Teras Kasi Archive
Thread: Serious template help needed
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fritz300
Fri Aug 20, 2004 4:58 am
#1
Okay I'm wanting to do a new template but I don't want to have to change my current one around too much. I came up with a couple of things but first off here is my current template (its not complete, I was going BH 3/0/0/0, Pistoleer 0/0/4/4, TKM):
Master Marksman
Scout 4/0/0/0
Brawler 4/0/0/0
Tera Kasi Master
Pistoleer 0/0/2/3
Novice BH
At first I was working on BH/Pistoleer but decided to go TKM so I could kill jedi easier... But the investigation grind is just killing me and not worth it, plus it seems alot easier to find overt jedi then it is getting a bounty on them. Any ways I don't care about killing Jedi any more I just really like TKM and want to get a good template without having to make drastic changes to my current
Here is a template I came up with, I really need help with it cause I suck at template building...-----
Brawler 4/0/0/0
Scout 4/0/0/0
Novice Medic
Marksman 4/4/0/0
Tera Kasi Master
Pistoleer 0/0/4/4
Rifleman 0/4/4/0
-----
I get 3 left over skill points... Thats my lame attempt for a template but State defense isn't horrible and I end up with 102 melee defense and 104 ranged defense, I keep the scout for terrain negotiate so I can go up hills quickly and of course I got novice medic incase I need to heal.. Talked to some friends they said my template is a mess and it needs help. I also know that if I get rid of scout I'd be able to get Rifleman 0/4/4/3 and get alot more melee defense and have 20 points left over(so if I do that, what do I do with the 20 points?)... I don't want Rifle Abilities 4 (0/4/4/4) because thats way over the melee defense cap and a waste of skill points if you ask me but like I said I suck at this any ways I'm just ranting
help me with my template!!
Regards,
fritz
Master Marksman
Scout 4/0/0/0
Brawler 4/0/0/0
Tera Kasi Master
Pistoleer 0/0/2/3
Novice BH
At first I was working on BH/Pistoleer but decided to go TKM so I could kill jedi easier... But the investigation grind is just killing me and not worth it, plus it seems alot easier to find overt jedi then it is getting a bounty on them. Any ways I don't care about killing Jedi any more I just really like TKM and want to get a good template without having to make drastic changes to my current
Here is a template I came up with, I really need help with it cause I suck at template building...
Brawler 4/0/0/0
Scout 4/0/0/0
Novice Medic
Marksman 4/4/0/0
Tera Kasi Master
Pistoleer 0/0/4/4
Rifleman 0/4/4/0
-----
I get 3 left over skill points... Thats my lame attempt for a template but State defense isn't horrible and I end up with 102 melee defense and 104 ranged defense, I keep the scout for terrain negotiate so I can go up hills quickly and of course I got novice medic incase I need to heal.. Talked to some friends they said my template is a mess and it needs help. I also know that if I get rid of scout I'd be able to get Rifleman 0/4/4/3 and get alot more melee defense and have 20 points left over(so if I do that, what do I do with the 20 points?)... I don't want Rifle Abilities 4 (0/4/4/4) because thats way over the melee defense cap and a waste of skill points if you ask me but like I said I suck at this any ways I'm just ranting
help me with my template!!
Regards,
fritz
LordMaxx
Fri Aug 20, 2004 5:43 am
#2
well first you should try concentrating less skill points into lots of different profs...you can drop the 4th box in scout, it gives you no terrain negotaition, then drop the entire pistol combat line and take up to rifle abilities 4 giving you the same melee defense of 102...and maxing out your rifle speed (unless you master)
The only thing that worries me, is you will not be very proficient with your rifle seeing as how your accuracy will be +55...not very good. You could go down to scout with exploration 1 (some terrain negotiation) and that would allow you to master rifleman...so the template could be:
TKM
Master Rifleman
Scout 1000
Pistoleer 0040
Novice Medic
That would make you both a deadly rifleman, and should your target close with you...pop out the VKs and finish the job.
The only thing that worries me, is you will not be very proficient with your rifle seeing as how your accuracy will be +55...not very good. You could go down to scout with exploration 1 (some terrain negotiation) and that would allow you to master rifleman...so the template could be:
TKM
Master Rifleman
Scout 1000
Pistoleer 0040
Novice Medic
That would make you both a deadly rifleman, and should your target close with you...pop out the VKs and finish the job.
Kyodor
Fri Aug 20, 2004 5:46 am
#3
fritz300 wrote:
Okay I'm wanting to do a new template but I don't want to have to change my current one around too much. I came up with a couple of things but first off here is my current template (its not complete, I was going BH 3/0/0/0, Pistoleer 0/0/4/4, TKM):
Master Marksman
Scout 4/0/0/0
Brawler 4/0/0/0
Tera Kasi Master
Pistoleer 0/0/2/3
Novice BH
At first I was working on BH/Pistoleer but decided to go TKM so I could kill jedi easier... But the investigation grind is just killing me and not worth it, plus it seems alot easier to find overt jedi then it is getting a bounty on them. Any ways I don't care about killing Jedi any more I just really like TKM and want to get a good template without having to make drastic changes to my current
Here is a template I came up with, I really need help with it cause I suck at template building...
-----
Brawler 4/0/0/0
Scout 4/0/0/0
Novice Medic
Marksman 4/4/0/0
Tera Kasi Master
Pistoleer 0/0/4/4
Rifleman 0/4/4/0
-----
I get 3 left over skill points... Thats my lame attempt for a template but State defense isn't horrible and I end up with 102 melee defense and 104 ranged defense, I keep the scout for terrain negotiate so I can go up hills quickly and of course I got novice medic incase I need to heal.. Talked to some friends they said my template is a mess and it needs help. I also know that if I get rid of scout I'd be able to get Rifleman 0/4/4/3 and get alot more melee defense and have 20 points left over(so if I do that, what do I do with the 20 points?)... I don't want Rifle Abilities 4 (0/4/4/4) because thats way over the melee defense cap and a waste of skill points if you ask me but like I said I suck at this any ways I'm just ranting
help me with my template!!
Regards,
fritz
I'm not very experienced in Melee/Ranged stacking templates but I got this which may be of some interest:
Template:
- TKM
- Fencer 4/4/4/0
- Pistoleer 4/0/4/4
Result:
Combat Equilibrium+55
Defense Acuity+81
Defense vs Blind+90
Defense vs Dizzy+85
Defense vs Intimidate+20
Defense vs Knockdown+120
Defense vs Posture Change+100
Defense vs Stun+55
Dodge+145
Meditate+100
Melee Defense+166
Ranged Defense+116
Unarmed Speed+115Unarmed Toughness+57
fritz300
Fri Aug 20, 2004 6:14 am
#4
Hmm I like that template alot, but I see you have the last line in pistoleer which gives melee defense... Is that really needed? Without it you get 131 melee defense and thats over the cap... I thought any thing over 125 didn't matter?... and if I do that I get some extra skill points which I can throw into scout for terrain negotiation
Ryutek
Fri Aug 20, 2004 6:38 am
#5
Both LordMaxx and Kyodor have some really good suggestions, and one other option would be:
TKM
Master Pistoleer
Fencer 0-4-4-0
Master Pistoleer
Fencer 0-4-4-0
Medic 0-1-0-0
This would allow you to effectively use Pistols if need be, and you would end up with:
Combat Equilibrium +55
Defense vs. Blind +90
Defense vs. Dizzy +85
Defense vs. Intimidate +20
Defense vs. Knockdown +120
Defense vs. Posture Change (Down) +100
Defense vs. Stun +55
Defensive Acuity +96
Dodge +195
Melee Defense +127
Ranged Defense +67
FallenLore
Fri Aug 20, 2004 7:11 am
#6
BTW, if you dont master rifleman then dont point any points into it. Rifle skills without master are horrible and the difference between a rifleman with 4-4-4-4 and master rifleman is like night and day.
Only reason to maybe dabble in it is to get ranged DB
fritz300
Fri Aug 20, 2004 10:50 am
#7
Okay I was thinking about something like this...
TKM
Master Fencer
Pistoleer 4/0/4/0
The Master Pistoleer idea is great but I don't really want to use ranged at all
This is a great template, I get 116 Ranged Defense, 136 Melee defense and 185 Dodge...
But I have a question, is there a cap on dodge? If so I'm going to be wasteing skill points... I really don't want to go over my caps since it is kind of pointless and just taking skill points that I could invest in something else so I guess if there is a cap it is probably 125 so how would this be:
TKM
Master Fencer
Pistoleer 1/0/4/0
Medic 3/2/0/0
(1 skill point left over)
Should I ignore the cap and go with 185 dodge? Would it be useless or not?
Regards,
fritz
TKM
Master Fencer
Pistoleer 4/0/4/0
The Master Pistoleer idea is great but I don't really want to use ranged at all
This is a great template, I get 116 Ranged Defense, 136 Melee defense and 185 Dodge...
But I have a question, is there a cap on dodge? If so I'm going to be wasteing skill points... I really don't want to go over my caps since it is kind of pointless and just taking skill points that I could invest in something else so I guess if there is a cap it is probably 125 so how would this be:
TKM
Master Fencer
Pistoleer 1/0/4/0
Medic 3/2/0/0
(1 skill point left over)
Should I ignore the cap and go with 185 dodge? Would it be useless or not?
Regards,
fritz
Mankind00
Fri Aug 20, 2004 10:57 am
#8
If I were you I'd go for the version with the Medic skills as once you are over 125 any extra dodge does nothing exept eat your skill points.
IF you felt you would be ok without Medic you could take Smugler 0040 insted for feigndeath & some more pistol skills if you ever did need to use one,then you could even move that up to 0140 smuggler so you can help in base take downs should you be needed.
Valor
Fri Aug 20, 2004 11:09 am
#9
another good one i made on tc2 the other day:
TKM
Master fencer
0100 medic
0040 pistoleer
0020 smuggler
melee/ranged def is capped
def v kd is like 120
and u have feign death
but if u want a decent ranged/melee, do the path ryutek laid out.
rifle is cool and all, but it gets boring imo
TKM
Master fencer
0100 medic
0040 pistoleer
0020 smuggler
melee/ranged def is capped
def v kd is like 120
and u have feign death
but if u want a decent ranged/melee, do the path ryutek laid out.
rifle is cool and all, but it gets boring imo
Valor
Fri Aug 20, 2004 11:11 am
#10
fritz300 wrote:
Okay I was thinking about something like this...
TKM
Master Fencer
Pistoleer 4/0/4/0
The Master Pistoleer idea is great but I don't really want to use ranged at all
This is a great template, I get 116 Ranged Defense, 136 Melee defense and 185 Dodge...
But I have a question, is there a cap on dodge? If so I'm going to be wasteing skill points... I really don't want to go over my caps since it is kind of pointless and just taking skill points that I could invest in something else so I guess if there is a cap it is probably 125 so how would this be:
TKM
Master Fencer
Pistoleer 1/0/4/0
Medic 3/2/0/0
(1 skill point left over)
Should I ignore the cap and go with 185 dodge? Would it be useless or not?
Regards,
fritz
yeah there is a cap, i think it's all capped at 125? or is it 115? it's one of them
but remember dodge doesnt work when TKM, even if you have it maxed.
ArsonistSavior
Sat Aug 21, 2004 12:40 pm
#11
master brawler, master rifleman, TKM, exploration 1
Defences arent maxed but melee and ranged are close to cap
you get a ranged kd to use while unarmed
intimidate 2 is one of the most usefull skills you can haveand it can be used while holding a rifle at like 30m or something like that (I havent tested the max range)
Master rifles or don't do them at all, especially after the combat nerf/balance
if you don't want to master rifles go up the fencer defence tree instead, you will be capped on melee and ranged defence and you will use alot less skill points
but really, it's all about what you enjoy using, I have tried many things with tkm and with rifles and found that this template is what I use best. You don't want to put skill points into something you will rarely or never use and I think if you don't master rifleman you will end up sticking to tkm all the time
another thing, with this template you can have novice medic but you won't really need it, you might be better off to get a few lines in fencer anyway or else get exploration 1 for those hills, there is not really a huge difference in exploration 1 and 3 other than mask scent.
With this template I can solo a krayt with no medic, of course I am zabrak and have that equilibrium which helps in a rough situation.
good luck
Jagged-F3l
Sun Aug 22, 2004 8:04 am
#12
In my experiences, in order to have the defenses you obtain with Pistoleer, you need to equip a pistol. Same is true for defenses that you obtain with Rifleman. In other words, these defenses don't stack with the defenses you obtain with a melee profession.
Nalndra
Sun Aug 22, 2004 10:59 am
#13
Melee and Ranged defense does stack. So does the State defenses (eg Def vs KD)
If you want an all out TKM combo, I suggest this template.
TKM
Master Brawler
Fencer 2/3/3/0
Swordsman 3/0/4/0
Pikeman 0/0/4/0
Novice Medic
or
TKM
Master Brawler
Fancer 4/4/4/0
Pistoleer 0/0/4/0
Marskman 0/4/0/1
Medic 0/1/0/0
They are more less the same, Im too lazy to dish out the stats and explaining the difference lol
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