Teras Kasi Archive

Thread: Question about build

Masterroid
Sun Jun 13, 2004 3:48 pm
#1

Forgive me if this build has been posted before but I really havent been to this board much.

Right now I'm novice TKA and I'm thinking about this build when its finished.

TKM/Rifleman Master/ Fencer 4440.

How would you rate this build???

holagato
Sun Jun 13, 2004 3:54 pm
#2

It will work fine ~ However what are your intentions?


if pvp is the goal - go master fencer dabble in tka

if PvE is the goal - drop rifleman pick up swordsman


But what you have is fine, but not optimal for either pvp or pve.
dorsai78664
Sun Jun 13, 2004 4:18 pm
#3

This was some info I had posted in an old thread. It really deals with combos of ranged weapons, TK, and fencer for defense stacking purposes. It may give you an idea as to how they stack up against each other. This is by no means a comprehensive list.


--------------------------------------------



Here are a few things I was looking at for a PvP template on another server. I made several assumptions:


1. Teras Kasi Master
2. Master of ranged profession
3. 4440 Fencer*


The reasons for this is the huge difference between a master of an elite combat class and a novice or even 4444. I believe to effectively keep from being kited, you must be effective at range. Of course, this sacrifices everything for the sake of combat. Keep in mind that the mods that can get above +125 are capped at +125. The way it looks to me is that these templates all have great strengths but shakes out a bit like this:


Pistoleer: Maximizes defenses against state attacks. Only one that doesn't hit melee and ranged defense cap.
Rifleman: Maximizes general ranged and melee defense. Somewhat vulnerable to state attacks. Easiest to knockdown of the three.
Carbine: Good counterattack. Good ranged and melee defense. Weakest against dizzy.


Mod Pistol Rifle Carbine
Block +0 +70 +0
Combat Equilibrium +55 +55 +55
Cover +0 +80 +0
Counterattack +0 +0 +105
Defense Acuity +81 +81 +81
Defense vs Blind +90 +60 +50
Defense vs Dizzy +85 +55 +45
Defense vs Intimidate +20 +20 +45
Defense vs Knockdown +120 +70 +85
Defense vs Posture Change +100 +110 +80
Defense vs Stun +55 +25 +15
Dodge +170 +90 +90
Melee Defense +176 +171 +131
Ranged Defense +121 +186 +141


Of course, you can draw your own conclusions. Some advantages of each:


Pistoleer: Good accuracy while moving. Large variety of damage types.
Rifle: Very powerful weapons and very powerful attacks.
Carbine: Nice AOE moves (KD and dizzy). Powerful attacks.




COLONEL DRAEVYN TYR
Master Gunfighter : Master Smuggler : Teräs Käsi Master
The Spice Must Flow
Corbantis.Naboo.Theed.-5851.3187


dorsai78664
Sun Jun 13, 2004 4:29 pm
#4

And a side note on defenses. Ranged and melee defense factor into your being hit. Of course, those are capped at +125. Dodge, counter, and block are all rolls that take place if an attack lands. I view it as two rolls with two different types of defense. The first roll is to see if you are hit. The second is to see if you dodge, counter, or block. As you can see with the pistol combo, you can get pretty close to the cap for ranged defense and above the cap for dodge.


I based this on TKM and notMaster Fencerbecause...well...I like TK. But if you use Fencer as your primary melee profession and couple it with pistoleer, you will dodge in melee and ranged combat.




COLONEL DRAEVYN TYR
Master Gunfighter : Master Smuggler : Teräs Käsi Master
The Spice Must Flow
Corbantis.Naboo.Theed.-5851.3187


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