one I have to say, I think it's very much a case of you either love it or you hate, personly it just didn't seem effective, the delay on the specials is just too much.
Atama
Mon Aug 23, 2004 4:17 pm
#9
"I like your suggestions for weapons....not sure what they all are, but Id imagine they are cool as well."
I actually posted links to pictures and gave short descriptions of all the different weapons that might work as potential TK weapons. You'd be surprised at the variety.
Look here to check them out.
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