Teras Kasi Archive

Thread: Defense Stack question for TKMs

Kal-El-Shafer
Sun Mar 28, 2004 10:45 pm
#1


Heres the short of it:

What (as TKM) skill sets would provide as close as possible to the Ranged and Melee Defense cap of 125?

Im a Wookiee, and I dont trust the upcoming Wookiee Armor, so I would like to max my defenses using other professions.For example, using some of the fencer and swordsman skills to get my defenses as stacked as possible, etc...


Ive been reading some of the other threads, and using the profession calculator, but there are so many different combos I just want to use the max (as close to 125) Ranged and Melee Defense cap as a starting point.....so Im wondering what you guys not just use as your preferred template, but how close are you to the defense cap? Also, are there some instances where going over the cap would make sense, to take advantage of another passive skill you gain?


If its not obvious, Im somewhat new to the PvP action (Ive done a fair amount of it, but only in group activity, incidental, etc), and would like to start this as the focus of my game now. Thank you for any and all info my fellow TKMs!!

Message Edited by Kal-El-Shafer on 03-29-2004 12:46 AM

KnightHawk420
Sun Mar 28, 2004 10:53 pm
#2

tkm/rifleman/ with some fencer mixed in.



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Laeren
Mon Mar 29, 2004 7:20 am
#3

My template (in my profile) mods: (included all of them so you get a better picture overall of other defenses too)


Combat Equilibrium +85
Defense vs Blind +50
Defense vs Dizzy +45
Defense vs Intimidate +20
Defense vs Knockdown +70
Defense vs Posture Change +80
Defense vs Stun +15
Dodge +105
Melee Defense +136
One-handed Melee Toughness +32
One-handed Weapon Accuracy +170
One-handed Weapon Speed +90
Ranged Defense +114
Unarmed Accuracy +205
Unarmed Damage +245
Unarmed Speed +115
Unarmed Toughness +57
Unarmed Center of being duration +30
One-handed Weapon Center of being duration +31
Defense Acuity +81
Unarmed Center of being efficacy +90
One-handed weapon Center of being efficacy +115




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Wamphyrri
Mon Mar 29, 2004 10:25 am
#4

I was under the impression that, if you were TKM, if you got a ranged profession for the stacks then you lost your TKM defense due to the fact that you were no longer unarmed.. Hence no stacking... Am I wrong on this?



Thanks to Vasarian Brandy I am now the town drunk and ONLY go to the AA meetings to brag about the killing spree done during my drunken rage.
Utess
Mon Mar 29, 2004 12:18 pm
#5

Anything specifically associated with a combat type will not stack. That means Toughness, Block, Dodge, Counter-Attack, etc will not stack unless the right weapon is equiped. However, melee defenses, defense vs. etc will. For the rest, simply change your weapon based on which defenses are more important to you.


As for defensive stacking. Take a peak at thisidea hon


Master TKA

4/4/4/0 Fencer

0/0/4/0 Pistoleer

4/0/3/0 Medic

1/0/0/0 Scout


Defense vs.


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


Melee/Ranged Defense
Melee Defense +131 (capped at 125)
Ranged Defense +116


Other Defenses(any weapon used)

Combat Equilibrium +55

Melee Mitigation 3

Ranged Mitigation 2


Other Defenses(Pistol or Fencer Weapon Used)

Dodge +90


TKA only Defenses
Unarmed Toughness +57

Defense Acuity +81
Unarmed Center of being duration +30
Unarmed Center of being efficacy +90

note: Uncertain how well defensive Acuity works(if at all) thus Unarmed CoB's value is also questioned


Fencer weapon only Defenses

One-handed weapon toughness +12

One-handed weapon Center of being duration +26
One-handed weapon Center of being efficacy +100

In addition to all that defense you get +20 terrain negotiation and enough medic ability to be able to heal yourself by a decent amount. You also gain access to all the pistol weapons and the best pistoleer specials. Your pistol speed and accuracy will be relatively poor, but it will give you some ranged ability. Finally, in one form or another, you'll have access to a large number of damage types


Oh and worth noting at :

Master TKA

4/4/4/0 Fencer

0/0/4/0 Pistoleer

you have all the defenses listed above but still have 47 skill points remaining. So instead of picking up scout and medic like I listed above, you could:


- master pistoleer

- master fencer(leaving you 32 skill points left to either pick up more pistoleer or dabble elsewhere)

- pick up some smuggler

- dabble lightly in another combat elite profession(two-handed, polearms, carbines, rifles)

- nab some entertainer so you could heal your own bf now too(and dance which is a good thing )

- or just dabble around as you choose


I havn't done this combo personally, but I know at least one person who hasand I really like it because it gives you a ton of offense and defense as well as enough skill points left over to have more flexability in how you make your character.


The only major con of this combo is you have less ranged offensive ability than the popular tka/rifleman mix which might make the combo I listed less popular for a pure PvP player. But, I think the increases in the vs. defenses help make up for it, and, certainly, this is a very powerful PvE combination.



________________________________

'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
Kal-El-Shafer
Mon Mar 29, 2004 3:54 pm
#6

Wow thanks for the details in your posts!


I like the high amount of Dizzy defense you were showing, in fact I wish there was a way to make that higher than the KD, since the Dizzy is the real problem in a fight. Right now I have some Doc skills, and trying to remove the Dizzy state while being smacked around or falling back down just doesnt work most of the time, so the higher the Dizzy defenses the better.


Im curious, you listed that the TK/Rifleman is a popular PvP template, but in looking at other posts, I really dont see that many ppl list it very often, have you seen alot of that type template? One thing ive always hated about Rifleman---it seems to slow your heal times drastically, despite your medical skills. In fact, wouldnt the template you described be better suited to PvP than a TK/Rifleman?


Also after looking at Swordsman defenses, Im wondering if it would be better to mix the swordsman and fencer, than to master either one? Keep in mind Im thinking about PvP effectiveness, mainly.


Thanks All!



Utess
Mon Mar 29, 2004 5:04 pm
#7

You can certainly mix swordsman and fencer. Part of the reason Fencer is so popular though is that their dodge works very effectively with Center of Being, making them fairly tough to hit. For Rifleman/TKA, that is popular in PvP because of the Jawa Ion rifle. It's probably the most effective stun weapon in the game so its the only thing that can cut through composite armor.


Plus, rifleman specials hit the mind pool(so do swordsman specials which is another reason why mixing in some swordsman is always a nice combo). Rifleman used to be a much more popular mix before than it is now, however. This was because of the extreme amount of ranged defense you could get. Since Ranged and Melee defense are now capped at 125, you are starting to see a bit more experimentation into dabbling combos since anything past 125 is a waste of skill points(unless you are getting something elses really good in that box).





________________________________

'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
Kal-El-Shafer
Mon Mar 29, 2004 10:32 pm
#8

Has Anyone out there intentionally gone over the defense cap, to obtain a special/skill they still wanted for PvP?


Im sure there has to be some passive skills/abilities out there that are worth getting even if it means wasting some of the stacked defense. I actually figured outa really nice combo of Fencer, Swordsman, TK, but it was SO over the top with the melee and ranged defense, that Im still looking for a better combo that would really pump up the defense vs. dizzy, KD, etc...


Thanks for the reply Utess, your posts are Awesome!!


Alastor_Ragna
Tue Mar 30, 2004 6:00 am
#9

Only one thing , what caps is the specific defense ( dodge , block etc ) , for what ive read melee defense and ranged defense doesnt stack at all.



When you get to hell tell them that i've sent you .... you'll get a group discount.
Alastor_Ragna
Tue Mar 30, 2004 6:01 am
#10

I want a edit button...

What i meant is that melee and ranged defense dont cap at all ( not stack... )



When you get to hell tell them that i've sent you .... you'll get a group discount.
Kal-El-Shafer
Wed Mar 31, 2004 5:19 am
#11

Is that right?


Actually I thought it was the opposite way:


The Ranged and Melee defenses cap at 125, while the Defense Vs. dont have any cap at all.


Is this correct?


Kal-El-Shafer
Wed Mar 31, 2004 5:23 am
#12

Actually it might be easier to answer this way:


Exactly which stats have the defense cap? Just the Ranged and Melee defense? Or are there others?


Utess
Wed Mar 31, 2004 10:42 am
#13

Capped at 125(confirmed by devs in posts or stratics chat)

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

Ranged Defense

Melee Defense

Dodge

Block

Counter


Every other defense has no cap. And there is a good reason why The devs put caps in to prevent players from becoming near invincible. Those defenses listed above are the only ones that you can "get enough of" to achieve that. If you look at the rest of the defenses(like the state defenses) the most you can possibly get for a select few of them, is around the 125 mark anyway(maybe a little over). Some defenses you can't even get past the 40s So, there was no need to implement the cap on those defenses.


Also the devs said that while those defenses above are capped at 125, it will continue to show the actual number you have in your skills window. Thats why I lot of people think its not capped. I could have under my skills "melee defense 136" listed, but I'm only getting 125 of that.


The only exception to the cap rule is that Squad Leaders can take your defenses slightly higher with their group defense mods(also confirmed by devs).



________________________________

'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
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