Teras Kasi Archive
Thread: Advice on tka and other brawler profesions!
Currently Im working on becoming a TKA, truth Im still about a box and a half to novice; but my goal is to become master.
My question is what other Brawler profesion should i master, or work on (since i wont have enough points to prob. master bercause i would like to become a master ranger). Personally i thing Polearm would be cool, ilike the weapon that looks like the one Imperial guards use (i think its a vibor pike or polearm).
What advantages can I get out of combinning too unarmed profesions. Or should i just work on some rifle or carabine skills.
This has probably been discussed a million times, but Im more concerned with opinions based on my character and skills.
unarmed 3/ scout (1/2/2/1)/?
The only real benefit to taking another melee profession is for the defensive bonuses.
Id suggest training some ranged or medic skills. You'd probably get more use out of it.
But If I had to pick one, I'd go with Fencer. But thats me.
Ok people sorry to bother you again with the same subject but I would apreciate the advice from those that are already TKA.
For starters the only thing I know for sure is that I want to become a TKA master. The problem is with the rest of the profesions.
So far these are the posible profesions Ive thought about
1. mTKA/mPikemen/CH (66 points on ch) or MTKA/MCH/pikemen (66 points for pm)
2. MTKA/Mpikemen/scout (66 points for scout) or MTKA/Mranger/pikemen (36 points on pm)
3. MTKA/Mranger/ch (36 points for ch)
4. MTKA/MCH/?(66 points to spare)
I would really apreciate some insight in this matter.
Ive actually narrowed down my possibilities,
They are:
MTKA/MCH/Medic (4/3/4/0)
or
MTA/MS/scout (4/0/4/0)/medic (3/3/3/0)
What do you people think? Are there others with this same layouts that can guive me advice.
Well I am almost convinced on MTKA/MSmuggler/(4/0/4/0) scout/pistoleer?
MasterTKA,
doc 0430 (rez, buff, heal wounds and damage),
combat medic 0004 (ranged and area heals (good cause you are closer to mob than ranged folks), also gives you a ranged attack (poison),
brawler 4000 (needed for tka)
master medic (needed for cm and doc)
marksman 0004 (need for combat medic, and gives ranged knockdown (supp fire)
Great solo, a huge asset to any group.
That's my target build anyway and would appreciate comments.
your combat medic skills won't be as useful as you think. You can't make all the items with a 0-0-0-4 but you can use them, well those that aren't broken (some require alot more combat med skill due to a typo bug). As forthrowing stims, rangestarts at i think 5m with a slow heal speed, you'll have to train in healing range and heal speed to get it faster. Otherwise it's just easier to run and heal your friends with the defualt 6m heal range. Can't usedisease without the skill "apply disease" which is in adv range healing, but you can use the poisons which won't be very good, bout 30 a tick i believe. Even less if they nerf poisons to use the 75% pvp reduction.
The doc part is cool, but you can't rez yourself (as far as i can tell with my doc). Again you'll have to buy the items you need. Not a big deal if you can get money. Much easier than making and getting the items yourself.
No skills in weapons and you won't land that surpressive fire often. You will only beable to use a cdef or d18 if you go pistol. Against armored people it'll tickle them at most.
Over all it's a good build, relient on masters to craft for you but it's not a big deal if you know people already. I recomend just dropping the CM and use those points into scout for terrain negotiation as you will beslow as dirt going up hills, or more in a range weapon for that offensive punch to soften up the target before you get to him. You will beable to take more damage than most, but a good defense is a strong offense. Atleast in pvp it is, which is pretty much the end game content.
Just my thoughts