Teras Kasi Archive
Thread: Master Brawler worth adding to my TKM?
I'm thinking about adding Master Brawler to my TKM character, but the only thing I think I'd use much is Warcry 2 & Intimidate 2. Are they that much better than Warcry 1 & Intimidation 1?
Are there other advantages for a TKM to have Master Brawler as opposed, let's say, to Master Pistoleer? Pistoleers have good defense bonuses, too.
the advantage is called : Unarmed Launge2 ( posture change with a chance to KD the target at 20m )
ScottieFL wrote:
I'm thinking about adding Master Brawler to my TKM character, but the only thing I think I'd use much is Warcry 2 & Intimidate 2. Are they that much better than Warcry 1 & Intimidation 1?
Are there other advantages for a TKM to have Master Brawler as opposed, let's say, to Master Pistoleer? Pistoleers have good defense bonuses, too.
Well if you consider Warcry 2 keeps your enemy from making a move (or KD'ed) for 20 secs, then yeah it's a great advantage...not to mention the 20 meter KD (/lunge2). If you are looking to up your defenses, I would go for Fencer rather than pistoleer to stack your melee defense\ranged defense. I believe you will stack more ranged defense this way along with all the good KD defenses, etc. Unless of course you want to supplement your character with a ranged skill...(bah!).
Definitely worth it, unless you insist on getting a ranged profession. Within 20m, you will be deadly.
Warcry2 = 50% damage reduction in one-on-one PvE. The critter only has a 10 second window every 30 seconds to hit you instead of 20. Against things that you kill in less than 30 seconds, the damage reduction is effectively more than 50%. The best thing about warcry (and intimidate) are that they stick on critters that are very resistant to blind/stun/dizzy (like rancors).
Intimidate2 = Quicker kills. Intimidate 2 lasts so much longer than 1 that you will get an extra swings since you won't have to reapply intimidate as often.
+20 Warcry and intimidation bonus = extra swings since stuff will stick much better on the first attempt.
UnarmedLunge2 = extra knockdown when an NPC gets up from your regular KD+Dizzy. It also has a great range, so is useful when the target decides to run right before death. UnarmedLunge1 has a similar effect, but the extra true KD is nice.
Unarmed Toughness +5 = 12% damage reduction.
Unarmed Accuracy +5 = more hits against really hard to hit critters. Against most things, your accuracy will be so high anyway, that an extra +5 won't really matter. According to some formulas, this should allow 2.5 out of every 100 swings to hit that otherwise would have missed.
+5 Melee and ranged defense = you get hit less. According to the same to hit formula, these cause 2.5 out of every 100 swings to miss that otherwise would have hit.
The unarmed speed is useless at master. Unarmed center of being is currently useless.
I should have been more clear - warcry 2 (if applied every 30 seconds) will cut in half the number of hits you will take with just warcry1. Over an extended battle, this is effectively a 50% damage reduction. I view it this way - I can take more than twice as long with master brawler as I can without against single creatures.
gozarian wrote:
Warcry is not damage reduction. It delays actions. In essence you could consider it 100% damage avoidance.
I was wondering, does warcry 1 stack with warcry 2? Does intimidate 1 stack with intimidate 2?
Also, unarmed lunge 2 does a knockdown, so if you did that at a range of 20m, couldn't the enemy just stand up right away? And if he does, you wouldn't be able to knock him down again for 30 seconds, because kd2 and unarmed lunge 2 are on the same timer.
I fail to see the use of unarmed lunge 2 other than to stop kiting, which could be done with unarmed lunge 1, w/o using your knockdown timer.
Warcry is not damage reduction. It delays actions. In essence you could consider it 100% damage avoidance.
Intimidate reduces the damage that the target is capable of giving. Though I am not sure the exact damage reduction percentage. This skill does stack with unarmed stun, another skill that reduces the damage output of your target. Together they are very effective for damage control.
Warcry1 = 10 second special delay
Warcry2 = 20 second special delay
Intimidate reduces dmg
Intimidate2 reduces dmg more ![]()
Lunge1 = 15m range
Lunge2 = 20m range
Stun = causes opponent to skip every other combat round, in addition makes them easier to apply other status effects.
Well Happy, if you like to look at it as damage reduction that's cool. Though it is far greater than 50%.
Lunge 2 still has greater range than Unarmed knockdown. Unarmed Knockdown 1, and Lunge 2 are the same effect albiet Lunge 2 is at a slight advantage in range. The purpose of using lunge 2 to stop a kiter is using this attack is at a greater range, and you in fact are continuing a charge. Combine lunge 2 with an already active burst run, and then dizzy the target while he is still on the floor. Once your in optimal TKA range. Begin the beat down. Should your target get up, and your timer has expired. Feel free to use whatever knockdown you like.
Keep in mind the game fudges distance so while on one hand it looks like your unarmed knockdown 1 has a range of 20m. It could look like you were hitting me from 10m on my PC. Lunge2 20m. Lunge1 15m. TKA specials, 15m without vk's.
They do not stack, and warcry 2 doesn't override warcry 1. So if your in a group. Make sure the person with the best brawler skills is using them. The intimidates do not stack, though I think intimidate 2 *may* override intimidate 1, but I could be wrong.