Teras Kasi Archive
Thread: A few questions about PVP & TKM
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blackamooka
Tue Dec 21, 2004 2:33 am
#1
I am curious in hearing what you guys have found for not only increasing your success rate for a dizzy/knockdown...aka...dizzy first then knockdown, knockdown then dizzy...throw in a lunge? whats's the best combination for both sticking the knockdown AND keeping them on their backs for the longest time....
Also, I have pistoleer 0040 and I was wondering if stopping shot is useful to keep an opponent on the ground after you've knocked them down.
My second question is: what skill tapes actually help as far as maxing out our offensive capabilities? Unarmed damage mods are broken, i know..but does accuracy really help? are we already capped on speed anyways?
My last question is simple...how long in seconds does intimidate and warcry last?
TIA for any input you might have and please try to keep this on topic
snata
Lymail
Tue Dec 21, 2004 4:48 am
#3
well speed skilltapes dont have any use, cause your already speedcapped at master.
in pvp its best to unarmedknockdown2 cause it makes dizzy and does knockdown..., but if you want to be certain use dizzy, knockdown2, and start spamming unarmedhit3
in pvp its best to unarmedknockdown2 cause it makes dizzy and does knockdown..., but if you want to be certain use dizzy, knockdown2, and start spamming unarmedhit3
Dynastar
Tue Dec 21, 2004 8:59 am
#4
Lymail wrote:
but if you want to be certain use dizzy, knockdown2, and start spamming unarmedhit3
When I stand back up, Im just going to heal 85% of the damage you caused in one shot since it went to health and action.
I'd advise against uahit3 spamming if you opponent has any sort of medic.
HornedSandRanger
Tue Dec 21, 2004 11:40 am
#5
Dynastar wrote:
Lymail wrote:
but if you want to be certain use dizzy, knockdown2, and start spamming unarmedhit3
When I stand back up, Im just going to heal 85% of the damage you caused in one shot since it went to health and action.
I'd advise against uahit3 spamming if you opponent has any sort of medic.
head hit head hit head hit......can't heal the mind unless a CM is around.
CrashNgoBoom
Tue Dec 21, 2004 2:16 pm
#6
Never spam any posture change or kd. If you do land a successful hit, the next spam will stand them back up. I usually "test" my opponents defences. If they took some syntha steak the first few hits aren't going to damage them anyway so it's always best to "set up" your opponent. Normally I'll throw a KD2 at them a few times to see if it does anything. If not they are probably maxed or close to max on KD. Then I'll spam a few dizzies at them, this will usually stick since you can spam it and then I start with a few lunges. If they still manage to stay on their feet, then it's time to break out the stun attack, just spam away until it sticks. Once you've done that a simple KD2 should be fine. If I'm against someone I know is going to be a hard KD/dizzy(most regular pvpers) then I'll start the fight with a stun attack.
Stealer-In
Tue Dec 21, 2004 7:47 pm
#7
did CU come out early, last time i check tkm sucked at pvp. A fencer/tkm can thwart every single kd/posture down attack (with defenses or equilibrum either one). TKM is almost pure pve, and is just a supporter for other templates
Abdullahsmith
Tue Dec 21, 2004 8:31 pm
#8
I am TKM/MCh. When I duel someone I have little problem competing against most template. keep in mind never Faced someone with dots.
take those away..
But TKM and TKM/fencer types Swordsmen/fencer np.
get dizzy on them then lunge 1 or 2. they will fall. and most of the time they wont get back up.
I never EVER use UH3 in a duel NEVER! I would only do it if it he is about to die... but head hit still seems to work better in that situation.
But TKM and TKM/fencer types Swordsmen/fencer np.
get dizzy on them then lunge 1 or 2. they will fall. and most of the time they wont get back up.
I never EVER use UH3 in a duel NEVER! I would only do it if it he is about to die... but head hit still seems to work better in that situation.
Warryyr
Wed Dec 22, 2004 1:48 am
#9
I use
/unarmeddizzy1
/unarmedknockdown2
If they fall, unarmedheadhit1 until they use a Muon upon standing. You know you've got em when they do this. Then get them on their backs until the downer hits and victory is yours. If they don't run away before the downer, that is.
If they don't get knocked down, some folks use /unarmedlunge1 to try to change posture. I've rarely hadgood luck with this, personally. Instead, I throw another /unarmedknockdown2 and head hit, one at a time, until they fall again, then head hit again and again.
The reason I don't prefer /unarmedlunge1 is that the many times it doesn't do anything, it hits them in their stronger Health and Action pools, whereas targetting the Mind is the weak point to take advantage of.
/unarmedlunge1 is excellent for combatting kiting. It catches that ranged enemy off-guard when they think they're oh-so-clever for being just out of reach of you. Keep trying the lunge and throw a burstrun in, if needed. Don't SPAM lunge, though - if you drop em when they're dizzied, and lunge again, it'll put them right back on their feet.
In a pinch, don't forget that instead of chasing after the morons, run away from them. If they don't want to fight, then don't fight. I've had countless times when I've been kited for a few minutes, figure screw this lame stuff, and just turn and burstrun in the opposite direction from them.
Oh, and intimidate1 and warcry1 last for 10 seconds. intimidate2 and warcry2 last for 20 seconds.
CrashNgoBoom
Wed Dec 22, 2004 7:22 am
#10
Stealer-In wrote:
did CU come out early, last time i check tkm sucked at pvp. A fencer/tkm can thwart every single kd/posture down attack (with defenses or equilibrum either one). TKM is almost pure pve, and is just a supporter for other templates
You didn't miss anything, TKM by itself still sucks at pvp unless you're fightinga jedi. It is an awesome back to any PvP templet though. The ability to stick every state, added defences, the highest melee toughness mod when you need to shrug off some damage while healing, and lets not forget FoW. I use my rifles for dishing out godly amounts of damage, but I still gotta set my opponent up first and when things get bad, TKM has a very high survivabilty factor.
BigEvilE
Wed Dec 22, 2004 6:21 pm
#11
in a 1v1UH3 works great against jedi as it causes them to use up their force powerswith heals. against another player it's pretty useless as most folks walk around with 80% kinetic armor.luckily headhit cuts right through that.
BigEvilE
Wed Dec 22, 2004 6:24 pm
#12
CrashNgoBoom wrote:
You didn't miss anything, TKM by itself still sucks at pvp unless you're fightinga jedi. It is an awesome back to any PvP templet though. The ability to stick every state, added defences, the highest melee toughness mod when you need to shrug off some damage while healing, and lets not forget FoW. I use my rifles for dishing out godly amounts of damage, but I still gotta set my opponent up first and when things get bad, TKM has a very high survivabilty factor.
/agree
TKM are great in 1v1 dueling and fighting jedi however in pvp battles unless we cansucker our enemy into range we're pretty much justmoving target practice.
blaketheone
Thu Dec 23, 2004 12:12 pm
#13
if ur not dueling a stacker dizy him and knockdown2,then if hes on his back say for about 5 secodns when he gets up lunge1 him and when he gets bac up from being on his back reknockdown,depends on how long he is knockdowned
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