Teras Kasi Archive

Thread: What is the Ultimate Tank and Defense in General

naenyc
Sat Jul 24, 2004 1:56 pm
#1



I am looking to create a template that creates a defensive tank.From a search of the forums I've concluded that:


Mods cap at 125 natural skill points.A 175 Melee defense is no better than a 125, though the 125 can be raised via Food/Attachments/Bio-Engineering.


Center ofBeing(COB) can greatly enhance one’s defense and it is Profession related, i.e. the On-handedCenter of Being has nothing to do with Unarmed Center of Being. It is unknown if there is any advantage to either COB.As an aside, some in the forums noted that they could switch from TKA to Pistoleer quickly and retain the COB.


The defenses of Swordsman cannot dodge, Fencer/Pistoleer defense), Fencer cannot counterattack (Swordsman/Carbineer defense), and TKA cannot use any of the three.


Tera Kasi doesn't have a natural defense per se as in Dodge, Block, or Counter Attack but it does have what's known as Defense Acuity. This Acuity enhances your chances of performing one of your main defenses whether it be Dodge, Block or Counter Attack.


That the secondary defenses of: Blind, Dizzy, Intimidate, Knockdown and Stun are not as important as the primary defenses of Melee Defense, Dodge, Block, or Counter Attack and Defense Acuity.


Unarmed Toughness, a TKA skill that seems to decrease the damage once they are hit.


Therefore:


What supplies the better tank, completely ignoring offense, a Fencer/Pistoleer where the Dodge can easily be stacked to >125 or the TKA which has a Defense Acuity of around +96 and Unarmed Toughness?Ranged defense is not a priority.


Also, the goal is to stand up to a Krayt for a period of time, where not getting hit seems preferable to getting hit and using Unarmed Toughness.


Any help would be appreciated..

Utess
Sat Jul 24, 2004 2:12 pm
#2


Dodge and such cap at 125 same as melee and ranged defense. In terms of tanking, toughness, when coupled with armor and buffs is going to make you a better tank than dodge will. Dodge is great for avoiding a few hits, but when you do get hit, you will be hit hard. Also, dodge and melee defense's value is *highly* reduced against high level PvE mobs. They will simply hit you almost every time regardless.


The first question I have to ask is, will you be trying to kill the Krayt you are tanking? Or, simply tank it to let others kill it?


If you are just trying to tank it for others, I would recommend:


- TKM, 4440 fencer, 0040 pistoleer, then a bunch of medic.


That will give you tka unarmed toughness, maxed melee/ranged defense, and high defense vs everything. Especially against knockdown and dizzy which is important against krayts.


If you are planning on soloing that Krayt, I recommend:


- TKM, Master Brawler, Master Swords, novice medic, and as much of x000 fencer as you can get.


You then take an acklay(or even just a regular) power hammer and use that agaist the krayt. When you need to take time to heal and regen some of your ham, you can unequip the hammer to turn on your unarmed toughness to help lessen the damage more, then re-equip it when you are ready to attack again.


In either case, get doctor buffs, wear 80% or higher kinetic composite armor, get entertainer buffs if you can, then take two brandies. Use a mix of canapes, synthsteak, and anti-knockdown food through the fight as well, and keep pixie and muon ready in case of emergencies.


You will have no problems tanking with either option, and the second option you will be able to solo a giant canyon krayt in approximately 30 to 45 minutes depending on the strength of your hammer and if you have any dot weapons.


An ancient krayt will be out of the question to solo alone, but either combo with a doctor or combat medic as support and an extra damage dealer could.

Message Edited by Utess on 07-24-2004 05:14 PM



________________________________

'Tess

- Utess Pero: Master Entertainer, Master Dancer, Master Musician, ID
- Andria Pasretti: Master Artisan, Master Merchant, Teras Kasi Master
- Tatiyana Karkuf: Master Medic, Master Combat Medic, Master Doctor
Utess
Sat Jul 24, 2004 2:37 pm
#3

Oh, also, while you are doing this, your number 1 priority is to make sure the Krayt is intimidated at all times. This is why if you are soloing to kill(the second option) you really need master brawler and intimidate 2.


If you are just tanking for others(the first option) it doesn't really matter much if you just have intimidate 1, since the *only* things you should be doing in that case is auto-attacking, healing yourself, taunting the krayt to keep it on you, and intimidating it.



________________________________

'Tess

- Utess Pero: Master Entertainer, Master Dancer, Master Musician, ID
- Andria Pasretti: Master Artisan, Master Merchant, Teras Kasi Master
- Tatiyana Karkuf: Master Medic, Master Combat Medic, Master Doctor
naenyc
Sat Jul 24, 2004 2:49 pm
#4

Amazing answer, you understood what I was driving at and anticipated many of the follow-up questions.


Maybe you can advise if I should solo or not with a little background history.


Started the game a month ago and became Master TKM/Commando. Being somewhat oblivious, thought that this combo might actually be useful in base attacks and PVP. It isn't due to the CM.


Attempted to hunt night sisters and though I could stand up well to them, noticed that the Swordsman stole the kills. Went Krayt hunting and noticed that a Rifleman suceeded where our squad couldn't(guy was doing amazing damage each second). Noticed another Rifleman kite a Krayt to death.


OK, purchased another account and made it a Master Rifleman/Swordsman 4/4/4/0Medic and really haven't used it much yet. It is hampered by the Swordsman Speed rating of 75, though the Rifleman is quick, might have to drop Medic for Master Brawler. Then I got thinking that wouldn't it be great if a placed the tank under a Krayt and let it fight independently while the Rifleman shoots from afar.


So a few days ago, I dropped the Commando and went with the suggestion of TKM/Fencer/Swordsman/Pikeman in the FAQ. Upon analysis the Pikeman seemed to offer very little and have subsequently leveled up to: Fencer 4/4/4/0 and Swordsman 3/0/0/0.Then I stumbled upon the Pistoleer line and realized that it brought so much more than either the Swordsman or Pikeman in pure defense and I'm glad to hear that you concur.


Only experiencing one battle with a Krayt while a total newbie, I really don't have any idea that if it is place in auto-attack, that the Krayt would be satisfied with attacking the TKM, instead of turning around and going at the Rifleman. Or maybe, I should forget about the Rifleman and simply beef up the Swordsman and let them attack together.


Note: that my third account is a Master Doctor/Master Musician and haven't used her in battle, only for buffs. Not sure if she could be placed at a distance to auto-buff.


Thanks again.
Utess
Sat Jul 24, 2004 4:01 pm
#5

Hrm...so if I understand this correctly, you want to "solo" a krayt with two characters at once being controlled by you?


Well the combination of a high defense tka tanking for a rifle user is the correct one and frankly the fastest way to kill a krayt for sure. I'm just not sure if it would be too much to manage by yourself or not(I know I couldn't O.o ).


Yes, there is very much the possibility that the krayt will turn and attack the rifle character. But, this usually isn't too much of a problem because the rifle user can just fall back while the tka taunts and regains the aggro of the krayt. But I don't know if you could manage that all by yourself between two characters.


The safety of the tka shouldn't be much of a concern. Frankly a tka with that set up could stand in front of a giant canyon indefinitely without much fear of death. In fact, if it wasn't for buffs wearing out and armor falling apart, given 4 or 5 hours, a tka with that setup could actually manage to kill a giant canyon.


My concern would be:


1) Krayts and Kimos tend to move around a lot while fighting, so you have to move with them. This means you couldn't just conceal shot with the rifle user from a distance since eventually the krayt would probably move out of range.


2) If your rifle user caught aggro, if you are managing it all by yourself, I don't know how easily it would be to both fall back with one character and regain aggro with the other.


It certainly is doable, but I've never tried it myself O.o


But yes, that combination of two characters would be the ideal way to kill a krayt.



________________________________

'Tess

- Utess Pero: Master Entertainer, Master Dancer, Master Musician, ID
- Andria Pasretti: Master Artisan, Master Merchant, Teras Kasi Master
- Tatiyana Karkuf: Master Medic, Master Combat Medic, Master Doctor
konik
Sun Jul 25, 2004 3:25 am
#6

this works well for me

TKM
Master Brawler
Novice Medic*
Fencer 1/4/0/0
Sword 3/0/4/0
Pikeman 0/0/4/0
Scout 1/0/0/0**

*stim B's always to hand
**i really cant do with crawling up hills
Sovi-FFO
Sun Jul 25, 2004 7:29 am
#7


My PVP Template, also serves as a rather good PVE template as well, Master Rifle, TKM, 0-4-4-0 Fencer, Medic 1-0-0-0

Message Edited by Sovi-FFO on 07-25-2004 07:29 AM



Sovi | Ninja Exploit Zero
dorsai78664
Sun Jul 25, 2004 8:04 am
#8


He could run a /taunt macro that might be able to keep aggro.


Macro Name: aggro


/taunt;

/intimidate; <-- may as well include it

/pause 10;

/macro aggro;


If he wants to "solo" a krayt with two chars, it might not hurt for him to pick up feign death for the rifleman. I was thinking...


The tank /follows, starts the taunt and intimidatemacro and engages the krayt. The rifleman attacks and then hits feign death. At that point, the very next hit will knock him down but he will be able to continue attacking. The tank continues to keep aggro with taunting and intimidating. Add a few other macros for KDs, dizzy, and stun. That should keep the mob aggroed to the tank and protect the rifleman if he gets hit.


Unfortunately, FD will cost 15 for novice brawler, 14 for TK student, 14 for pistol specialist, 6 for novice smuggler, and another 4 (?) for FD. Kind of a high skill point investment. Not quite so bad if you are stacking a melee prof with the rifleman also.

Message Edited by dorsai78664 on 07-25-2004 10:04 AM




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


Sovi-FFO
Sun Jul 25, 2004 11:49 am
#9

Thisgoes for elite profs, for basics just turn it upside down and make the 1 a 15




1

2 2 2 2

3 3 3 3

4 4 4 4

5 555

6





Sovi | Ninja Exploit Zero
dorsai78664
Mon Jul 26, 2004 12:00 am
#10






Sovi-FFO wrote:

Thisgoes for elite profs, for basics just turn it upside down and make the 1 a 15




1

2 2 2 2

3 3 3 3

4 4 4 4

5 555

6








lol Yeah, I was too lazy to check. Should have just used the master's box as 1 pt and counted backward.




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


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