Teras Kasi Archive
Thread: TKA/Fencer Combo
that is not so
I promise I have counterattacked while fighting unarmed before. If i was at home i'd post a screenshot
Well yeah. Anyone has a chance to dodge/counterattack/block/evade.
The mods that increase those chances, which is what the mods do, only work if you're holding the weapon that gives you the mod.
Erryk wrote:
I'm pretty sure it's been stated that unless a skill mod has a weapon-specific title--(i.e., "unarmed" toughness or "unarmed" accuracy)--it stacks and is not reliant on your equipped weapon.
you are 100% correct, which is why these stacks are going to be nerfed....err....fixed in the next patch
Erryk wrote: ooh really? do you have a thread address for that? i must have missed it. ack that would suck
I've seen this discussed in the Fencer professions board.
http://forums.station.sony.com/swg/board/message?board.id=fencer&message.id=11313also don't use CoB with one weapon and then switch. When you CoB it only applies to the weapon you have equipped at the time you use CoB
Hey all,
What does everyone think about a M. TKA/M. Fencer combo? Do the defensive mods and skills stack at all? Do the bonuses stack? Any help appreciateed, thanks!
yes that would work.
let me tell you what would be awesome
TKM (defensive accuity)
Master Brawler (intimidate 2 and warcry 2)
0-4-4-0 fencer (dodge)
0-0-4-0 swordsman (counter attack)
0-0-4-0 pikeman (block)
crap points left over for scout and medic
think about it-all of those skills have a base chance to fire. CoB just boosts those probabilities. There would be a VERY small chance of at least one of those not firing.
and furthermore...
dodge only works with dodging weapons (1h swords, pistols)
block only works with rifles and pikes
counterattack only works with carbines and swordsman.
The only thing that stacks is melee and ranged defense.